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Blender 4.5 LTS

blender.org

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Re: Blender 4.5 LTS

#81

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 :)

Especially software like Blender. It's easily one of the most well-made FOSS projects out there!

I maintain a Blender fork at my company and Blender quite literally is my paycheck, but I disagree vehemently that it is a well-made FOSS project lol.

Re: Blender 4.5 LTS

#82

Earlier quoted context omitted.

Especially software like Blender. It's easily one of the most well-made FOSS projects out there!

I maintain a Blender fork at my company and Blender quite literally is my paycheck, but I disagree vehemently that it is a well-made FOSS project lol.

So .. can you give reasons?

Re: Blender 4.5 LTS

#84
post #82

Earlier quoted context omitted.

I maintain a Blender fork at my company and Blender quite literally is my paycheck, but I disagree vehemently that it is a well-made FOSS project lol.

So .. can you give reasons?

Seconded. I don't know much about the code, but on a usability level it sometimes feels even more polished and pleasing to handle than many big proprietary offerings. I would go so far as to say it's one of the best executed desktop programs of the current era.

Re: Blender 4.5 LTS

#86

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.

Can you imagine if everyone paying monthly subscription for any type of software took 10% of their budget and donated to the alternatives? I'd bet that any FOSS project could reach parity to their proprietary counterpart in three years.

Re: Blender 4.5 LTS

#87

Earlier quoted context omitted.

I've only dabbled with Blender but from what I saw of geometry nodes it's quite a long way away from competing in the same space as Houdini. Houdini's biggest single feature and the thing that allows film studios to use it at complexity and scale is the HDA system and there's no real competition for that.

What is HDA?

Houdini is entirely a node-based system and HDAs are just your custom nodes (on contrary to the built-in ones).

At the end of the day, an HDA is just a 'function' you define like what you do in a programming language. A function can call other functions etc. It might sound nothing special if you're a programmer, but Houdini is the only generic DCC that is built around this idea, making it more like a framework than an app.

Re: Blender 4.5 LTS

#88
post #82

Earlier quoted context omitted.

So .. can you give reasons?

Seconded. I don't know much about the code, but on a usability level it sometimes feels even more polished and pleasing to handle than many big proprietary offerings. I would go so far as to say it's one of the best executed desktop programs of the current era.

Just to share one datapoint - I have not looked at the internals myself, but having talked to a couple of devs who has spent a great deal of time working with Blender at a code level, one takeaway seemed to be that there was a lot of code duplication caused by each dev doing their own thing and not having an overall architect to rationalize some parts of the code.

A particular example that was mentioned was the importers that were each done standalone rather than built on a common framework. This was a couple of years ago and of course things may have changed since then.

Just to note that the developers were still extremely positive about working with and in the code, but it does seem plausible that there would be issues like this in a codebase where many devs focus on a small piece of the overall puzzle.

Re: Blender 4.5 LTS

#89

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.

its actually funny, the first version of geometry nodes was actually more powerful in that way. it didnt provide many built in nodes, but the nodes it did provide were arbitrary property setting/getting. the current and newer geometry nodes system based on "fields" is way easier to actually work with but they don't give you raw access to properties. so like in the first version of geometry nodes you could write custom mesh normals just by setting the "normal" attribute with some vectors, but then from blender 3.0 to 4.4 you could no longer set custom normals in geometry nodes and they only added a set normals node in 4.5

Re: Blender 4.5 LTS

#90
post #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...

yeah man i was faking it by creating custom materials and setting vertex attributes containing the distance to a specific other object, then in my material using the attribute and the other objects info to blend between the normals at the material level

this is way nicer

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