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Posted by makizar 5 days ago

Blender 5.2 LTS(www.blender.org)
407 points | 171 comments
lobo_tuerto 23 hours ago|
Look at that wow: https://www.youtube.com/watch?v=gqfLYIJMv7I
arijun 12 hours ago||
Yeah, their sizzle reel is pretty incredible. I wish they had a hyperlinked version of the credits, so many clips I would want to see the whole source for.
simonw 22 hours ago|||
Thanks for that link, I really enjoyed that. I had no idea quite how varied the work people were creating with Blender was these days.
dmsehuang 20 hours ago||
holy. this is a pretty cool video. I am learning how to use AI to vibe coding blender videos and this is like very good!
gchamonlive 16 hours ago||
How well do agents interact with blender? Do they modify files directly or through an API/mcp?
voxic11 1 hour ago||
There is a popular mcp interface but having them write blender scripts is also pretty usable.
gchamonlive 56 minutes ago||
Nice. I'm currently slowly studying how Godot works and I'll next try to see if there is a usable workflow for designing assets in blender and using them in Godot.
socalgal2 16 hours ago||
I love that Blender exists and I donate to it at a high-ish $$$ level monthly.

That said, I can't help but feel something is wrong with 3D asset creation in that becoming an expert at Blender or 3DSMax, Maya or literally any other 3D creation software, it's a multi-month if not multi-year project. There are 1000s upon 1000s of options buried all over in nested upon nested options.

Maybe AI will solve this. You ask for or sketch what you want and it does the 3000 steps to create it for you.

There just has to be a better way than what we have now. It (3d asset creation) practially hasn't changed much since ~1995. If you compare 3DSMax 1995 to Blender, with few execptions, you'll find them very recognizable. Yes, there are amazing features that have been added but still. It's quite a slog to get good at, not just artistic good, that's a whole extra level of training, I just mean good at knowing where and how to use the software.

I wish I had an idea for how to make it easier.

10000truths 15 hours ago||
A lot of those options are necessary complexity, not incidental. 3D modeling and animation are just very complex series of tasks, you can't condense the options much without sacrificing functionality for some critical workflow. The only way to satisfy both:

a) Having lots of options

b) Making those options discoverable for beginners

is with some kind of nested categorization scheme. Any UI you create to render that will naturally converge onto a high-fan-out tree-like menu.

diamondtea 14 hours ago|||
As both a Photoshop and Blender expert (used both professionally for many years), almost all of it is heuristic/technique (memorizing what/where things are) not unlike learning kitchen utensils and the locations of the drawers they’re in.

So it’s

1) knowing what you even need to do in the first place to make the sphere, or swap the texture, or delete the lights, or etc.

2) where that tool is and how it works

Then later you can get into hotkeys and what your workspace looks like, and you can develop more of a command of things. Just start very goal oriented and pretend you’re staying in an Airbnb in a foreign country - you just need to figure out how the stuff works and where they are.

Hope that helps! Oh yeah and then there’s the typical OS level menus like saving, exporting - you probably natively know how to do that stuff already. So you can also use Blender to convert say glb to fbx and so-on, while making little edits you might need.

Be obsessed with your project so you have to use these things.

Animats 13 hours ago|||
> almost all of it is heuristic/technique (memorizing what/where things are) not unlike learning kitchen utensils and the locations of the drawers they’re in.

Then, in the next release, they move.

Yesterday's Blender experience: for some reason, mouse pans stopped working. Zoom and orbit still worked, but pan didn't. No idea why. Had to quit and restart.

diamondtea 13 hours ago||
Blender - or any super successful FOSS - feels to me like stumbling upon amazing vehicles and technology left behind in the fields in a post-war environment.

Who knows who made this thing, or where it was made. I discovered it, let’s see how it works.

You start twisting knobs and the damn thing turns on! You fly it around a bit, you get a ton of use out of it, maybe you reverse engineer it, fork it, make your own version.

Eventually a corporate knock-off hits the market and you buy one. They solved all the little problems and painted it with clear coat.

But there’s something missing, and I come crawling back to the field - where I keep finding all these interesting machines

scotty79 8 hours ago|||
> not unlike learning kitchen utensils and the locations of the drawers they’re in.

The problem is it's someone else's very messy kitchen where nothing is where you expect it to be.

It matters where things are. Photoshop vs Fireworks, CAD vs Sketch-Up.

