If there was a single feature I could see added to Blender, it would be to share more functionality between objects and collections. Blender has an organizational concept called objects, which are containers with position, scale, rotation, and they contain within them the mesh data. These can be warped, arrayed, cast, decimated, etc, through the use of non destructive modifiers. Now, these objects can be combined int…
Blender 3.x roadmap
81–90 of 119 posts
Re: Blender 3.x roadmap
#82Earlier quoted context omitted.
There were some significant reorganizations from 2.7 -> 2.8, 2.8 -> 2.9, and again from 2.9 -> 3.0. It's upsetting to see this much churn over this short of a time for Blender. Blender has always been very keyboard driven, but I don't use it often enough to have most of the shortcuts memorized. Even those seem to have changed, though. I'm sure there is a setting in the preferences to restore the old shortcuts, but it…
The add on market is really growing, and something like Fluent Power Tools add an amazing array of hard surfaces modeling, and easy to use.
I've spent so much time watching videos and being confused because the fields they show are not in the same place in the version I'm using. It's one of the reasons I choose to stick to the default preferences as much as possible: I don't use Blender often enough to know exactly what I'm doing all the time, so I want my system to match what other people are presenting.
Re: Blender 3.x roadmap
#83Earlier quoted context omitted.
I have a question about your business. Do you 3d print metal yourself?
No, I partner with a casting house. And the metal is actually not 3D printed. How it works is the design is printed in wax first, this wax is then used to make a plaster mould into which the molten metal is cast.
Re: Blender 3.x roadmap
#84If there was a single feature I could see added to Blender, it would be to share more functionality between objects and collections. Blender has an organizational concept called objects, which are containers with position, scale, rotation, and they contain within them the mesh data. These can be warped, arrayed, cast, decimated, etc, through the use of non destructive modifiers. Now, these objects can be combined int…
You basically want Cinema 4D mograph. Unfortunately, Blender does not do that at all, unless you use Animation nodes addon, which works, but it's an addon.
Re: Blender 3.x roadmap
#85Earlier quoted context omitted.
I wish they didn't. A lot of very popular software is stuck with counter-intuitive interfaces that pose huge entry barrier for anyone approaching them. Only for the people who learned 20 year old idiosyncrasies to feel at home.
The question I always ask myself as an outsider, is this actually weird and outdated, or is it something that, once you get used to, actually makes people able to work more optimally. Sometimes those power tool design decisions are just bad old decisions, sometimes they really do enable the user. Look at Vim, not for everyone, but if you are willing to learn to invest in its crazy, specific style of user interface pe…
You could alter vim in a way that people who have years of expeirience of computer use and browser use know at least how to quit goddamn thing without googling it. Or maybe even create short text, save it, open it again, move blocks of text around. For an average person vim has 100% less utility than the notepad.
The power of vim doesn't come from obscure keyboard shortcuts. It comes from editing using parametrized commands (as far as I understand). You could make modern editor with the same power as vim where a person can just sit in front of and start working with immediately and gradually learn that things she's doing manually she could do faster using command mode. And those commands might be the same as in vim because once you go beyond area of shared intuition you can do whatever you want.
The problem of vim is that it started in the era where shared intuition didn't cover basic text editing. And this area grew since then but vim refused to acknowledge this.
Re: Blender 3.x roadmap
#86If there was a single feature I could see added to Blender, it would be to share more functionality between objects and collections. Blender has an organizational concept called objects, which are containers with position, scale, rotation, and they contain within them the mesh data. These can be warped, arrayed, cast, decimated, etc, through the use of non destructive modifiers. Now, these objects can be combined int…
Collections and objects have fundamentally different purposes. An object's job is to anchor a bit of geometry information (e.g. a mesh) in the scene. Collections serve as hierarchical grouping and instancing. Instancing is specifically intended to not produce deep copies of objects. This is essential for creating some types of really complex scenes. Any modifier - destructive or otherwise - requires one or more deep…
Say I was building a scene like King's Landing. For each building, I'd like to have a file representing that building, that I can instance around a scene representing, say, a city block. I'll do a linked import of the building, so any changes I do to the building will take effect around the scene, and I'd like to make use of arrays and other modifiers for ad hoc instance changes. Again, my motivations for wanting a non destructive workflow are completely the same, regardless of whether that building is an object or a collection.
