|
| snvzz wrote:
| Is it just me, or did the release announcement page get harder to
| read, relative to older releases?
| cwkoss wrote:
| Blender is amazing. It can do so many things. If you want to try
| it out, I highly recommend "Blender Guru" on youtube. The "donut
| tutorial" is a great overview that orients you to where all of
| the most important functions are.
|
| Took me a ~3 evenings of 3 hours each (included some playful
| fiddling outside the scope of just completing the tutorial) and
| now I feel like I can generally google for answers to questions
| and get by in blender.
|
| Also 3.0 featured a roughly 8x speed increase in rendering! It's
| insanely cool.
| mkaic wrote:
| I genuinely think Blender is my single favorite piece of software
| I've ever used, _especially_ the latest few versions. While it 's
| always been a powerful piece of software, the past 3 or 4 major
| releases (really everything since 2.8 actually) have just been
| nonstop UX improvement _on top_ of ridiculous amounts of
| thoughtfully implemented new features.
| knolan wrote:
| It's a joy to use, I feel I can do anything with it
| confidently.
| mastax wrote:
| The geometry nodes demo in the release video looks extremely
| cool! To clarify, that is a node-graph procedurally generated
| house with adjustable properties (decay, etc)? I know that's been
| a thing for a while (speed tree, etc) but it's really impressive.
| cglong wrote:
| I came across this film[1] the other day. It was made with
| Blender by a college student as their graduation art, and has
| single-handedly made me realize just how powerful it is!
|
| [1]: https://www.youtube.com/watch?v=dSc27JPm3r8
| riidom wrote:
| Wow so much not my style of music, and still I loved the whole
| thing. Thanks for sharing! :D
| karolist wrote:
| Blender is shaping up to be the best open source project I've
| seen in my 20 years of tech, and I'm comparing this with many
| other large ones I've used, like Linux kernel or various distros,
| FreeBSD, Kubernetes and so on. They do everything so well, even
| the releases, I think it beats the paid competition now or will
| soon do in feature parity and ease of use. As of Blender 2.8 the
| UI is fantastic.
|
| This update comes with many geometry node improvements which
| continue the trend of making Blender the premium non-destructive
| modelling solution. I'm in particular interested in seeing how
| 6900 XT and regular M1 (in Mac mini form) will perform under
| Metal with 3.1 and macOs 12.3. I was a long time Radeon VII user
| on Mac but before 3.0 the stability and performance was just not
| there so I've moved my Blender experiments to Windows and Nvidia
| which works spectacularly but I'm not fussed about booting win
| just for Blender. Sadly I don't think AMD is bringing HIP for
| their older, pre-6000 GPUs https://code.blender.org/2021/11/next-
| level-support-for-amd-...
| Pulcinella wrote:
| Something to note about the AMD 6000 GPUs, the Metal API
| currently doesn't support the ray tracing acceleration hardware
| that they have.
|
| https://developer.apple.com/forums/thread/690033
| daenz wrote:
| 100% agree. I've been using Blender for over 20 years as a
| hobbyist and it has consistently been one of my favorite pieces
| of software. It's written by creators, for creators, and you
| can feel the love and care that they put into it.
|
| One area I wish they would start to give more attention is
| their scripting. I consider myself a Python expert, and the
| Python API leaves a lot to be desired at an architectural
| level. For example, many operations (bpy.ops) require an
| accurate "context" to succeed. This context is essentially
| putting the UI in a particular state, as if the user had
| clicked specific items and activated certain windows. This
| makes the api feel like an afterthought to the traditional UI
| interaction, and introduces a number of issues that I won't
| bore you with. Suffice to say, you end up writing a lot of
| boilerplate to ensure predictable state changes in between
| operations.
|
| If they levelled up the Python API to be more friendly to the
| code-oriented generative art crowd, they would be even more
| unstoppable!
