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Blender 4.5 LTS

blender.org

31–40 of 105 posts

Re: Blender 4.5 LTS

#31

If you get value out of Blender they could use your support: https://fund.blender.org/ Even just a coffee a month will help immensely. Please consider supporting :)

I could tip them even without using it, the value of such a successful creative project is a pleasure in itself.

Re: Blender 4.5 LTS

#32

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:…

The reality is most commercial software and users are on Windows machines. It is fundamentally a Blender interoperability, and 3rd party platform license compatibility issue. We all wish it wasn't so, as many artists find the Windows file systems and color-calibration concepts bewildering. Making a feature platform specific to a negligible fraction of the users is inefficient, as many applications will never be porte…

I agree with you, but I think this limitation is for much simpler reasons, like "the contributor only knew how to make this feature in Linux, and only in Wayland". cross compatibility for stuff a base as color grading can be a thorny issue.

If nothing else, it's better to have some implementation to reference for future platforms than none.

Re: Blender 4.5 LTS

#33

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…

I think you should've be able to access vertex groups from the initial version of geometry nodes. Certainly, at this point, you can dynamically access (and set) arbitrary vertex groups, including loading the names of the vertex groups you want to access from a csv file, or otherwise synthesizing the names using string operations.

Re: Blender 4.5 LTS

#34

If you get value out of Blender they could use your support: https://fund.blender.org/ Even just a coffee a month will help immensely. Please consider supporting :)

Always support open source when you can, even if you use proprietary software instead of Blender.

Supporting open source creates competition for your paid alternative, so they're forced to give you a better product or a better deal.

Re: Blender 4.5 LTS

#35
post #30

If you get value out of Blender they could use your support: https://fund.blender.org/ Even just a coffee a month will help immensely. Please consider supporting :)

[flagged]

FWIW, Blender, like other open source projects has been dealing with large bandwidth bills due to AI companies repeatedly crawling them. They've been adding additional checks to try to figure out how to stop spending their limited donations on server infrastructure to support bots.

Re: Blender 4.5 LTS

#36

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…

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.

Donated to most projects we find useful, and also tried a few Blender paid plugins.

The other problem is people Cowing anyone that may not agree with their personal opinions how projects should mature. QED: Our karma scores... lol =3

These plugins made Blender usable for a few projects, and I have personally found value in supporting for asset creation:

https://tinynocky.gumroad.com/l/tinyeye

https://sanctus.gumroad.com/l/SLibrary

https://polyhaven.com/plugins/blender

https://artell.gumroad.com/l/auto-rig-pro

https://fbra.gumroad.com/l/Faceit (for Unreal face mocap app with iPhone Pro Lidar)

Re: Blender 4.5 LTS

#37

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:…

It definitely does on macOS and I think also on Windows. You have to set the color management for the viewport to Display P3. In older versions this precluded you from using AGX or Filmic, but I think you can actually use AGX with Display P3 now.

Re: Blender 4.5 LTS

#38

Earlier quoted context omitted.

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.

I don't think there's an X11 HDR standard, one would need to be created and implemented.

Re: Blender 4.5 LTS

#39

Earlier quoted context omitted.

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…

I think you should've be able to access vertex groups from the initial version of geometry nodes. Certainly, at this point, you can dynamically access (and set) arbitrary vertex groups, including loading the names of the vertex groups you want to access from a csv file, or otherwise synthesizing the names using string operations.

Indeed, but it is non-obvious how to handle it...

I found the Entagma lab videos very helpful in understanding how to parse geometry with nodes. It is not obvious (unless you already get CLI pipes), but so worth it when things finally work... =3

Re: Blender 4.5 LTS

#40
Custom mesh normals is huge, because this used to be a PITA.

Tugged away at the end is defining custom cameras through OSL, which is a very very interesting feature, because it allows more physically accurate lens emulation, with dramatically more interesting bokeh than the standard perspective camera model: https://www.reddit.com/r/blender/comments/1kehtse/new_camera...

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