Now, as of now, my only option is for it to be an object. However, what if I want to use a collection of other objects in order to build the building? I want a cellar door that I'd like to have instanced. I'd like a ladder outside, and a few barrels on the second story. I want these instanced for all the same reasons. My preference, of course, would be for the building to be a collection of all these things, but if I want to then treat my building as one of these such objects at the next higher level of detail, I can't.
So you're dismissive of my intentions by insisting that the difference is meaningful, whereas I simply see it as a failure of abstraction. Objects and collections are ultimately both worldspace coordinates holding mesh data, the only difference is if they're nested at all. And like I said, collections CAN be nested. That relationship is already established. Collections CAN be instanced, that use case is already established. It's really just the modifiers that are missing. And from a programming perspective, the logic of "get the mesh data from the object I've been assigned to in order to apply this transformation" is the only thing that needs to be tweaked. Rather than going one level deep, it will say "and if this is mesh data, stop, else iterate."
Re: Blender 3.x roadmap
#87If there was a single feature I could see added to Blender, it would be to share more functionality between objects and collections. Blender has an organizational concept called objects, which are containers with position, scale, rotation, and they contain within them the mesh data. These can be warped, arrayed, cast, decimated, etc, through the use of non destructive modifiers. Now, these objects can be combined int…
Check out Geometry Nodes.
Re: Blender 3.x roadmap
#88Blender is such an amazing tool. I have a side business where I create 3d printed jewelry with my customer's fingerprints on it in gold and silver ( https://lulimjewelry.com ) and I use Blender on the backend for all of the jewelry creation. I run blender headless in a docker container on google cloud run. When needed I invoke it with an image and have a blender script "engrave" that image on the jewelry and output a…
Blender is amazing for the 3D rendering it can do, and for the fact that it is free... But it is intimidating to people who don't learn it inside and out from a production standpoint when they are doing a lot more than just importing simple objects. But I kind of wish they had a "Blender Light", without all the features and config options, and with a less complex UI... I've been using Panzoid to do certain things, bu…
Since Blender is open source, it would be possible for some other group to fork Blender and remove parts of the UI for users like you.
I really wish the core team wouldn't focus their effort on this. Blender is a professional tool for professional users. Having to balance between "dumbing down" the UI for first time users and providing a user interface for power users makes it hard to please either one of them, so I'm happy Blender currently focuses on the pro users.
Re: Blender 3.x roadmap
#89Earlier quoted context omitted.
Collections and objects have fundamentally different purposes. An object's job is to anchor a bit of geometry information (e.g. a mesh) in the scene. Collections serve as hierarchical grouping and instancing. Instancing is specifically intended to not produce deep copies of objects. This is essential for creating some types of really complex scenes. Any modifier - destructive or otherwise - requires one or more deep…
Yes, except that you CAN instance collections. You can do linked imports of collections and you can do linked duplicates of collections. And I understand the difference conceptually, but what I'm saying is that the distinction always ends up being arbitrary to me from and actual usage point of view. If I've made a wall or a tower out of mesh data directly, or a collection of objects, it makes no difference to me in r…
What you want would be less of an issue in a tool that allowed for a more procedural approach where the assembly of complex objects is part of a modifiable construction history that is separate from the final scene graph. In such a context, merging objects is technically destructive, but repeatable. I've written such a modeler once.
Re: Blender 3.x roadmap
#90Blender is such an amazing tool. I have a side business where I create 3d printed jewelry with my customer's fingerprints on it in gold and silver ( https://lulimjewelry.com ) and I use Blender on the backend for all of the jewelry creation. I run blender headless in a docker container on google cloud run. When needed I invoke it with an image and have a blender script "engrave" that image on the jewelry and output a…
Blender is amazing for the 3D rendering it can do, and for the fact that it is free... But it is intimidating to people who don't learn it inside and out from a production standpoint when they are doing a lot more than just importing simple objects. But I kind of wish they had a "Blender Light", without all the features and config options, and with a less complex UI... I've been using Panzoid to do certain things, bu…
Simplified software is suitable for simple, throwaway needs where the risk of choosing wrong and the cost of changing tools are low: yesterday I had to split a PDF file for the first and presumably last time in my life and I just printed it to a file by page ranges, without bothering to select, install and learn to use a PDF editor like Acrobat.
Mastering general, not "light" software is the only practical foundation for relatively professional "solid workflows" (as opposed to learning the basics of 3D modeling or something else with minimum accidental complexity); there might be a place for very advanced and/or very efficient but very specialized tools (e.g. MagicaVoxel, procedural generators of 3D models, Substance Painter) but only as an addition for equally specialized situations, not as an easy route.