Earlier quoted context omitted.
Sure, but it seems you are looking for (monocular) SLAM?
I was thinking more so to add 3d objects to previously recorded drone footage. Would SLAM be the best option there?
Apple Joins Blender Development Fund
181–190 of 285 posts
Re: Apple Joins Blender Development Fund
#182Re: Apple Joins Blender Development Fund
#183Earlier quoted context omitted.
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.
This is a polite version of "suck it up" and about as helpful.
Re: Apple Joins Blender Development Fund
#184Earlier quoted context omitted.
We had a class on Blender in high school (mandatory even!) and it was very popular. A lot of people in our school played with Blender in their free time in the following years.
Why would a Blender class in high school be mandatory??
Re: Apple Joins Blender Development Fund
#185Apple was huge in getting open standards funded at Khronos for OpenGL ES, WebGL and more. These investments led to lots of great things and innovations.
The market for 3d tools is one of the most fixed markets out there and the tools are expensive, that has caused interoperability issues and standards being more proprietary. For instance, COLLADA wasn't great but it was one standard they pretty much broke in favor of FBX, which is probably better but also less open/standard.
Hopefully these investments can help change that in the 3d tools market a bit. Even getting your hands on Maya, 3ds Max, ZBrush, Houdini, Cinema4D, etc was difficult until recently. Blender might have made the pricing on those more competitive as well as Unity/Unreal opening up more on pricing.
Blender is opening up 3d tools for all and that is a good thing. The app used to be a usability complexity problem but is getting very competitive in usability and less complex on entry. Tools are like games, they should be easy to approach and more advanced on the backend/detail to master for advanced users, simplicity should always be the goal for tools.
Re: Apple Joins Blender Development Fund
#186Re: Apple Joins Blender Development Fund
#187Re: Apple Joins Blender Development Fund
#188I was talking to my younger brother about this the other day. He and his girlfriend have just finished Uni. My brother is trying to get into a career with CG for film, and his girlfriend into graphic design. Its not great for my brother as he does have to learn a few tools like Maya and the like, but 90% of his work has been in Blender, which is wonderful to see for someone who's been using Blender since the "old-old UI" days (you know the one) when it was considered as having no chance at being able to compete.
But on the graphic design side, the walls are much higher. His girlfriend can't afford the adobe suite right now, but it would seem has no other option. I naively suggested looking at the open source offerings and was, in the politest way possible, essentially laughed out of the room. I was told it didn't matter if the tools were as good or even better than say Photoshop, because its not industry standard. Bonus points as well if you use the most expensive OS. I'm not sure how true it is that you can't get a job unless you use those tools personally as well, but I'm no expert and I imagine they'd know more about this than me.
I thought it was funny to compare to programming, which I do know. There are industry standard languages, kind of, but all the ones that are industry standard (key word being standard, of course niche ones do apply) are all free. Bonus points if you use a free operating system.
I know they're completely different fields, and what "works" for graphic design would never work for programming, I just thought it was funny
Re: Apple Joins Blender Development Fund
#189Earlier quoted context omitted.
I want to share an amazing experience I recently had. I was looking through TV consoles on Crate & Barrel and found one I liked. I was unsure if it'd be too tall for my room (it's an extra 9 inches of height over my current TV stand, which is actually just a coffee table repurposed.) The listing page had a QR code I could scan with my iPhone. I was taken to a page that asked me for camera permissions and I said yes.…
If everybody used VR headsets all the time, you wouldn't even need a TV console in your room. In fact, you wouldn't need much besides a comfy chair. This whole AR thing is just a transition technology, that will go away with time.
You just described Ready Player One, which in some sense is a dystopian nightmare.
Re: Apple Joins Blender Development Fund
#190Earlier quoted context omitted.
> I dont see how that is disingenuous. When Apple has a total 0 input in making and marketing of said game and just charges for services - that's not revenue from games. And if you want to put a bar that low - Google makes billions from ads for games, YouTube play alongs and other services purchased by game makers. Let's also no forget Starbucks revenues from all the game devs, that definitely counts as game revenue.…
Apple dictate what is inside their App Store. Along with tools that partly support the Game Development. i.e Development of Metal and their Custom GPU ( At least that is the way Apple likes to formalise their argument in court ) . In reality there is no different between the role of Apple and Sony when viewed from a business perspective. No matter how big or small their input into Games. They take their Cut on Games…
Walmart dictates what gets put on their shelves. Should we throw them into this contest too?