The problem with this software is that you can't make it yours when you enter it.

I think AI will solve this, by searching where the utensils are and putting them where it is convenient for you specifically.

jamesfinlayson 13 hours ago|||
I'm glad it's not just me - I do game modding in my spare time and I figured out how to use Hammer to make maps - it took a day or two but I figured it out.

I wanted to make some models too but when I downloaded Blender and looked at a tutorial to create a cube and I just thought... why is this so complicated? It looks easier now (I was probably looking at doing it close to 20 years ago) but back then it seemed crazy that there was a long tutorial just to create a cube.

I played with a simpler modelling program called Anim8or (https://www.anim8or.com/) and it was quite nice to use though - I could create shapes and drag the vertices and it all seemed quite intuitive.

arvinsim 12 hours ago||
I created a whole Counterstrike map back in the day in a few days.

Meanwhile, I can't get anything substantially done in Blender in a week. I just gave up.

zeratax 5 hours ago||
i mean blender has to support a lot more than a mapping tool for a game. it seems pretty expected to me that it would be more complicated to have complete freedom to do whatever you want vs the strict limits that such a tool imposes on you.
orbital-decay 13 hours ago|||
> If you compare 3DSMax 1995 to Blender, with few execptions, you'll find them very recognizable.

Workflows from 1995 have basically nothing in common with modern ones, everything is completely different and specialized in a lot of ways.

raincole 9 hours ago|||
> It (3d asset creation) practially hasn't changed much since ~1995.

I disagree. In the past ~20 years, more and more 3D assets have been created as very high-poly models and high-res textures first (via sculpting, photogrammetry and baking) and the optimization process was pushed to much later stages. I'm quite sure it was not the case in 1995.

It's just like programming. We do have better tools and abstraction layers. But Jevons paradox got us.

Or perhaps I don't understand how things were done in 1995 as much as I believe?

bigyabai 15 hours ago|||
One benefit of Blender is that it does lean pretty hard into separating distinct workflows. When you're using it on a team, you can teach people one tab at a time, and let them explore sculpting or texturing if that's their skillset.

It did take me ~5 years to get comfortable with the majority of Blender's features, but I made decent contributions to a small project before then. Solo stuff is much harder since you have to play the one-man-band by yourself.

alightsoul 13 hours ago|||
There's already ai models that create 3d assets
yowlingcat 9 hours ago|||
My guess is that there's probably a missing abstraction layer in the 3d editors somewhere. I am pretty bullish on AIs ability to solve this problem, even just based on existing image to 3d models like TRELLIS and HY3D. They work pretty darn well and take a lot of the burden out of not just modeling, but texturing and uv unwrapping.

That being said, I have a correlate here for music production and you could definitely make a lot of the same arguments about it, and they'd be true -- really high learning curve to make something halfway decent even assuming you have the taste part sorted. Some of it is the ability to just creatively think in another language once you become fluent in it.

I think AI can give you leverage when it does stuff you could actually do it manually yourself because you can manually evaluate it and correct it competently. The hard part is how would you evaluate work that is beyond your current competence level?

If that isn't easy, if it's incompressible relative to your current skill level, then that's the very human part that will always be a bottleneck. And that's fascinating to me because if there were better AI tools for music production when I picked it up a few decades ago, I don't know that I would have developed the same fundamentals.

What will fundamentals look like in a post-agentic world? If a lot of the manual gruntwork disappears or is more heavily abstracted, I believe that will matter a lot more.

kg 15 hours ago|||
> It (3d asset creation) practially hasn't changed much since ~1995.

I don't think this is strictly true, not only are there new approaches to modeling like mudbox and such, but the nature of the assets people are creating is meaningfully different in 2026 than it was in 1995. The polycounts are orders of magnitude higher, the way you texture and shade the models is different, etc.

And then the actual hardware being used to render the finished assets is very different - it's much faster, it has dedicated acceleration for rasterization and ray/path tracing, etc. Fewer compromises are necessary to deliver your 3D assets to the viewer than back in 1995 and it's cheaper to deliver them.

It's true that a lot of the fundamentals haven't changed though. I'm not sure that's a bad thing.

uncivilized 15 hours ago|||
Why does it have to be easier? It’s like asking for soccer to be easier so you can play in the World Cup.
pilaf 5 hours ago|||
Soccer is hard because it's competitive though. Kicking a ball around and putting it between two posts is easy enough, but it gets hard as soon as you have someone trying to do the same in the opposite direction better than you.

