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Apple Joins Blender Development Fund

blender.org

161–170 of 285 posts

Re: Apple Joins Blender Development Fund

#161
post #124

Earlier quoted context omitted.

> If you've ever had a passing interest in Blender or 3d modeling I recommend checking out the donut tutorial, which is fast becoming the "hello world" of blender - > https://www.youtube.com/watch?v=TPrnSACiTJ4 Is there a good written tutorial? I can't sit through video tutorials.

I went through the donut tutorial on 2x speed. If you’re interested in learning modern visual arts (computer graphics, photography, videography, etc.) you’re going to have to deal with video tutorials. Make them work for you.

Or convert a video one to a written one.

The conversion should do the trick for you to learn Blender and the next person will find your written one very useful.

Re: Apple Joins Blender Development Fund

#162
post #83

It's great to see Blender get the support. The user numbers seem to be arcing upwards. https://www.blender.org/news/blender-by-the-numbers-2020/ If you've ever had a passing interest in Blender or 3d modeling I recommend checking out the donut tutorial, which is fast becoming the "hello world" of blender - https://www.youtube.com/watch?v=TPrnSACiTJ4 And check out all the donuts - https://www.reddit.com/r/BlenderDough…

Recommend Ian Hubert's "Lazy Tutorials"[1], although they're not really so beginner friendly. More for inspiration and entertainment. [1] https://www.youtube.com/playlist?list=PL4Dq5VyfewIxxjzS34k2N...

Blender Secrets is also very good.

One-minute tutorials about a tool, a certain specific way to achieve X and alike.

https://www.youtube.com/c/BlenderSecrets

Re: Apple Joins Blender Development Fund

#164

Earlier quoted context omitted.

I guess some will see this as good news, but further entrenching Metal is just sad in my opinion. So much wasted effort just because they can't admit they lost the standards game and won't move to Vulkan. The generous interpretation is they just don't want to invest into that if it isn't "broken" but the cynic in me can't help but think at least part of the motivation is being different and maintaining the wall aroun…

Metal is by far a much friendlier API than Vulkan. Its approach with opt-in complexity is arguably the correct one. (Ever tried writing a Vulkan "Hello triangle" from scratch?) It's also gaining some nice features that are usable out of the gate, rather than waiting on Vulkan extension standardization and adoption. It simply makes the most sense for Apple.

> Metal is by far a much friendlier API than Vulkan

Sure, but that was hardly the point of Vulkan in the first place. The point is to have cross-platform 3D grahipcs, but since Apple never gave a shit about anything cross-platform, they chose to write their own stuff.

And if they actually did care, they could have modeled the same API as they have with Metal, but over Vulkan, so the engine is the same but the API is "much friendlier".

It simply makes the most business sense for Apple, but as is tradition, the whole software ecosystem is worse off because of their choices.

Re: Apple Joins Blender Development Fund

#165
post #3

Apple also submitted a patch to port Cycles to run on Metal. https://developer.blender.org/T92212

I guess some will see this as good news, but further entrenching Metal is just sad in my opinion. So much wasted effort just because they can't admit they lost the standards game and won't move to Vulkan. The generous interpretation is they just don't want to invest into that if it isn't "broken" but the cynic in me can't help but think at least part of the motivation is being different and maintaining the wall aroun…

I don't know why we have to keep having this discussion but Metal pre-dates Vulkan. It shipped to developers in June 2014. Vulkan didn't ship until Feb 2016.

Metal is the reason Vulkan exists: Apple announced Metal in June 2014 and the first Khronos meeting about a replacement for OpenGL was hosted at Valve in July 2014 so they could rush to announce an "open standard" under development at SIGGRAPH later that year. The only reason it managed to ship a final spec in 2016 was because AMD donated Mantle to boot-strap the process.

When you make your own GPUs and have sufficient scale to get developer adoption owning your own API can let you move much faster than others while avoiding vendor extension hell (that turns into a bespoke API-within-an-API at the extreme end).

Besides which MoltenVK effectively allows Vulkan software to run against Metal anyway. In that sense it's also better for Vulkan because it can ship API updates whenever Khronos feels like it.

Re: Apple Joins Blender Development Fund

#166
post #122

Earlier quoted context omitted.

This might be an odd, or unpopular opinion, but I really wish there were more tutorials written down, in text, with separate images and instructions. I don't like searching YouTube videos for specific steps, but plain HTML documentation is greppable. Blender does have docs -- and they're usually very good, but often out of date. Creatives really shine on YouTube, and make amazing things, but hardly anyone seems to pu…

> This might be an odd, or unpopular opinion Well, that used to be the mainstream opinion until a few years ago, when a lot of computer education switched to videos. I blame DHH ;)

I blame monetization. You can make more on YouTube.

Re: Apple Joins Blender Development Fund

#170
post #77

It's great to see Blender get the support. The user numbers seem to be arcing upwards. https://www.blender.org/news/blender-by-the-numbers-2020/ If you've ever had a passing interest in Blender or 3d modeling I recommend checking out the donut tutorial, which is fast becoming the "hello world" of blender - https://www.youtube.com/watch?v=TPrnSACiTJ4 And check out all the donuts - https://www.reddit.com/r/BlenderDough…

Anyone know a good intro tutorial for using Blender as a video editor like Premier?

I forget where I learned VSE, sadly, but came here to say that Blenders video editor is not so bad, if:

a) You want to assemble only rendered footage. If you have real footage, well the greenscreen node is actually good, but for color grading DaVinci or Premiere are more advanced (though you can get a lot done in Blender here as well if you fiddle with the right nodes compositor).

b) You can accept some limits wrt adding text overlays. There is no simple way of doing that like in P or DV. But: You can trick with preparing some .png's and fade these in and out (which works but limits you on the effects), or add the text during render, but that limits you on flexibility (someone needs a text change in last second, yay!).

But I think you can go with basically any tutorial you find, it is not complicated in general. And a lot of your general blender knowledge transfers to VSE, which is a huge bonus in comparison to learn DaVinci or Premiere (which are monsters, crashy monsters).

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