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Blender 4.5 LTS

blender.org

21–30 of 105 posts

Re: Blender 4.5 LTS

#21

It does feel like Blender is eating the world of 3D content creation.* I know the industry standard of animation is still Maya, and geometry node isn't as powerful as Houdini, but Blender has made such great progress so far... I wonder if there any hobbyist/student who learns 3Dsmax or 3DCoat as their first DCC anymore? *: Assuming genAI won't deliver and make that world disappear entirely, ofc.

Maya hasn't changed much in a decade, and that is a wise choice for training/documentation. They focused on the content part which is its value proposition.

Blender has always had the perpetual Beta problem, as many boring core design issues were never really given priority. Fine for developers, but a liability in commercial settings.

Houdini is interesting, but with Blender Geometry-nodes now working it is unclear how another proprietary ecosystem will improve workflows. =3

The Entagma channel covers a lot of Houdini and Blender bleeding-edge features with short lab tutorials:

https://www.youtube.com/@Entagma/videos

Re: Blender 4.5 LTS

#22

I don't know if it supports HDR on MacOS but, AFAIK, it doesn't on windows and in Linux it is only supported with Wayland. Though I don't like the Wayland x X11 flamewar, I'm happy to see some modern features are only supported on Wayland. That may please the crowd that will be able to say "sorry, I can't use x11 because it doesn't support a feature I need" bringing some symmetry to the discussion. Edit: correction:…

> I'm happy to see some modern features are only supported on Wayland. Why? If anything that's a reason to why I wouldn't fully jump to blender. I have been working on my own hobby game engine for the past 15 years and have been excited to introduce Blender to the workflow. If this is the case I don't like it. Wayland has never work for me the same way as X has.

What else are you going to use on Linux?

Re: Blender 4.5 LTS

#23

I don't know if it supports HDR on MacOS but, AFAIK, it doesn't on windows and in Linux it is only supported with Wayland. Though I don't like the Wayland x X11 flamewar, I'm happy to see some modern features are only supported on Wayland. That may please the crowd that will be able to say "sorry, I can't use x11 because it doesn't support a feature I need" bringing some symmetry to the discussion. Edit: correction:…

If the starting point is that Wayland is missing features that X has, the good outcome is not getting to a point where neither option has all the features, the good outcome is that either one has all the features.

Re: Blender 4.5 LTS

#24

Earlier quoted context omitted.

> I'm happy to see some modern features are only supported on Wayland. Why? If anything that's a reason to why I wouldn't fully jump to blender. I have been working on my own hobby game engine for the past 15 years and have been excited to introduce Blender to the workflow. If this is the case I don't like it. Wayland has never work for me the same way as X has.

What else are you going to use on Linux?

Nuke, Maya?

Re: Blender 4.5 LTS

#25

It does feel like Blender is eating the world of 3D content creation.* I know the industry standard of animation is still Maya, and geometry node isn't as powerful as Houdini, but Blender has made such great progress so far... I wonder if there any hobbyist/student who learns 3Dsmax or 3DCoat as their first DCC anymore? *: Assuming genAI won't deliver and make that world disappear entirely, ofc.

Maya hasn't changed much in a decade, and that is a wise choice for training/documentation. They focused on the content part which is its value proposition. Blender has always had the perpetual Beta problem, as many boring core design issues were never really given priority. Fine for developers, but a liability in commercial settings. Houdini is interesting, but with Blender Geometry-nodes now working it is unclear h…

Geometry node is not Houdini (yet) though. The main reason people use Houdini is it's easy to transfer data between modeling (SOP) and physical simulation (DOP) contexts. And they're working on integrating rigging/animation too.

Geometry node is quite a separate thing from what Blender already has. Last time I checked one couldn't even create vertex groups in geometry node, and there was no way to create an armature there either. (Not sure if it changed since I checked though)

Re: Blender 4.5 LTS

#26

It does feel like Blender is eating the world of 3D content creation.* I know the industry standard of animation is still Maya, and geometry node isn't as powerful as Houdini, but Blender has made such great progress so far... I wonder if there any hobbyist/student who learns 3Dsmax or 3DCoat as their first DCC anymore? *: Assuming genAI won't deliver and make that world disappear entirely, ofc.

Maya hasn't changed much in a decade, and that is a wise choice for training/documentation. They focused on the content part which is its value proposition. Blender has always had the perpetual Beta problem, as many boring core design issues were never really given priority. Fine for developers, but a liability in commercial settings. Houdini is interesting, but with Blender Geometry-nodes now working it is unclear h…

That's often a problem with Open Source. Lots of people steering the ship, and it's hard for any de facto captain to really demand a direction. If they do, they may not have the contributors needed to really see it through.

This can be solved with paid contributors, but FOSS organization don't have the most funding out there. So it can be challenging when trying to attract specialized talent.

Re: Blender 4.5 LTS

#27

It does feel like Blender is eating the world of 3D content creation.* I know the industry standard of animation is still Maya, and geometry node isn't as powerful as Houdini, but Blender has made such great progress so far... I wonder if there any hobbyist/student who learns 3Dsmax or 3DCoat as their first DCC anymore? *: Assuming genAI won't deliver and make that world disappear entirely, ofc.

> Assuming genAI won't deliver and make that world disappear entirely, ofc.

I get the concern and the reasoning behind it but having spent most my adult life and career in digital content creative tooling (2D, 3D and video), I believe AI will be short-term disruptive but also a long-term net positive. It should make skilled pros faster and more productive while helping non-pros achieve more of their creative vision on their own.

For over 30 years progress in tools has been about giving creative people the power to realize their visions. To create more and do it faster, cheaper and at higher quality. Of course, they don't always choose to use that power well but the concern that "these new tools are just enabling bottom feeders to create more bad content" has remained a pretty constant refrain since I started in 1989. Even back in the 90s I said "Sure, these new tools will enable 95% more crap but they'll also unleash 5% that's great which wouldn't have existed before." I think that's just as true today as it's always been.

Re: Blender 4.5 LTS

#28

Earlier quoted context omitted.

Maya hasn't changed much in a decade, and that is a wise choice for training/documentation. They focused on the content part which is its value proposition. Blender has always had the perpetual Beta problem, as many boring core design issues were never really given priority. Fine for developers, but a liability in commercial settings. Houdini is interesting, but with Blender Geometry-nodes now working it is unclear h…

Geometry node is not Houdini (yet) though. The main reason people use Houdini is it's easy to transfer data between modeling (SOP) and physical simulation (DOP) contexts. And they're working on integrating rigging/animation too. Geometry node is quite a separate thing from what Blender already has. Last time I checked one couldn't even create vertex groups in geometry node, and there was no way to create an armature…

Indeed, Geometry nodes is new, and I have also found documentation on many operations sparse. That being said, it has proven itself very capable.

The mini labs on Entagma's channel were very helpful for parametric surface operations =3

https://www.youtube.com/@Entagma/videos

Re: Blender 4.5 LTS

#29

Earlier quoted context omitted.

> I'm happy to see some modern features are only supported on Wayland. Why? If anything that's a reason to why I wouldn't fully jump to blender. I have been working on my own hobby game engine for the past 15 years and have been excited to introduce Blender to the workflow. If this is the case I don't like it. Wayland has never work for me the same way as X has.

What else are you going to use on Linux?

If they spent 15 years on the engine as is, what's another few more years rolling a proprietary modeling system?

On a serious note, I do wonder if this Wayland only limitation is something a fork could work around.

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