Tools should be as easy as they can afford to be without making serious compromises. I have no idea how much room Blender has for becoming easier, but if there is any it should be taken.

another-dave 3 hours ago|||
that feels like the opposite analogy though - filleting a fish to the precision of a Michelin starred kitchen might be hard, but knives in general are easy to use, even for a beginner.
mohamedkoubaa 14 hours ago|||
A future where everything is very easy to learn is kind of dystopian
ColdStream 13 hours ago||
I think it is more an attempt at a difficult task. Easy to pickup the basics but having lots of room to grow.
bs94 12 hours ago||
Why does it take a year for the cow to produce a calf?

Why cant it just spontaneously generate it as soon as the egg and sperm meet?

Take the Same question but replace calf with priest, surgeon, weather forecaster, chartered accountant, musician, chef etc. What is going on in these processes that requires so much time?

bob1029 21 hours ago||
Nothing feels better than mastering a specific workflow in Blender. After using visual studio all day, it's like a breath of fresh air to click through a scene and have the tool respond like it actually cares about UX.
amelius 17 hours ago||
> Nothing feels better than mastering a specific workflow in Blender.

But nothing feels lousier than coming back after a few months and finding out that you've forgotten how the workflow goes.

kroaton 4 hours ago||
And that's when you learn Houdini and open up a workflow from 2008 and it still works the same, despite SideFX pushing out an insane amount of features every release (look at their SneakPeaks).
agumonkey 17 hours ago||
I've always been confused how all the CGI world is helping you get into flow with complex data while IDEs felt so heavy and glitchy.
zuInnp 1 day ago||
I am using Blender since my Master thesis in 2017. It is impressive how much has happened. Also giving some money to them because they don't get that much donations (if you compare it to Thunderbird for example).
p-e-w 1 day ago||
Wait, Thunderbird is getting more donations than Blender?

I was under the impression that Thunderbird is on life support, while Blender is everywhere.

zuInnp 23 hours ago|||
At one of last Blender conferences, the founder (and at that time CEO) gave some insights about funding and compared it to Thunderbird. https://youtu.be/VZ5022VaMmA?si=m1hD9wEQ16s8Zu3b&t=1297 ;

Fore More recent numbers: In 2024[1] (last info I found), Blender had 3.1m € in donations (600k more than the year before) and Thunderbird had around 9m € [2].

I kind of get it, Blender is way more niche than Thunderbird, but imagine what they could do with even more money.

[1] https://download.blender.org/foundation/Blender-Foundation-A... on page 76 [2] https://blog.thunderbird.net/2025/10/state-of-the-bird-2024-... I did the money conversion based on today's exchange rates

simonw 22 hours ago|||
> Blender is way more niche than Thunderbird

Is that true though? I mean sure, more people use email - but I would guess there are more Blender users than Thunderbird users in the world.

There's plenty of competition for an excellent free email experience. Very little for 3D modeling software.

Update: Looks like I guessed wrong. I found some approximate user numbers:

Thunderbird has analytics that show around 10 million active daily installations: https://stats.thunderbird.net/

Blender stats are harder to find. They reported 23 million total downloads in 2024, which suggests daily actives significantly lower than 10 million: https://download.blender.org/foundation/Blender-Foundation-A...

whywhywhywhy 23 hours ago||||
Mozilla invests more time in being a foundation than software so makes sense their donations are higher.
Waterluvian 22 hours ago||||
> but imagine what they could do with even more money.

Quite potentially some really great stuff, but I’m skeptical that this is actually a great way to kill a good thing. Ideally money isn’t an issue and everyone is paid well, and somehow the organization managers know how to feel out and draw a line on scale/ambitions.

ekianjo 23 hours ago|||
wow thunderbird gets so much and achieves so little? amazing in a terrible way
Waterluvian 22 hours ago||
I’ve got to imagine there’s examples of orgs stopping donation intake when they get into the “money is nice but we cannot in good faith utilize all this without scaling into something we don’t want to be.”
wccrawford 1 day ago||||
A quick AI Google search and some fact-checking later, and yeah. At least as of 2 years ago, Thunderbird was getting 3x the contributions that Blender was.

