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Blender 2.46 Released

The Penguin Man writes to mention the latest release of Blender, the popular open-source 3D graphics suite was officially launched today. You can download it from Blender.org. The culmination of half a year's work has resulted in many new features including a new particle system, approximate AO, the new cloth simulation system, and much more!

182 comments

  1. But... by Anonymous Coward · · Score: 3, Funny

    Will it blend?

    firstpost!

    1. Re:But... by halivar · · Score: 4, Insightful

      It's posts like these that make we wish we had a (-1, Funny) option.

    2. Re:But... by Sir_Lewk · · Score: 0, Troll

      It's posts like these that make me wish we had -1 troll. Oh wait...

      --
      "linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
    3. Re:But... by Anonymous Coward · · Score: 4, Funny

      It's posts like these that made me wish we had a (-1, Curmudgeon) option.

    4. Re:But... by Anonymous Coward · · Score: 2, Funny

      It's posts like these that make me wish we had a (-1, Redundant) option.

    5. Re:But... by Anonymous Coward · · Score: 2, Funny

      It's posts like these that make me wish we had a (-1, Redundant) option.

    6. Re:But... by Anonymous Coward · · Score: 2, Funny

      It is posts like these that make me wish we had a (-1, Redundant) option.

    7. Re:But... by Anonymous Coward · · Score: 0

      I'd prefer a +1, Troll modifier.

    8. Re:But... by Anonymous Coward · · Score: 3, Funny

      +1 relevant sig

    9. Re:But... by Anonymous Coward · · Score: 1, Funny

      I don't get it.

    10. Re:But... by TeknoHog · · Score: 4, Funny

      Blending is my middle name. My full name is Blender Blending Rodriguez.

      --
      Escher was the first MC and Giger invented the HR department.
    11. Re:But... by Anonymous Coward · · Score: 3, Funny

      He doesn't get it.

    12. Re:But... by Anonymous Coward · · Score: 0

      Nobody gets it.

    13. Re:But... by Anonymous Coward · · Score: 0

      Is this reddit somehow?

    14. Re:But... by Anonymous Coward · · Score: 0

      Hey, I never understood this "does it blend?" joke. I even have searched in the dictionary and didn't find anything different from what I expected - nothing funny. Maybe it's because english is not my natural language. Can anyone explain it to me?

    15. Re:But... by Anonymous Coward · · Score: 0

      This made me laugh. I just thought I'd throw that out there.

    16. Re:But... by Anonymous Coward · · Score: 0

      No, it's Slashdot.

    17. Re:But... by Anonymous Coward · · Score: 0

      That's nothing! my name is Blender Thle Oflender

    18. Re:But... by Anonymous Coward · · Score: 0

      You killed my father. Prepare to die!

    19. Re:But... by Sparr0 · · Score: 1

      My slashdot moderation settings are set for (-3, Funny), makes things a lot easier to read.

  2. Looks like they've made some improvements. by Mordok-DestroyerOfWo · · Score: 4, Informative

    Looking at the screencaps I'd say they've done a lot to improve the interface. For my amateur work I started with Blender about 2 years ago and quickly switched to Maya. If these improvements are as significant as they look, I may consider installing Blender on all of my lab machines.

    --
    "Never let your sense of morals prevent you from doing what is right" - Salvor Hardin
    1. Re:Looks like they've made some improvements. by KDR_11k · · Score: 4, Informative

      The interface is a hurdle to learning but not much for work. It has almost no click-dragging (instead you click twice), I've read comments (about another program with little dragging) that that reduces strain on the fingers or hand.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 5, Informative

      If you want, you could wait for Blender 2.50. They plan to completely rewrite the interface which will allow users the power to create their own if needed.

      Honestly, I've never found the interface too much of a problem. Sure, it's different but it has been designed well (mainly for speed). A 3D suite isn't something that's really meant to simple anyway.

    3. Re:Looks like they've made some improvements. by Xzzy · · Score: 1

      Depends on what your complaints with the interface were.

      If the whole "tab to switch to vertex mode" or "don't use the menus dummy, use hotkeys" mindsets were what threw you off 2 years ago, they'll still throw you off today.

      Most of the improvements are technology related (and are big ones at that), the basic UI is unchanged.

    4. Re:Looks like they've made some improvements. by Mordok-DestroyerOfWo · · Score: 4, Interesting

      Major complaints were that the interface was very non-intuitive compared to Maya and Max. The main reason I'd switch over is I have about 20 spare machines I can build into a render farm. It would be substantially cheaper using Blender to render than it would using Maya or Mental Ray.

