Awesome!
Blender 3.x roadmap
71–80 of 119 posts
Re: Blender 3.x roadmap
#72> Eevee [...] screen space global illumination Awesome!
Re: Blender 3.x roadmap
#73I can guess from the comments what Blender does, but I am actually not familiar with the tool. I wandered around the website provided in the link above, but didn't find a simple explanation as to what Blender is about. Perhaps adding such an explanation to the website can be useful.
In this case, a simple click on the Blender icon goes to their homepage, which explains it's 3D modelling software.
Re: Blender 3.x roadmap
#74Earlier quoted context omitted.
Fingers are very crossed for a touch-capable Blender.
Not quite what you're after, but Blender in sidecar works really, really well for pen-based workflows. I can sculpt and texture paint with the Apple Pencil and it all just... works.
Re: Blender 3.x roadmap
#75Earlier quoted context omitted.
> all the Blender icons were replaced with monochromatic ones GIMP did this too and it absolutely blows. Thankfully you can revert back to the "legacy" icons.
Is it a simple checkbox in the preferences dialogue or do I need to edit a config file for that?
Re: Blender 3.x roadmap
#76I love Blender, but have been stuck on version 2.7 due to what I can only describe as some sort of icon dyslexia. For 2.8, all the Blender icons were replaced with monochromatic ones. This is a very popular trend and a lot of programs are replacing their icons in this way, so it's obviously fine for most people, and I realize this is probably a niche accessibility need I have. But, to use the new icons, I find I have…
> This is a very popular trend and a lot of programs are replacing their icons in this way, so it's obviously fine for most people, and I realize this is probably a niche accessibility need I have. It's not a niche accessibility need, it's a universal accessibility need that's been commonly understood for decades. Insufficient differentiation is one of the factors that originally drove the increase of colour count (a…
Re: Blender 3.x roadmap
#77Blender 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…
But I kind of wish they had a "Blender Light", without all the features and config options, and with a less complex UI... I've been using Panzoid to do certain things, but Panzoid can't do rigging on imported object files...
I usually want to make animated videos in support of the music I release on my label, but right now doing so is either expensive or time consuming. I also don't want to put in film-studio effort or money into each music video release, because that is not a good business model, and my time is limited... The costs of being a creator are rising fast, only solid workflows will ensure survival.
Re: Blender 3.x roadmap
#78I 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.
Re: Blender 3.x roadmap
#79Earlier quoted context omitted.
> This is a very popular trend and a lot of programs are replacing their icons in this way, so it's obviously fine for most people, and I realize this is probably a niche accessibility need I have. It's not a niche accessibility need, it's a universal accessibility need that's been commonly understood for decades. Insufficient differentiation is one of the factors that originally drove the increase of colour count (a…
This is only true if we pretend that UI design is largely about button-level optimization. Clearly it needs to work on the macro level as well, and it's not farfetched to assume that optimizing every button, icon and text label for their individual local maxima will result in an application that's overall too cluttered for anyone but the most experienced users.
Also, Blender is not a grocery list app. While disregarding novice users does result in an application that's impossible to learn and that's obviously bad, it's equally unproductive to optimize an interface for people who see it for the first time. Blender is the kind of application that you spend tens, if not hundreds of hours learning before using it productively (let alone professionally). That's the target audience you're designing for, not people who download it and uninstall it if they get bored in the first thirty seconds.
Re: Blender 3.x roadmap
#80Earlier quoted context omitted.
This is only true if we pretend that UI design is largely about button-level optimization. Clearly it needs to work on the macro level as well, and it's not farfetched to assume that optimizing every button, icon and text label for their individual local maxima will result in an application that's overall too cluttered for anyone but the most experienced users.
This is not a binary thing. There is such a thing as an interface that is clean and uncluttered, while still using icons that are at least distinguishable from each other. Otherwise you get none of the benefits of an uncluttered interface -- e.g. you have to hover by each button and read the tooltip to find the right one, which is precisely the kind of thing a clean interface is meant to avoid in the first place. Als…
Plenty of professional tools (Photoshop, Final Cut, Figma) have monochrome icons without it being a usability issue. These are all content creation tools, including Blender. The UI and content should not be fighting for attention. It's clear which of those two should primarily be on display.
I think it's entirely possible that Blender just has poor icons - but it seems demonstrably false that monochrome icons are inherently inaccessible.
My best guess is that Blenders real issue is a lack of structure and clear grouping. Providing the icons are in a logical place, it's easy enough to find the correct one, without them needing to be visually distinct on literally every dimension. But if there's no logic to the placement and the icon you're looking for could be one of thirty, then I agree that's an usability issue - just not that the icons are at fault.