It just goes to show you how badly managed Thunderbird is, since Blender is doing so much more with the money. I'm more and more disappointed with Mozilla all the time.

virtualritz 23 hours ago|||
It couldn't possibly be that Blender simply has much more volunteer contributions?

Since hacking on a 3D DCC in your spare time may be more than three times as enticing to people than doing the same on an email client?

I'd wager Occam's razor favors this explanation.

jack_pp 23 hours ago||
Or Thunderbird is much older and has a lot more users
TheGoddessInari 21 hours ago||
Blender is actually much, much older than Thunderbird.
jack_pp 18 hours ago||
wow, did not expect blender to be 32 years old, thanks for correcting me.

but still, they were open sourced about 1 year apart. I still think having a bigger user base is a good reason for the difference

redwall_hp 17 hours ago||
That's relevant to why it historically had bizarre UX issues, like ctrl+s being the shortcut to erase the scene and start a new one: it predated most of those conventions, and has its own UI tooling. It's also always been designed to use three mouse buttons, coming from the Unix world, which used to be problematic when not everyone had a mouse with a clicky scroll wheel.

It's come an absurdly long way since I first dabbled with it in the early 2000s, and has gone from a niche FOSS tool to something widely used in its field.

Nowadays, Blender is an example of masterful UX for a professional tool. Immediately responsive, information dense UI with keyboard shortcuts for absolutely everything. Actions are composable, like with vim: something like "ex5" will extrude five units on the x axis.

mixmastamyk 16 hours ago||
UI standardization, CUA, X11, Motif date from the late 80s.
thaumasiotes 23 hours ago|||
Thunderbird did manage to buy out K-9.
jamesfinlayson 12 hours ago||
Oh did it? I remember using K-9 on my Android phone years ago and being pretty happy with it.
thaumasiotes 4 hours ago||
Yes, K-9 has been shut down and Thunderbird for Android is what used to be K-9.
Jaxan 23 hours ago|||
Market size is different: everyone needs a mail client, but not everyone needs 3d modelling.
kbolino 14 hours ago||
The audience may be larger, but I don't feel like it's anywhere near "everyone". Personally, I don't know anyone who still uses a dedicated email client except in specific institutional settings. I haven't touched one outside of a corporate office myself in 20 years. Webmail has been good enough for longer than many people have been using computers.
viccis 20 hours ago||
I started pre-1.8, in the C-key era. Haven't used it in many years so looking at it every now and then is genuinely shocking to me how much it's progressed. I remember a family member who worked at a triple A game dev studio giving me a tour and when I talked to the 3D modeler guys there and told them I used Blender they stifled a chuckle. To be fair, it was a very rudimentary tool back with UI flows invented by and for aliens. And now it's used all over the place in both amateur and professional settings.
KPGv2 19 hours ago||
Yes, I remember fumblefutzign around in 2000 or 2001, and I can't believe its current state. I'm a writer, not an artist, so I doubt I'll ever get back into it, but I'm so happy to see where it's at.
raincole 17 hours ago||
As someone who spent quite some time (>1000hr) in Houdini, I really wonder what's the secret behind Blender's rendering engines and why SideFX failed to catch up. Cycles are so much faster than Karma on my machine. Eevee can get impressive results in real time while Houdini's real time viewport is bare bone.
kroaton 4 hours ago||
They've been investing heavily into this over the last 2 releases, but it's just that SideFX is a really small company. I think they have 50 people or so right now. Karma is way more accurate than Cycles, but slow. Karma XPU is a mixed bag.
summarity 4 hours ago|||
The question is why don’t they integrate cycles? I mean I have a random app for home planning on macOS and even that comes with Cycles as the rendering engine. Can’t be that hard.
greenknight 5 hours ago|||
The thing is, Cycles is fully open sourced... so there is no real secret behind it!
swerner 16 hours ago|||
Cycles is getting direct code contributions from all major hardware vendors.
agumonkey 17 hours ago||
Interesting, maybe major customers are insisting on other features ?
raincole 6 hours ago||
I suppose that's the main reason as Houdini's real customers are those who can afford huge render farms. Even before Karma, Houdini's renderer (Mantra) wasn't known for its speed.