| Etherlord87 wrote:
| Another example is how incompatible "bpy" is with Python
| idioms: in Python you're supposed to use `is` operator to
| compare identity, but since many objects in bpy are short-
| lived wrappers of the actual C++ data, you have to use
| equality operator `==` instead. Otherwise you may run into
| such problems: >>> arm.bones['Bone'] is
| arm.bones['Bone'] False
|
| This is not a bug: https://developer.blender.org/T88914
|
| As for operator overrides, you may find this list useful:
|
| https://blender.stackexchange.com/questions/248274/a-compreh.
| ..
| UncleEntity wrote:
| > For example, many operations (bpy.ops) require an accurate
| "context" to succeed.
|
| The bpy.ops are really just a python shim to be able to call
| them from the UI.
|
| Not a good idea to call them from a script (because of the
| reasons you cited) but that hasn't stopped anyone, ever. The
| whole of blender is designed around the MVC model and the
| operators are the 'control' and are dependent on the 'view'
| (aka context) to do their thing.
|
| All the underlying data structures _should_ be exposed to the
| python API (through bpy.data IIRC) so, in theory, one could
| do whatever their little heart desires.
|
| Weird design but once you realize the UI runs everything
| through python it mostly makes sense.
| daenz wrote:
| Definitely, prefer using bpy.data objects whenever you can.
| IIRC there were a few things I wanted to do that only
| seemed possible through bpy.ops, for example recursively
| duplicating a collection. In the UI, this calls
| bpy.ops.outliner.collection_duplicate() and requires the
| Outliner editor to exist and be active. There are
| workarounds, but they aren't pretty.
| Etherlord87 wrote:
| Another example is changing modifier order - you can do
| that only with operators.
| UncleEntity wrote:
| Back when I was poking at the python API a lot of what I
| did was figure out how the operator did it and either
| wrap the function it called as a method on the object or
| write a simple C function wrapper and expose that to
| python. Most things that people needed just needed
| someone to spend a little time on.
|
| I think it was the outliner (the part where you edit the
| keyframes?) where the underlying design made the python
| API an absolute trainwreck. I spent a bunch of time on
| that and it was just bad, the best that could be done was
| to expose it and let people who were sufficiently
| motivated dig around and figure out how all the pieces
| interacted because it wasn't at all obvious. Horrible
| design from the python side...
|
| Anyhoo, sounds like someone just needs to add a
| collection.duplicate() or .clone() method -- whichever is
| more pythonic.
| tapia wrote:
| I totally agree with you. I use the python API in Blender to
| make some renderings of mechanical connections we are
| developing. As a python expert I am always a bit disoriented
| by how things should be handled. It would be really great if
| the python API could get some love in the future.
| karolist wrote:
| Glad you brought up scripting! I'm 2 years in my Blender
| journey. I remember downloading it before YouTube existed,
| took hours to compile the FreeBSD port, launched and got
| overwhelmed by the complexity, it ended there.
|
| My goal with Blender is to animate explainers and
| screencasts, how feasible is to have a procedural pipeline
| where I could just launch Python scripts changing basic
| properties like text, position? Basically I want to generate
| animations where I have a bunch of re-useable objects but
| change their properties via code, is this something Python
| bindings could help me?
| tusharsadhwani wrote:
| not very related, but you might want to check out manim:
| https://github.com/ManimCommunity/manim
| daenz wrote:
| Funny you should ask! Yes, it can be done. I've built
| something like this recently...my goal was to make
| programmatic videos of chat conversations. Here's an
| example[0]. This was rendered totally headless (no
| launching blender UI) and the input file was a json
| document that was generated programmatically. I'm in the
| process of containerizing it so it can be run serverless in
| the cloud, driven by a job queue.
|
| 0. https://s3.us-west-2.amazonaws.com/arwmoffat.com/hn.mp4
| armagon wrote:
| You did that in Blender? Wow. How on earth did you do
| that?
