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Blender 5.0

blender.org

311–320 of 377 posts

Re: Blender 5.0

#311

Earlier quoted context omitted.

"It has rendered Maya nearly obsolete" Wow, that is great news. I guess its support for Pixar USD is equal to Maya and Houdini then, so all the big studios can finally switch

OpenUSD got just 1 mention in the release notes. Also wondering what is the state of this feature. May I ask your opinion, as industry insider, regarding what makes a good and bad OpenUSD support?

That would be both feature completeness of the implementation and also some kind of a native USD authoring mode (editing the structure and layering multiple USD files properly), like Houdini Solaris or Nvidia Omniverse. For now Blender can’t even read/write MaterialX properly. (I’m not an insider though)

Re: Blender 5.0

#312
post #267

Have the bots won? A lengthy Cloudflare verification that I'm not a bot, to open an empty page.

I get a never ending cloudflare verification on repeat. I'm on my local network. On my usual machine. On chrome. No funny stuff. Sucks. Can't see the page.

Re: Blender 5.0

#313

Earlier quoted context omitted.

The studio that makes Evangelion moved from 3DS Max to Blender as their primary 3D software according to this article: https://www.blender.org/user-stories/japanese-anime-studio-k...

That is not a very big studio or very big production, Blender falls over in the pipeline department. It’s a constantly changing API that doesn’t allow for the extensibility needed to get a major project out the door, just the fact that only a Python API is provided is enough for most people who have worked on massive scenes with massive amounts of data to consider it a non starter.

3.0+1.0 was the highest grossing box office release that year in Japan and has a worldwide fanbase. The original series + End of Evangelion are considered by many critics and fans to sit among the best anime series of all time, and the Rebuild movies were absolutely huge.

Personally, I think they pale in comparison to the original series and lose a lot of what makes Eva special and interesting to begin with, so I'd kinda love to dump on them a bit, but... it's about as big of a production as it gets in the anime industry. They're of course nowhere near Pixar level or similar, but it is clearly an example of Blender being battle tested by a serious studio on a serious project.

Re: Blender 5.0

#314
post #94

Earlier quoted context omitted.

* Node-locked (up to 2 machines) Hard nope.

Reading the FAQ it doesn't seem to bad. The Indie license allows you to run it simultaneously on 2 machines and the Studio license increases that to 4. You can transfer installations to new computers (or the same computer if doing a reinstall) up to 10 times per year, so you're not locked in to those 2 specific computers for eternity. Restrictions are always annoying but I think they're striking a reasonable balance.

The upgrade license pretty spendy at $175.

Re: Blender 5.0

#315
post #110

Earlier quoted context omitted.

It does take a different set of skills to regular CAD, but I haven't found it that bad for simple 3D printed models that need to be dimensionally accurate. I have used it to make quite a few functional prints, with the help of making sure my scene units are correct and a CAD plugin.

I haven't tried any of the cad plugins for blender, but I'm not sure how you would retroactively change dimensions in blender. It's usually simple enough to create features to a certain size, but if you need to change them later it becomes significantly difficult. If I put some holes in something that are 1mm from the edge, but then I print it and see it doesn't line up and needs to be 1.5mm, in Fusion I can just cha…

thats still pretty easy in blender, just takes a different approach! Goto edit mode in the part, goto vertex mode, wireframe view, select all of the vertexs for the hole on both sides of the solid part, then move then (in the right selection mode) in the proper direction using your keyboard to move the exact amount needed. Depending on the specifics needed, you can setup custom axis and such to move them anywhere needed (lets say you needed the hole .5mm but 45deg from the current one ref'd from a specific edge).

The same thing can be said for resizing whole faces, moving parts, etc... Its all possible and usually pretty easy to do, just takes a different mentality from that of a parametric modeller.

Re: Blender 5.0

#316
post #192

Blender is really an amazing case study of open source software. Apart from the Linux kernel and web browsers/tools, it is perhaps the only open source software that managed to beat all the commercial software in its niche. It has rendered Maya nearly obsolete. Meanwhile, in other niches, Microsoft Office still beats open source office suites like LibreOffice; Photoshop isn't about to give up its crown to GIMP; Light…

Blender has the advantage of having been a commercial product that went open source, thus many people on the initial core team cared about stuff that other projects don't, plus they already had an installed base. You don't see the same success with Gimp, Krita,...

Have you actually tried that "commercial Blender product"? Before open-sourcing it, Blender 2.2x was incredibly user hostile and barebones in terms of features. For example, in mesh edit mode you could only work on points - no edge or face selection. It was very primitive, both in its UI (which was inscrutable) and its rendering capabilities (e.g. except for spotlights, lights did not cast shadows - and spotlights could only do shadowmaps). Very basic usability features were added pretty much as soon as the project was opensourced.

Remember that Blender was opensourced was because it failed commercially. Its commercial background is completely irrelevant to its success - which took years to achieve and most 3D artists for more than a decade saw it as a toy (undeservedly IMO because even by 2.44-or-so it became very capable, but the UI despite its massive improvements was still very undiscoverable and alien for most users).

You can download "Blender Publisher 2.25" from blender's own site which was the last commercial release to check it..

Re: Blender 5.0

#317
post #126

Earlier quoted context omitted.

As a game developer, I'm really rooting for open source game engines. Unity and Unreal are dinosaurs that target the shrinking console market. Godot is being built in their image. My hope is that something more versatile like Bevy becomes common so that we have something that could potentially compete with the next generation of Roblox.

Do you think the next generation of Roblox will be a dominating games engine?

I really hope not, but I wouldn’t bet against it. The nature of products that take high capex to build and then have nearly zero marginal cost to reproduce is monopolies.

Re: Blender 5.0

#318

No Intel Mac support! :(((((

Intel Macs were always a second class citizen for Blender. There was a lot you couldn't do because the GPU drivers just didn't allow it.

They actually announced they were dropping support in February. Nobody noticed or cared.

Re: Blender 5.0

#319
post #303
post #26

I’d really like to see something like blender come for the 3D CAD industry, at the moment it feels like the only people who would lose out are AutoDesk. The amount of money that flows in and out of 3D cad (as subscription and then value created) having a first class open source kernel and tooling, would be giving big industrial players freedom to modify and tailor to their needs as well as smaller / hobbyists get sta…

"first class open source kernel" Speaking with over a decade of experience as a developer in industrial CAD (but still just one random guys point of view only). The question _isn't_ about the availability of a 3D kernel. 3D kernel is not the "moat". You can cross that with money. You can purchase a ACIS or Parasolid and you are off to the races. Or even use OpenCascade if you know what you are doing. The more interes…

[deleted]

Re: Blender 5.0

#320

Earlier quoted context omitted.

I'm not a pro or anything, and I don't edit video super often, but I would like to point out that Lightworks is quite good, and offers a perpetual license [1] for $420 that is very often on sale. I don't have the ability to compare these things in intimate detail, but Lightworks has at least been used for "real" productions [2] so I think it's production-ready. [1] https://lwks.com/pricing [2] https://en.wikipedia.or…

Resolve Studio is more feature rich by a significant margin and 2/3rd’s of the price. Lightworks is a respectable program but I can’t really see picking it over resolve studio tbh. Definitely not for professional work. I still root for them though. More NLE’s is good for the editing world as a whole and who knows, BMD could heel turn on us and ruin resolve. I’ve gone through 3 different NLE’s since 2011 (FCPX->briefl…

I got the perpetual license for Lightworks Pro on a sale a couple years ago for $150, so it can be a bit cheaper.

I haven’t done anything with Resolve so I don’t have much to compare to.

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