That's quite a bummer for me, an indie user. With the foundation Houdini has established, they probably could've released a real time viewport composition before Blender. But at the end of the day it doesn't make a lot of business sense for SideFX to care about users like me.

kdheiwns 1 day ago||
The most impressive thing about Blender is how it feels like early 2000s-era creative software. And I mean that in a good way (blender was actually awful back then, but it's great now)

It opens instantly on my computer. It's fast. It's lightweight to the point my fans don't even spin up no matter what I do. It's customizable. It does everything I want to do and it never gets in the way of me trying to do my job. Meanwhile Photoshop these days randomly shows fucking popups about features and begs me to use its cloud scam, it's slower than it was 20 years ago without offering significantly better features, and the UI has somehow gotten worse when it was fine before. Blender does everything right. All I want is someone to take Blender's design philosophy and make a 2D image editor for desktop. Or hell, everything. I'm sick of bloat and BS in every damn app these days.

cosmic_cheese 23 hours ago||
IMO, Adobe suite peaked somewhere around CS1/CS2 (which ran happily on my single core 2Ghz iMac G5) and it’s been downhill ever since. A variant of CS2 that’d been feature frozen (aside from smaller technical improvements like wide gamut support) and ruthlessly optimized and bug-fixed up until present day would be vastly preferable to the trainwreck that is CC.
-0_0- 13 hours ago||
As a kid with no cash but a lot of passion, I spent months cobbling together a fully working version of Photoshop 7 (pre-CS days) from various files extracted from free demo and upgrade installers. Technically did nothing illegal and ran that single version for a good 18 years across various PCs, eventually powering a large media company's output with it (in fact there's a very good chance anyone reading this will have seen some of my Photoshop work given the reach of that company).

The main reason I never upgraded was that it was FAST, and until Adobe started rolling out AI features around 2020 there were almost no notable additions made to Photoshop other than new versions seemingly getting slower and arguably uglier. To this day I'll still occasionally boot up the old Photoshop 7 if I don't need to use content-aware fill, and I'll marvel at how zippy it feels.

cosmic_cheese 17 minutes ago||
I spent a lot of time in a… legally questionable version of PS 7 too. Feels almost like a rite of passage for many of us of a certain age.

And yeah, 7 was quite efficient and zippy, basically just 6 with a few new features and compatibility with newer OSes (first version to run natively on OS X for example). Ran it on a 400Mhz G3 without issue, which would be futile to even attempt with modern versions.

pilgrim0 23 hours ago|||
Blender does open in a blink, it is scary how good it is. I share the exact same perception as yourself. In comparison, sometimes I need to use Fusion 360, and its performance is abysmal. I wish I could do parametric design in blender
tjoff 22 hours ago||
CAD Sketcher add-on adds parametric design to blender. Haven't used it but probably not ready for real use.. https://www.youtube.com/watch?v=92QmjS-xDaI https://hlorus.github.io/CAD_Sketcher/

Though people are so eager to be locked into Fusion 360 I will never understand. Especially when Freecad is so much better than it used to be.

tredre3 20 hours ago|||
CAD Sketcher for blender is definitely not ready to be used in a real capacity and it's been almost 5 years I think, so I don't have high hopes. I will keep trying it every now and then, however, because I really want this product.

> Though people are so eager to be locked into Fusion 360 I will never understand. Especially when Freecad is so much better than it used to be.

Because Fusion 360 is that much better than even the latest Freecad? Just because Freecad sucks less nowadays doesn't mean that Fusion 360 isn't simply a better product... Freecad 1.0 was too little too late. The only way it could gain traction in the hobby market is if Fusion 360 pulls the plug on its free version (again). And I say all this as a Freecad user.

tjoff 19 hours ago||
Not saying that Fusion 360 isn't a better product. But being at the mercy of autodesk to even be able to open old projects just sounds asinine to me.

And also such a deliberate ploy to try and undercut competition, which sadly has been working unreasonable well. Even after onshape shafted everyone which should have highlighted the obvious risks.

hgoel 20 hours ago||||
I have played with CAD Sketcher, it's usable, but yes, not really good enough for serious use. Doesn't quite match up to FreeCAD after the significant improvements that has had over the past couple of years.
neutronicus 15 hours ago|||
Replicating Parasolid in OSS is hard
dominick-cc 1 day ago|||
I have an older version of affinity photo that feels like this, but the new ones use cloud features I don't want so I don't upgrade
BostonFern 1 day ago|||
It’s not open-source, but I enjoy using Affinity, especially the updated version after it was acquired by Canva.
robertoandred 20 hours ago||
I wouldn’t call Blender’s UI particularly great either. The assumption that you have three mouse buttons and a separate number pad is pretty crazy.
tredre3 20 hours ago|||
Three buttons mice have been the standard for well over 20 years. I'll give you that when blender was first released, three button mice were not common.