| daenz wrote:
| Each text bubble is duplicated from a rigged template
| speech bubble. The rig controls the dimensions of the
| bubble based on the size of the text it contains. Drivers
| are heavily used on the bones to coordinate them with
| other bones and movement.
|
| Each bubble is parented to a screen object which scrolls
| upwards, but the parenting is dynamic, so that it only
| engages when the message has been "sent".
|
| The "typewriter effect" of each bubble is not keyframed
| (unsupported) but handled by a frame update callback. The
| typing is determined in advance with random jitters to
| emulate a person typing.
|
| Hope that explains it! I have considered sharing the
| framework, but I know I will get a lot of requests that
| I'm not prepared to handle unless I was receiving
| donations.
| james_in_the_uk wrote:
| Calvary by Scene Group is also good for this type of
| animation and can be scripted or load files in from csv /
| Google docs.
|
| Here's an example I made https://vimeo.com/497222609
| karolist wrote:
| You've just blown my mind! Wow, this is something I'll
| spend my next 3 months before summer definitely. Thanks
| for the inspiration and showing the possibilities, the
| headless part is just icing on top.
| daenz wrote:
| Cool! You will love it. If you get really jammed up on a
| problem, find my contact info in my profile and I may be
| able to unblock you.
| wyager wrote:
| Besides being context-sensitive, I also recall the API being
| weirdly designed w.r.t. mutable variables, global state, and
| so on. The kind of stuff you expect to see when someone who
| is not primarily a programmer, but is instead an artist or
| something, designs an API (which I would guess may be what
| happened).
|
| In the end I was able to get what I wanted (a script which
| would spawn a bunch of geometric objects according to a
| procedural function, set the scene, and ray trace a frame)
| but it took a bunch of weird incantations in a mix of API
| idioms.
| gloriana wrote:
| I wish other software projects would take a similar approach
| such as Open AI, making the service and software totally free
| to use.
| haberman wrote:
| The more awesome Blender gets, the more jealous I am that it's
| not designed for CAD.
|
| I keep wondering if FreeCAD will eventually make these kinds of
| strides, or if it's better to try getting Blender to do CAD-likes
| stuff. I know there is a bit of CAM-like stuff floating around
| for Blender. But I'm always afraid that this will come up short
| in the long run, due to Blender's fundamentally mesh-based
| nature.
| phkahler wrote:
| The more awesome Blender gets, the more jealous I am that it's
| not designed for CAD.
|
| You may be interested in this:
| https://blenderartists.org/t/geometry-sketcher-constraint-so...
|
| Someone implemented sketching in blender using the geometric
| constraint solver borrowed from Solvespace. It is also notable
| that the same solver has been used in FreeCADs assembly 3
| workbench.
|
| For the next Solvespace (3.1) release we have replaced the
| homegrown matrix operations in the solver with Eigen. In some
| sketches this seems be running 8-10x faster.
| rycomb wrote:
| I really hope so, but I wouldn't count on it... in my view,
| FreeCAD seems to be suffering from certain stagnation -similar
| to GIMP's a decade ago.
|
| The "triangle of uses" of Blender/FreeCAD/OpenSCAD has a weird
| void in the middle to fill ...and seeing how Blender keeps
| growing, I'd imagine it'd be the first covering most of it. It
| may be argued that it's already doing so in many ways, via
| plugins and Blender's Python API.
| jbay808 wrote:
| I keep growing more impressed by FreeCAD. At the moment some of
| the most critical usability improvements are still in
| development branches though.
| karolist wrote:
| While it's not really a tool for precision modelling you can
| get the objects to real world size by setting the coordinate
| space and units to your scale. I've modelled the house I'm
| building in Blender, put it on a real scale and size plot of
| land oriented against true north. There's even a built in
| plugin to model sun position based on time and coordinates,
| it's been mind blowing to be able to see how the shades will
| change through the windows and how another building will (or
| not) block the sun during different months.
