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Blender 3.x roadmap

code.blender.org

11–20 of 119 posts

Re: Blender 3.x roadmap

#11
post #5

> The general guideline will be to keep Blender functionally compatible with 2.8x and later. Existing workflows or usability habits shouldn’t be broken without good reasons – with general agreement and clearly communicated in advance. Oh boy. How I wish so much that other software developers would follow this principle... It seems nearly every software I use and rely on has to change its appearance and interface ever…

You're right. I'm so annoyed by firefox changing its interface every once in a while instead of coming up with a good one that they can actually keep stable for years...

Re: Blender 3.x roadmap

#12

Blender is such an amazing tool. I have a side business where I create 3d printed jewelry with my customer's fingerprints on it in gold and silver ( https://lulimjewelry.com ) and I use Blender on the backend for all of the jewelry creation. I run blender headless in a docker container on google cloud run. When needed I invoke it with an image and have a blender script "engrave" that image on the jewelry and output a…

I just wanted to say that your process sounds incredibly awesome. I was curious, what type of instance do you have running behind your Cloud Run job? I know rendering can be quite heavy on a CPU, but it sounds like you're running a series of commands to generate a model instead

Honestly I am running it on the lowest level instance, (1 CPU, 512 memory).

And I dont actually do any rendering on this instance, just the STL generation. I use Threejs to display/render the STL once its done.

Re: Blender 3.x roadmap

#13

Blender is such an amazing tool. I have a side business where I create 3d printed jewelry with my customer's fingerprints on it in gold and silver ( https://lulimjewelry.com ) and I use Blender on the backend for all of the jewelry creation. I run blender headless in a docker container on google cloud run. When needed I invoke it with an image and have a blender script "engrave" that image on the jewelry and output a…

Using lost-PLA casting?

Re: Blender 3.x roadmap

#14

Blender is such an amazing tool. I have a side business where I create 3d printed jewelry with my customer's fingerprints on it in gold and silver ( https://lulimjewelry.com ) and I use Blender on the backend for all of the jewelry creation. I run blender headless in a docker container on google cloud run. When needed I invoke it with an image and have a blender script "engrave" that image on the jewelry and output a…

I have a side business where I create 3d printed jewelry with my customer's fingerprints on it in gold and silver

There's a plotline for an episode of CSI crying out to be written here..

Re: Blender 3.x roadmap

#15
post #5

> The general guideline will be to keep Blender functionally compatible with 2.8x and later. Existing workflows or usability habits shouldn’t be broken without good reasons – with general agreement and clearly communicated in advance. Oh boy. How I wish so much that other software developers would follow this principle... It seems nearly every software I use and rely on has to change its appearance and interface ever…

Well blender just did that exact thing going from 2.7 to 2.8 recently, although it was at least somewhat justified. But now that they've reworked it it doesn't make sense to do it again any time soon.

I feel like that move really should have been a major version bump, it was a big move across the board where many aspects of functionality changed or were removed, UI locations and naming completely changed, keyboard shortcuts and UX changes across the board, and so on.

Minor bump 2.7 -> 2.8 = everything breaks, your workflow no longer functions, you have to relearn the API, online resources and documentation no longer relevant for many aspects of the editor

Major bump 2.8/9 -> 3.0 = everything is compatible with 2.8?? Just feels like 2.8/2.9 and what's referenced in the blog post should have been version 3 to me, but maybe they had some technical reason regarding the backend and scripting APIs?

Re: Blender 3.x roadmap

#16

Blender is such an amazing tool. I have a side business where I create 3d printed jewelry with my customer's fingerprints on it in gold and silver ( https://lulimjewelry.com ) and I use Blender on the backend for all of the jewelry creation. I run blender headless in a docker container on google cloud run. When needed I invoke it with an image and have a blender script "engrave" that image on the jewelry and output a…

> my customer's fingerprints

And you get to build a database for any state agencies that might be interested in buying (or taking)!

Re: Blender 3.x roadmap

#17

Blender is such an amazing tool. I have a side business where I create 3d printed jewelry with my customer's fingerprints on it in gold and silver ( https://lulimjewelry.com ) and I use Blender on the backend for all of the jewelry creation. I run blender headless in a docker container on google cloud run. When needed I invoke it with an image and have a blender script "engrave" that image on the jewelry and output a…

Totally agree. Some time ago I also ran Blender headless with a script to render 'product shots' of a product that is available in over hundred different combinations. What is also very nice is that you can turn on API hints when you navigate over an element in the GUI. So you can quickly learn how to access or manipulate data.

Re: Blender 3.x roadmap

#18
post #16

Blender is such an amazing tool. I have a side business where I create 3d printed jewelry with my customer's fingerprints on it in gold and silver ( https://lulimjewelry.com ) and I use Blender on the backend for all of the jewelry creation. I run blender headless in a docker container on google cloud run. When needed I invoke it with an image and have a blender script "engrave" that image on the jewelry and output a…

> my customer's fingerprints And you get to build a database for any state agencies that might be interested in buying (or taking)!

They mean pub key / certificate fingerprints. Gosh... :)

Re: Blender 3.x roadmap

#19
If there was a single feature I could see added to Blender, it would be to share more functionality between objects and collections. Blender has an organizational concept called objects, which are containers with position, scale, rotation, and they contain within them the mesh data. These can be warped, arrayed, cast, decimated, etc, through the use of non destructive modifiers.

Now, these objects can be combined into a higher level organizational container called a collection. These, too, have a position, scale, rotation, etc, and behave much the same way as objects. They can even be combined into parent collections.

Now, what I would love would be to have them gain much of the functionality of objects that they don't currently have, most importantly modifiers.

Say I was building a well. I make a single brick, an object. I can array this brick object to create a wall, and I can add a corner to the wall, and add it all to a collection. Now I have this wall "object," and maybe I want to array it 8x around a center point in order to create an octagonal well. I can't, because I can't place modifiers on collections. For all intents and purposes, it is just another object, and would love to see any push towards allowing it to behave as such.

Re: Blender 3.x roadmap

#20
post #3

I do understand that this a roadmap for the 3.x series and not for the very first 3.0 release, but oh boy, is that a lot! Improvements across the board. Is there even a subsystem that doesn't have big plans? Apart from physics, and that seems to be subsumed into Everything Nodes.

Well some things are already done. For example Cycles X will be released at the end of this year.
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