Those assumptions are only crazy if you're an Apple user or a laptop user who uses a touchpad to 3d model.

somat 15 hours ago|||
As a tangent, the single greatest thing about my Lenovo laptop that I was not looking for when I bought it was that it has three physical buttons for the touchpad(or that pointer thing if you use it). I love X11 style middle click paste. So that middle button elevates it to the best feeling laptop I have ever used.

A note on that pointer thing, I don't use it much, instinctively going for the pad and as such sort of dismissed it. Until I was trying to use the laptop in moving vehicle where the pad was useless due to bouncing but the pointer, rock solid. I totally get it now. lesson: Touch screens sort of suck anyway but are really terrible in moving/bouncing vehicles.

robertoandred 20 hours ago|||
Laptops have been outselling desktops for decades, and the idea that Apple users are some quirky tiny minority has been false for just as long.

Blender’s UI just makes bad assumptions.

rmunn 10 hours ago|||
I prefer larger screens on laptops, so every laptop I've ever owned has had a numpad. Naturally you can't fit a numpad onto a 12" laptop, but USB (or Bluetooth) numpads are available; a quick Amazon search says $10-20 for most of them.

Plus, Blender has an "Emulate Numpad" option that lets you map the numpad controls onto your regular numeric keys (making it harder to use them for their normal purpose, so I wouldn't recommend it unless an external numpad is not an option for some reason). And they have an "Emulate 3 Button Mouse" option, where the middle mouse button can be emulated by holding down Alt while clicking the left mouse button. (Which means that some Alt+LMB shortcuts become unavailable, so again, the best option is to plug in a USB or Bluetooth mouse).

They've thought of it. Their defaults remain the default for a good reason, because the hardware to properly use the default shortcuts is cheap. But they've also accommodated the people who don't want to buy an external numpad or mouse.

bluefirebrand 17 hours ago|||
It makes assumptions that people doing serious 3D work are not on a laptop and can afford a keyboard with a numpad.

Those aren't really bad assumptions.

robertoandred 14 hours ago||
They are silly assumptions, especially for an open-source project trying to gain mindshare.
bluefirebrand 14 hours ago||
What do you want them to do about it, exactly? 3D artwork is a complex activity that requires a lot of keys to have a useful keybinding setup. Some of those keys are going to be the numpad

Go look at Blender's default keybinds and tell me what you would change so the numpad wasn't really necessary. If you can simplify their keybinds I'm sure they would love to see your PR.

ben-schaaf 20 hours ago|||
Blender has multiple options for emulating a middle mouse button. I can use blender just fine on my laptop with a touchpad.

As for the numpad you can use the tilde key or alt+drag to switch views. There's also a handy gizmo.

jokoon 19 hours ago||
Blender is certainly a great software, but there are still remains of bad UI choices, for example how zooming works

https://blender.stackexchange.com/questions/644/why-does-the...

They improved the UI already, but maybe they could improve it a little bit more. And this is not the only frustration, I constantly have to ask around for little things like that.

Also important to know, but late blender versions don't support old GPU, which is a bit sad: I can't use late blender version on my old thinkpad which only has a graphics chipset.

neonmagenta 19 hours ago|
Blender is one of the most infuriatingly un-intuitive UIs I've ever experienced. It's always having to be used with it in one screen, a myriad of guides/forums/etc on the other.
kilpikaarna 16 hours ago||
Do you have a preferred 3D (polygon) modelling/graphics tool where you feel like you don't need to keep up guides and forums?

I've been hearing this complaint since Blender 2.48 twenty years ago, where it might've had some merit. But even then you could still pick it up in at most a few weeks with focused study, and the biggest non-intuitive (in terms of adherence to things like OS guidelines etc) and Blender-specific features and workflows remain the same to this day, and the interface overall is remarkably consistent and effective once you get used to it.

The only thing I can see that comes close to doing the same thing in terms of a general/integrative/swiss-army-knife-of 3D content creation suite are to this day Autodesk Maya and 3ds max, and maybe increasingly UE and Unity. I wouldn't exactly say you can just "intuitively" click around in any of those and high-quality results come out by default. Other software may be better at specific things and perhaps offer a more focused UI for some subset of tasks, sure, but at that point you're using the wrong tool sticking with Blender.