|
| I've tried FreeCAD for precision modelling like house plans but
| it was just painful to use, especially compared to AutoCAD
| which is super good and the snapping is unlike anything I've
| seen, but sadly prohibitively expensive for non professional
| use. Their cheapest plan is something like $200/mo.
| supermatt wrote:
| I'm trying to do something myself but modelling an existing
| building. I just get really confused on the "right way" too
| use these tools. For example, on a log building do I model
| the logs or some flat wall with a texture, etc?
| syntheweave wrote:
| The best way to proceed is to think in terms of
| placeholders. Make the wall simple now; then imagine how
| you want to detail it, and proceed with the understanding
| that you'll want to replace it at some point, and then it's
| just a matter of setting up the organization of your
| objects so that that can be done gracefully. If you don't
| have a particular requirement like presentation in a game
| engine, you don't have to aim for it to be optimized and
| can do something like making a detailed sculpt for every
| log. If you do have that requirement there's still often a
| reason to push off the optimization to a final step,
| because it might involve destructive workflows where you
| essentially turn your initial detailed asset into a
| reference for the optimized one(e.g. baking a normal map).
|
| As long as you expect everything to be done in two or three
| iterations and split out the work appropriately, you won't
| be stuck for too long.
| MisterBiggs wrote:
| As a graduating Engineering student that is about to lose
| access to some really powerful and incredibly expensive CAD
| software I can't agree enough. I think I just need to say
| goodbye to parametric modelling and embrace Blender.
| mrtksn wrote:
| Hey, does anybody knows what happened with Apple becoming a
| Patron?
|
| Apple is still not listed on the contributors list.[0]
|
| [0] https://fund.blender.org/
| dry_soup wrote:
| metal support gets top billing on the release page[1], and I
| think it was apple who contributed most of the code for that.
| so maybe apple just doesn't like being in a sea of logos with
| all the riff raff.
|
| [1] https://www.blender.org/download/releases/3-1/
| 0xcoffee wrote:
| I tried to download their new Benchmark 3.0.0, but site seems to
| be hammered.
|
| Softpedia has a mirror though:
| https://www.softpedia.com/get/System/Benchmarks/Blender-Benc...
| DoctorOW wrote:
| While the site is hammered, I'll point out that you can get
| automatic Blender updates through Steam if you're so inclined.
|
| https://store.steampowered.com/app/365670/Blender/
| nvrspyx wrote:
| They're talking about the new Benchmark tool specifically.
| I'm not sure if it's included within Blender itself, but it's
| not available (at least separately if included with Blender)
| on Steam.
| DoctorOW wrote:
| I assumed it was the same website/CDN for both. Maybe I was
| wrong. Still, the Steam thing is a little known tip.
| neves wrote:
| Is it worth the trouble for an eventual User to learn Blender?
|
| I don't do animations, but I like to edit some personal videos
| with a pinch of VFX. I always read that it is great and powerful,
| but has a difficult UI. I always wanted to learn it, but time is
| limited.
| Mizza wrote:
| Make the donut: https://www.youtube.com/watch?v=nIoXOplUvAw
| It's kind of a right of passage for Blender newbies.
|
| I learned (well.. I'm learning) Blender this year and I'm glad
| I did. It's very intimidating at first, but you get the hang of
| it, and then you can't imagine a world without it. I now even
| prefer it to stuff like Photoshop for doing simple graphics
| work.
| prox wrote:
| While you can edit with Blender (and with some very powerful
| functions) there is also Kdenlive Video Editor which has been
| very good for simpler edits. Depends a bit on what you want to
| do.
| danielvaughn wrote:
| As with anything, what starts out as complex gets easier with
| exposure. I'm still at the beginning stages but I've really
| enjoyed the journey so far.
| tinus_hn wrote:
| If you have never learned 3D modeling it's really a lot of fun.
| If you start by doing some tutorials you can get started pretty
| easily.
