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Blender 5.2 LTS

blender.org

111–120 of 211 posts

Re: Blender 5.2 LTS

#111

For those of you who get value out of Blender please consider donating: https://fund.blender.org/ :) It's a wonderful project. Even small amounts help. Thanks!

Donated. Never used Blender and most likely never will, but to see such professional software going on and facing the big corporations gives me faith.

Re: Blender 5.2 LTS

#112
post #71

Earlier quoted context omitted.

Or Thunderbird is much older and has a lot more users

Blender is actually much, much older than Thunderbird.

wow, did not expect blender to be 32 years old, thanks for correcting me.

but still, they were open sourced about 1 year apart. I still think having a bigger user base is a good reason for the difference

Re: Blender 5.2 LTS

#113

Earlier quoted context omitted.

Blender is actually much, much older than Thunderbird.

wow, did not expect blender to be 32 years old, thanks for correcting me. but still, they were open sourced about 1 year apart. I still think having a bigger user base is a good reason for the difference

That's relevant to why it historically had bizarre UX issues, like ctrl+s being the shortcut to erase the scene and start a new one: it predated most of those conventions, and has its own UI tooling. It's also always been designed to use three mouse buttons, coming from the Unix world, which used to be problematic when not everyone had a mouse with a clicky scroll wheel.

It's come an absurdly long way since I first dabbled with it in the early 2000s, and has gone from a niche FOSS tool to something widely used in its field.

Nowadays, Blender is an example of masterful UX for a professional tool. Immediately responsive, information dense UI with keyboard shortcuts for absolutely everything. Actions are composable, like with vim: something like "ex5" will extrude five units on the x axis.

Re: Blender 5.2 LTS

#114

Earlier quoted context omitted.

> I am pretty sure it will become industry standard at some point. I remember people saying this in 2004. Blender is widely used in "the industry" (whatever that industry is). What is has really accomplished in terms of "the industry standard" has, from my POV, been preventing a proprietary system from becoming the standard. That's what happened in the DAW space, where ProTools was the industry standard, and it has t…

You are right, Blender doesn't just serve one industry. I had the movie industry in mind, because it demands the largest set of Blender's features. I believe Maya still has/had the edge in animation and particle stuff. Though, AFAIK the main reason is integration and custom tooling built on it, which makes switching to Blender less tempting than sticking up with license fees... which are rather negligible compared to…

For the DAW tool, just run Blender on top of JACK/Pipewire and use Ardour to get sample-accurate synchronization between the two, and all the features of both, without compromise.

Re: Blender 5.2 LTS

#115
As someone who spent quite some time (>1000hr) in Houdini, I really wonder what's the secret behind Blender's rendering engines and why SideFX failed to catch up. Cycles are so much faster than Karma on my machine. Eevee can get impressive results in real time while Houdini's real time viewport is bare bone.

Re: Blender 5.2 LTS

#116

As someone who spent quite some time (>1000hr) in Houdini, I really wonder what's the secret behind Blender's rendering engines and why SideFX failed to catch up. Cycles are so much faster than Karma on my machine. Eevee can get impressive results in real time while Houdini's real time viewport is bare bone.

Interesting, maybe major customers are insisting on other features ?

Re: Blender 5.2 LTS

#117
post #86

Nothing feels better than mastering a specific workflow in Blender. After using visual studio all day, it's like a breath of fresh air to click through a scene and have the tool respond like it actually cares about UX.

I've always been confused how all the CGI world is helping you get into flow with complex data while IDEs felt so heavy and glitchy.

Re: Blender 5.2 LTS

#118
post #90

Slightly Off topic: For those working inside the industry, Is the professional space still dominated by 3D Studio Max and Maya? I just checked Lightwave 3D and Cinema 4D is still getting updated. Just found out Zbush got bought by Cinema 4D. And Foundry decided to wind down development of Modo. A lot of these names were big in late 90s and early 00s. I am wondering if everything is still pretty much the same. Speakin…

Games are still almost completely maya. At a studio I worked in, we had a handful of people who used blender but would export to maya because of all the tooling we had for maya.

was this all builtin maya features or a lot of commercial extensions for game artists ?

Re: Blender 5.2 LTS

#119
post #86

Nothing feels better than mastering a specific workflow in Blender. After using visual studio all day, it's like a breath of fresh air to click through a scene and have the tool respond like it actually cares about UX.

> Nothing feels better than mastering a specific workflow in Blender.

But nothing feels lousier than coming back after a few months and finding out that you've forgotten how the workflow goes.

Re: Blender 5.2 LTS

#120
post #98

Earlier quoted context omitted.

Three buttons mice have been the standard for well over 20 years. I'll give you that when blender was first released, three button mice were not common. Those assumptions are only crazy if you're an Apple user or a laptop user who uses a touchpad to 3d model.

Laptops have been outselling desktops for decades, and the idea that Apple users are some quirky tiny minority has been false for just as long. Blender’s UI just makes bad assumptions.

It makes assumptions that people doing serious 3D work are not on a laptop and can afford a keyboard with a numpad.

Those aren't really bad assumptions.

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