But in basically all cases, as soon as you're doing anything moderately complex, you're constantly referring to the manual/LLMs/tutorial videos. This stuff is just difficult, man, and most of the difficulty is even orthogonal to the software itself!

summarity 4 hours ago||
To answer the question at the top, yes there are countless suites that are instantly resumable even after months away. I used to teach Blender (v3) and I think I could find my way around but the overhead isn’t worth it. I’m also though in a privileged position to be able to afford more, smaller commercial tools.

CAD: MoI (cool kids nowadays use Plasticity, but that is taking on similar feature creep - in any case I own and use both)

SubD modelling: nothing has ever beat Silo. And silo still gets updates, but the workflow is the same. Cheetah3D is also in the same boat.

Rendering (I do products, not character/CGI): Maverick. Fastest path tracer in the world, perpetual license, rivals Vray for product viz. if you’re currently using Keyshot - switch now.

Texturing: 3Dcoat or Marmoset Toolbag 5

What most of these have in common is either the workflow is super intuitive, or you have at least 15 years of training material readily accessible that still applies to the software today as it did back then.

Overall it’s a choice between a kitchen sink pipeline (Blender, Rhino) vs a specialised one. If I were to teach again, I would still use Blender in the classroom, and I fully support the project. My brain just works better with smaller, focussed tools.

unshavedyak 5 days ago||
For those of you who get value out of Blender please consider donating: https://fund.blender.org/ :)

It's a wonderful project. Even small amounts help. Thanks!

cheschire 1 day ago||
Done. I was feeling bad for saying how often I used blender without paying a cent not 20 seconds earlier in this very thread. Then I saw your message.

The fact that Apple Pay is an option made it take only another 20 seconds for me to throw some money at a great project.

jijijijij 1 day ago|||
Thanks for the Apple pay hint. That was just what I needed to get me over the mental threshold. It's been literally two clicks.
iamflimflam1 23 hours ago||
Same here. I don’t use blender very often. But it’s in my regular toolbox. Hopefully my $25 will help.
jambalaya8 1 day ago|||
One of my adopted "kids" I taught years ago picked this up at 17. He is 26, now. He "borrowed" the software to start (fair enough; it was a friend's license and not used at the same time), and didn't pay for a copy of Blender until he had a career path in mind and used Blender regularly.

A monthly thing makes no sense; just letting hobbyists dabble until they are in a place to pay used to be a lot more normal. They ought to make the entry for paying a bit less heartburn-inducing, though.

homarp 23 hours ago|||
>borrowed the software

>it was a friend's license

>didn't pay for a copy of Blender

just for the record, everyone can download, for free, Blender from https://www.blender.org/download/ for Win, MacOS or Linux

greenknight 5 hours ago||||
> A monthly thing makes no sense; just letting hobbyists dabble until they are in a place to pay used to be a lot more normal. They ought to make the entry for paying a bit less heartburn-inducing, though.

Thats exactly what they do. They dont charge at all even if they do make loads of money.

panzi 20 hours ago||||
Are you confusing Blender with some other software? Blender is free and open source software. People donate to it because they 1) want to support the project and 2) have the money. If you don't have the money you just don't donate.
nkrisc 21 hours ago||||
You must be thinking of some other software, Blender is free, and has been for a long time.
TheGoddessInari 21 hours ago|||
You must be thinking about a different software.
_zamorano_ 18 hours ago||
Donated. Never used Blender and most likely never will, but to see such professional software going on and facing the big corporations gives me faith.
baisampayans 21 hours ago||
This on a M5 Max machine with 40 core GPU and 48GB ram is pretty fast. Preview cycles directly on the canvas without much delay. Can't say the same on my older M1 Ultra machine. Blender has come a long way and is very impressive how it is evolving in such a good way.
jonhohle 21 hours ago|
I worked on a short this past year, primarily on an M1 Pro 32GB. This was mostly compositing a single visible model into a scene and modeling shadowcatchers, lighting, holdouts, etc. Modeling was typically fast, but I was surprised at what tanked render times and how there was little ability to debug what that was. A modifier here, a filter in the compositing graph there, and something that started as a 10s/frame render jumped to multiple minutes with no way to easily identify the culprit other than a binary search through half a dozen configuration panels.