| karolist wrote:
| Definitely worth it. As it's a visual tool you won't learn by
| reading about it, nor can you learn Blender knowing everything
| about it's features (it would be like getting good at chess by
| reading chess rules)... what I mean is you have to learn by
| doing many small experiments and using visual guides.
|
| I recommend doing the Doughnut tutorial by Blender Guru first,
| then move to CrossMind Studio, another really great one is
| Ducky 3D. Default Cube is great, but some of the stuff is a bit
| advanced. Polygon Runway is good but got bored of the same
| style. The best for more advanced users I've seen so far is
| Polyfjord, just next level stuff, can't recommend that channel
| enough.
| mkaic wrote:
| Polyfjord is fantastic. If you're interested in the
| filmmaking/VFX side of things at an intermediate to advanced
| level, I can't recommend Ian Hubert enough. His YouTube
| channel is legendary but his Patreon is even better, tons and
| tons of informal, unscripted videos of just him making stuff
| and narrating while he does it. I know that's not everyone's
| cup of tea but I personally feel like I've learned most of
| what I know about blender from those videos!
| karolist wrote:
| Thanks for the Hubert recommendation, he is definitely
| pushing the boundaries of what can be done and showing it,
| but at the level I'm at (occasional user, 2 years in), his
| videos to me seemed a bit like the famous "How to draw an
| Owl" picture... I didn't know he had Patreon, I'm already a
| member of CrossMind Studio and Polyfjord, will definitely
| check it out. Thanks again.
| mkaic wrote:
| yeah his Lazy Tutorials definitely feel a little "draw an
| Owl", but his longer form videos on Patreon are much more
| laid back and (I feel) accessible.
| victornomad wrote:
| I think it is. I started few months ago and I really love the
| journey so far.
|
| I dont think Blender itself is that complicated, what is
| difficult is
|
| 1) Find what type of 3d you want do. 2) Do it nicely
|
| The 3d field is enormous and you and depending what you do you
| will follow a specific technique and workflow.
|
| You don't need to learn everything just with a 1% of Blender
| you can do pretty great stuff!
| sydthrowaway wrote:
| The problem with the pace of development is that its impossible
| to learn new interfaces etc in time
|
| Some of the development funds should go to training materials.
| TrevorJ wrote:
| There's are LTS versions. You could always just use one of
| those and only upgrade when you feel the desire.
| victornomad wrote:
| To be honest, the basics are always the same.
|
| I started recently with Blender 3.0 and I can watch without any
| problem tutorials made with Blender 2.8 (3.5 years ago). Now
| that I'm getting more confident I can even watch tutorials from
| older versions and follow them without a problem.
|
| And btw, you don't need to learn every new feature. Blender is
| a incredible versatile and ginormous software and you only need
| to learn what you need for your specific workflow. I can maybe
| know 1% of Blender and I'm superhappy with what I'm doing
| nowadays!
| yjftsjthsd-h wrote:
| Then use the LTS versions?
| mkaic wrote:
| In my experience, I actually find the community does a pretty
| darn good job of keeping up with the training side of things.
| There are several dozen YouTube channels that just make Blender
| tutorials 24/7 for a living, and every time a new update is
| dropped, tons of new beginner tutorials for the new features
| get made.
| slimsag wrote:
| I don't understand this? Blender has world-class training
| material provided for free.
|
| Between the stuff they themselves offer[0] and the literally
| thousands of training videos on YouTube.. what do you think is
| missing?
|
| [0] https://www.blender.org/support/tutorials
| 0xcde4c3db wrote:
| Blender being well-documented is a relatively recent
| phenomenon, so I wouldn't be shocked if a lot of people
| simply don't realize that things have changed. Back in its
| early days it was infamous for having an impenetrable UI and
| practically no documentation (unless you bought what amounted
| to the official strategy guide, which was decent enough on
| its own terms but still wasn't a proper manual).
| UncleEntity wrote:
| Spent many an hour digging through the source code to
| figure out what a particular button did...
