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Apple Joins Blender Development Fund

blender.org

61–70 of 285 posts

Re: Apple Joins Blender Development Fund

#61
post #8

Earlier quoted context omitted.

Cycles is good first step if Apple wants to make blender fully functional on Mac. I wonder if they'll ever attempt to port Eevee to metal, that seems like the logical next step if Apple wants to permanently remove OpenGL from macOS.

Blender’s UI would also need to be ported to Metal, as that’s currently OpenGL if I’m not mistaken.

Everything Blender shows on screen is rendered using OpenGL.

Re: Apple Joins Blender Development Fund

#62
post #18

Hopefully, projects like Krita[1] and GIMP[2] would get more funding like Blender as well. [1] https://krita.org/en/support-us/sponsors/ [2] https://www.gimp.org/news/2021/07/27/support-gimp-developers...

While I agree I think the reason a lot of big companies are funding Blender is because they use it internally as tool. I can imagine Photoshop is used internally at Apple and they will just pay a license for this. So there is no reason they would start funding Krita or Gimp.

Re: Apple Joins Blender Development Fund

#63
post #18

Hopefully, projects like Krita[1] and GIMP[2] would get more funding like Blender as well. [1] https://krita.org/en/support-us/sponsors/ [2] https://www.gimp.org/news/2021/07/27/support-gimp-developers...

If Apple gave me 120k a year and made a merge request for a Metal backend for Krita, I wouldn't say no to either, being Krita's maintainer.

Re: Apple Joins Blender Development Fund

#64

It's great to see Blender get the support. The user numbers seem to be arcing upwards. https://www.blender.org/news/blender-by-the-numbers-2020/ If you've ever had a passing interest in Blender or 3d modeling I recommend checking out the donut tutorial, which is fast becoming the "hello world" of blender - https://www.youtube.com/watch?v=TPrnSACiTJ4 And check out all the donuts - https://www.reddit.com/r/BlenderDough…

>>If you've ever had a passing interest in Blender or 3d modeling I recommend checking out the donut tutorial, which is fast becoming the "hello world" of blender -

I can attest to this. The donut tutorial is really good. It has all you need to know if you are starting from nothing.

Re: Apple Joins Blender Development Fund

#65

Wonder if this will lead to a functional iOS port of Blender? Pretty much the whole reason I went with a MS Surface tablet instead of an iPad of some sort, was the lack of Blender.

Would be pretty wild to have a full Blender running on my M1 iPad Pro, though I imagine touch controls are somewhat tricky (maybe pen only?).

The UI is pretty flexible -- each panel can be resized and the elements of a panel can be blown up/shrunken. It does it's best to reflow things sanely... with varying levels of success.

Re: Apple Joins Blender Development Fund

#66

Earlier quoted context omitted.

It definitely makes sense. Recently I had a need for a CAD program and rediscovered how insanely expensive commercial 3D software is for the average person. Sure, many companies now offer monthly subscriptions, but even those subscriptions are ginormous for the amount of relative value returned. Like, do I really want to pay $220 a month for AutoCAD when I only need to design a part for a non-commercial personal proj…

unfortunate because blender isn't really optimal for cad. Its a mesh based modeler which makes it great for animation and demonstrations but solid level modeling thats suppose to simulate real things isn't its intention.

I kinda realized after the fact that what I wrote made it seem like I'm using Blender for CAD. (though it would be nice if it had some more CAD capabilities) CAD just happens to suffer the same pricing issue general 3D packages like Maya do. Both are expensive as hell for non-professionals.

I use Blender these days mainly for direct manipulation of meshes in ways that a parametric CAD program won't let you. If I was doing character animation again, I'd probably still use Blender for that. General modeling, Blender is very good. I just hope the UI continues to improve and not obscure so many things behind various icons.

Re: Apple Joins Blender Development Fund

#67
post #42

Wonder if this will lead to a functional iOS port of Blender? Pretty much the whole reason I went with a MS Surface tablet instead of an iPad of some sort, was the lack of Blender.

Not unless Apple open up their locked-in platform. Blender licensed under GPLv2 or later and fortunately it's completely impossible to change source code license.

Could you please elaborate how does Blender's license prevent them from having an ios port?

Re: Apple Joins Blender Development Fund

#68
post #54

Earlier quoted context omitted.

They've already deprecated OpenGL. Drivers on macOS are locked at OpenGL 4.1, which is missing a whole lot of nice features. Not because the hardware doesn't support them, but because Apple doesn't want to keep maintaining OpenGL. And why would they? OpenGL is really unpleasant from a hardware manufacturer's / integrator's / OS author's perspective, it makes app ports for mobile that much harder unless you're using G…

> And why would they? OpenGL is really unpleasant from a hardware manufacturer's / integrator's / OS author's perspective That's why it must be deprecated. Why do we need to reinvent the wheel over and over again ? I get it, X sucks and the answer to this is .... wayland. OpenGL sucks and the answer to this is ? DirectX ? Vulkan ? SDL ? Libcaca ? ( sorry i forgot ncurses). Just like an old builder: you have some bric…

I've only dabbled in GPU programming, but I think the issue is more serious than this. It's not really pointless churn.

OpenGL was released 29 years ago, and the way GPUs work now vs then is massive. Apparently developers want low level access, and that is what Vulkan/Metal give them.

As a user I wish Vulkan had a path without so much setup. I'm not sure if that's possible, or maybe it would defeat the purpose. It seems like it would be nice for hobbyists/beginners like me who just want to get a triangle on the screen and play with shaders though.

Re: Apple Joins Blender Development Fund

#70
post #39
post #2

> ... Apple has joined the Blender Development Fund as a Patron Member. To find out what "Patron Member" means, it's 120k or more per year[0]. It's the highest corporate tier Blender has. Nice to see Apple supporting open-source. [0]: https://fund.blender.org/corporate-memberships/

This is especially interesting because Blender is GPLv2. And AFAIK apart from Webkit which for historical reason it is LGPL, all other open source software Apple support are BSD / MIT / Apache. It is also exceptionally rare Apple donate this amount of money to any open source organisation. To the point I would argue this is very non-Apple. There could be some strategic interest for Blender, although I haven't figure…

Well I guess they also donate a ton of money to Adobe each year in the form of licenses.

Companies like Apple also need software. To me this donation to Blender is just a gesture to show they like to use Blender in-company.

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