That and the lack of easy portability (say modeling on my Mac and then handing off to a more powerful (or less utilized) desktop for rendering), made the learning curve steep.

I’m a novice and barely got the things done that I wanted to do, but was happy with the output. Maybe I’ll do more in the future, but finding tutorials for beginners for the latest interface was also challenging.

mixmastamyk 16 hours ago|||
Can’t render a scene from a command line? Should be doable for anything running on Unix. Need to have the assets available however.
brcmthrowaway 20 hours ago|||
There's got to be a profile tool somewhere right?
ksec 20 hours ago|
Slightly Off topic: For those working inside the industry, Is the professional space still dominated by 3D Studio Max and Maya?

I just checked Lightwave 3D and Cinema 4D is still getting updated. Just found out Zbush got bought by Cinema 4D. And Foundry decided to wind down development of Modo. A lot of these names were big in late 90s and early 00s. I am wondering if everything is still pretty much the same.

Speaking of 3D Modelling software I am still pissed the whole CGtalk forum got deleted and decades of community knowledge wasn't even backed up or sold.

dagmx 19 hours ago||
The commercial Autodesk apps still dominate, as do Maxon apps like C4D for motion graphics and zbrush for sculpting.

The big problems are that license cost doesn’t outweigh the pain points. In production I can get support from Autodesk for specific bugs without rediverting my production resources to fixing it.

Blender has no C++ API and even the Python api is not stable version to version. Studios live by maximizing their competitive advantage and that takes the form of extending the DCCs with custom pipelines and high performance plugins. With blender I’d have to maintain a full fork.

Also blender’s ghost UI system is significantly worse than Qt. It also means I can’t share the Qt tools I built for the rest of the apps with blender.

And while Ton was still CEO he heavily told studios he didn’t want their business. He believed blender shouldn’t be part of a pipeline but be the whole pipeline. These were his explicit words in a presentation blender gave at SIGGRAPH.

For background, I was a lead engineer in the film industry and still am quite involved with industry development while also contributing to blenders code base. My partner also works for one of the big animation studios.

I think blender is great and it’s seeing adoption professionally but there’s a lot of fundamental things that need solving before it displaces the current status quo DCCs.

maccard 19 hours ago|||
Games are still almost completely maya. At a studio I worked in, we had a handful of people who used blender but would export to maya because of all the tooling we had for maya.
agumonkey 17 hours ago||
was this all builtin maya features or a lot of commercial extensions for game artists ?
socalgal2 16 hours ago|||
I have not tried building custom solutions in Blender, but Maya is built for custom solutions. The entire thing is a C++ engine and then the UI you see is built from scripts, scripts you can fork and edit. (or it was as I haven't actually used Maya in a while). And of course they there are plenty of examples of customizations or custom UIs included to help get started.

Note: Blender might have this too. I haven't tried. But, my impression so far is Blender didn't start this way and trying to add it in after the fact is difficult. Maya stays clean because any UI feature needs to buildable from scripts. By enforcing that rule on themselves, they keep it customizable.

agumonkey 15 hours ago||
oh yeah i remember how maya was architectured so well, and from the start indeed. i don't know the innards of blender but the python layer seems powerful.. yet afaik there's no derived computed attributes like $ball.x = $feet.x / 2 or that would require using some 2nd class objects (transformators or something like this), quite un-ergonomic.
maccard 14 hours ago|||
It’s stuff like “we enforce a naming convention for all bones”, or “we do a coordinate flip” or “limit number of material references”. It’s all bespoke custom stuff that exists in every studio but is slightly different, and project specific.

I’m not an animator but I do know that mayas rigging support is second to none; we’re often working on characters with 100+ bones and 200k triangles being driven by said bones. The standards stay standard for a reason when working at that complexity.

agumonkey 2 hours ago||
So you're on the engineering side of the animation pipeline ?
maccard 1 hour ago||
Im on the engineering side of everything! But yep.
jayd16 20 hours ago|||
I wish Blender was more popular but for the game industry I still think Maya and even Houdini are more common in my circles.

That said, Blender is respected. I think it'll get there but still has to battle through momentum.

doublerabbit 16 hours ago|||
Nuke, Fusion and Houdini are the de-facto for animation and still very heavily used.

I've worked in the animation and currently the VFX realm.

lvl155 20 hours ago||
It’d pretty much Houdini plus render engine of your choice. Blender will eventually get there especially if someone rolls out an AI module.
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