| mkaic wrote:
| Agree with this. Blender has some of the best training
| material available, _especially_ compared to its competition,
| _because_ it 's free and open source, so anyone can use it
| and, importantly, anyone can make tutorials for it!
| koshergweilo wrote:
| Have they changed much about the UI in this update? Seems like
| it's mostly about performance improvements and procedural
| generation this update.
| mkaic wrote:
| They added a really nice quality of life change in the node
| editor! Now you can drag a noodle out from a node into empty
| space, release, and get the Add Node menu automatically
| popping up, which is something the community's been wanting
| for _ages_. It 's how it works in basically every other
| modern node-based editor, so it's nice to see Blender keeping
| up.
| lastdong wrote:
| Blender 3.1 changes in 5min (part of the this topic linked
| page) https://youtu.be/BCi0QRM1ADY
| skrillhouse wrote:
| Major kudos to the Blender team for the phenomenal work they've
| been doing. I only started learning Blender a little over a year
| ago, and the amount of progress that's been made in that short
| amount of time is incredible. In a time when I'm often frustrated
| with the abundance of low quality and user-hostile software,
| Blender has been inspirational in demonstrating that it's still
| possible to develop high quality, powerful applications (and
| offer it for free nonetheless!)
| pmoriarty wrote:
| I tried learning Blender again recently... it just seems so
| overcomplicated.
| karolist wrote:
| Are you familiar with any other 3D modelling software? If not
| it's not entirely fair to say Blender is overcomplicated, 3D
| modelling itself is a complicated field and Blender is like a
| swissknife, you can learn only the features you intend to use.
| Hard surface modelling, basic scene setup, lightning and you're
| already at a level where you can enjoy the process. Want more?
| Procedural, non-destructive modelling, sculpting, VFX,
| compositing, it even has a video editor built in (though most
| people just use Davinci Resolve instead). I think Blender is as
| complicated as you choose it to be, like Math, Physics or any
| other non trivial field.
| mandmandam wrote:
| Did you do the donut tutorial?
| runevault wrote:
| There are a few good options, this def being one of them.
| Grant Abbitt being another.
|
| Blender is software that feels complicated at first because,
| fundamentally it is doing a complicated thing. But once you
| start to understand it you cut through all the things that
| you don't need to worry about because 90% of the time you
| will be in VERY specific contexts (hard modeling, sculpting,
| painting, etc) and not worrying about large swaths of the
| features. But to do everything it needs to do all of those
| things have to exist.
|
| Being able to learn how to context switch and take advantage
| of the different workspaces helps a TON. Gotta get used to it
| though, and it is a big lift. I started messing with Blender
| off and on a year or so ago and while I'm no master, once I
| get in my groove I feel like I can move pretty quickly.
| Arcanum-XIII wrote:
| I guess it depends on your motivation. When I was dabbling with
| 3D in 2000, all the major player at the time were way worse but
| I did manage because I was motivated. 20 year later, I can't
| even animate basic things like a ball :D
|
| Still, give you some clear goal about what you want. Blender
| can do nearly everything related to 3D, compositing and even
| some special effect. And then search a YouTube tutorial on this
| subject -- it probably exist!
| ur-whale wrote:
| > it just seems so overcomplicated.
|
| Sure, it's not Sketchup, and there is a little bit of a steep
| learning curve at the beginning (it used to be much, much
| worse).
|
| However, unlike Sketchup, the freaking _depth_ of the software
| is nothing short of amazing.
|
| That investment you make at the beginning is really, really
| worth it.
|
| Also: there is literally a ton of tutorials on YouTube to get
| started with Blender, and it is rather easy to learn the basics
| nowadays by doing a bit of monkey see monkey do with Blender
| open on one monitor and the tutorial vid on the other.
| Taywee wrote:
| Blender is so cool. I really need to put in the time to actually
| learn geometry nodes; they seem crazy powerful.
| mkaic wrote:
| Metal backend is currently only M1 compatible, which is a shame,
| but still super exciting that they added it at all. Really great
| to see Apple contributing to the project, plus I think they
| mentioned they plan to make the Cycles Metal backend compatible
| with older Macs in the future. Might be able to finally make use
| of those Radeon cards in older high-specced Macs!
|
| EDIT: Looks like I missed that it's also already compatible with
| AMD cards in older Macs, they just have to have the latest OS
| installed!
| oDot wrote:
| Says it's compatible with AMD GPUs as well
| mkaic wrote:
| Oh, missed that! Still requiring the newest OS though which
| is understandable but unfortunate.
| Pulcinella wrote:
| To be fair, the original announcement about upcoming Metal
| support did state that the support for Apple GPUs was the
| first priority, with AMD GPU support at a later date, so
| it's nice to see both supported right out of the gate.
| emadabdulrahim wrote:
| Can't wait to try it tonight on my M1 Max and compare rendering
| speed with v3!
| stevenpetryk wrote:
| Make sure you have macOS Monterrey 12.3 beta (the Metal backend
| requires 12.3 or above).
| Arcanum-XIII wrote:
| Works fine for me on my M1 with 12.2.1.
| mkaic wrote:
| Let us know how that goes! I'm getting an M1 Max MBP sometime
| in the next two weeks and already know the very first thing I
| install on it after booting is gonna be Blender. It's a rite of
| passage for any new computer I acquire!
| cevn wrote:
| The computer is an absolute beast, it compiles faster than my
| old desktop intel cpu and I just have M1 Pro or something..
| barrenko wrote:
| One of the most marvelous hobbies.
| mkaic wrote:
| There are few things more exciting about getting a new
| computer than getting to test how fast Blender runs on it!
| mrguyorama wrote:
| As a Windows user with an AMD 5700XT, a $400 GPU, I'm still
| locked out of the wonderful world of accelerated Blender. AMD has
| been straight up negligent in their software support for a long
| time. It sucks that you basically have to buy a super power
| hungry, super expensive GPU from a company that refuses to do
| anything open source if you want to be able to do anything but
| play games on your GPU.
| [deleted]
| zamadatix wrote:
| Prior to Blender 3.0 OpenCL should have worked. 3.0 and later
| the HIP backend should be working on your setup, though it's
| not officially validated for the 5700 XT, here are some numbers
| from a 5500 XT prior to 3.0 GA
| https://wiki.blender.org/wiki/User:ThomasDinges/AMDBenchmark...
| Etherlord87 wrote:
| > It sucks that you basically have to buy a super power hungry,
| super expensive GPU from a company that refuses to do anything
| open source if you want to be able to do anything but play
| games on your GPU.
|
| I have a lot of fun in Blender for two years now, using Nvidia
| GTX 970 - it's quite old by now, and definitely cheaper than
| $400.
|
| As someone who has seen a lot of bug reports, Blender has
| problems with AMD, Mac, and newest Nvidia (RTX) cards.
| bedros wrote:
| the user interface with drag, drop, search looks very slick,
| anyone knows what part of blender code does that, or any python
| lib I can used for a UI like that
| mkaic wrote:
| Blender's pace of development is blistering and never fails to
| impress me. The community is also super inspiring, and the
| founder of Blender, Ton Roosendaal, is a really cool person as
| well. I'm super hyped for the future of this software.
| prox wrote:
| Godot also seems to be modeling itself in the same style as
| Blender. Years ago I was very vocal about the opportunities of
| an easy to use open source game engine. Godot 4 is well on its
| way to be very accessible and getting high end functions.
|
| I wish GIMP and other projects were like this.
| slimsag wrote:
| That GPU-based subdivision surfaces being ~10X faster is a
| welcome improvement! Subdivision surfaces have always been so
| slow, those are some incredible gains!
| mkaic wrote:
| Always really exciting to see a number like 10X anywhere in
| release notes, it's like Christmas!
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