      --
      "Never let your sense of morals prevent you from doing what is right" - Salvor Hardin
    5. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 2, Insightful

      Anybody complaining about the interface of Blender I instantly put in the same basket as the idiots who complain about GIMP's interface. Just because neither of them are 3DS/Maya/modo or Photoshop/PSP, they get bitched at because they don't follow the "in crowd" of proprietary apps.

      Blender is way easier to use than any other 3D app if you know what you're doing, you're simply used to proprietary apps and their demonstrably bad existing interfaces. You need to unlearn that.

    6. Re:Looks like they've made some improvements. by Xzzy · · Score: 1

      It hasn't changed at all. It still follows its own design standard and there doesn't exist anywhere in the world another program that uses the same philosophy. It's not on iota more intuitive than it was 2 years ago.

      The price does make it an attractive consideration, though I don't have the hardware available to try distributed rendering.

      I think if you can get around the interface hurdles (much as I love the Blender interface, I'm sympathetic to people's complaints, it took me months to get comfortable) it's well worth considering. If you can't, maybe you could jerry-rig a system by importing scenes from modelers you're more comfortable with.

    7. Re:Looks like they've made some improvements. by Mordok-DestroyerOfWo · · Score: 1

      Thanks for the breakdown. It really is useful to know that there is a light at the end of the tunnel. The lab I administer is geared towards undergrads and I'm hoping that their agile minds will be able to grasp Blender faster than my mid-20's mind can. I'm glad to know that there is a systematic logical approach to their interface, it should make learning it easier for the kids.

      --
      "Never let your sense of morals prevent you from doing what is right" - Salvor Hardin
    8. Re:Looks like they've made some improvements. by Tychon · · Score: 5, Insightful

      I can't argue whether or not it's effective from the perspective of a person that "knows what they're doing", not being an artist myself.

      I can argue though that I managed to pick up 3D Studio Max, install it, and punch out a relatively simple spaceship model for a game I was working on. I'd even say it was slightly better than typical programmer art, but that's me. I did this in about an hour. I did this without tutorials or having really touched 3DSM prior to that point. I had the option to try it and I did. I won't say the interface is brilliant, but it was at the very least obvious for basic things.

      It took me a good part of that same hour just to figure out how I would achieve this in Blender because Blender's way is not obvious. I have to say I like Blender for what it is, I like the push to try something new, but not being an artist, I don't want to spend more time becoming familiar with something than the amount of time I'm actually going to spend using it.

      It may be stupid, but there's something to be said for a program that's so dumb that even a person completely unfamiliar with the field can use it to do what they want without training.

    9. Re:Looks like they've made some improvements. by Darkness404 · · Score: 4, Interesting

      A 3D suite isn't something that's really meant to simple anyway.

      While that is true for "real" use of it, if say a kid wanted to make a quick 3-D model of, say the solar system for a school project, they won't have time to learn all the interface commands. A "simple" view which lets someone create things, manage them, recolor them, and move them would be nice and an "advanced" view which would be the same or similar to the current layout which would allow you to do much more advanced things.
      --
      Taxation is legalized theft, no more, no less.
    10. Re:Looks like they've made some improvements. by bishiraver · · Score: 2, Interesting

      A 3D suite isn't something that's really meant to simple anyway
      Tell that to the folks over at Silo3D! http://nevercenter.com/videos/?vidclip=silo_for_high_poly.mov
    11. Re:Looks like they've made some improvements. by MobileTatsu-NJG · · Score: 1

      It would be substantially cheaper using Blender to render than it would using Maya or Mental Ray. Actually that depends on your team of artists, their command of the app in question, and the app's pros and cons when related to the specific project at hand. You can use a less-than-ideal app for a project and end up spending a good deal more money on artist time than you would on the render farm. But I'm just being nitpicky.
      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    12. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 1, Insightful

      >A 3D suite isn't something that's really meant to simple anyway.

      Not only did the buggy whip makers refuse to accept the automobile's encroachment
      into their marketplace, they also stuck to the notion that making a buggy whip is
      and should be a difficult art, known only to a selected few, and taught only after
      a prolonged apprenticeship.

    13. Re:Looks like they've made some improvements. by delt0r · · Score: 1

      The words "intuitive" and 3d software don't belong together in my experience. What people really mean is "is it the same as the other 3d software I have used?". By no means is that limited to Maya or Max. In fact they are at the thin end of the examples of 3d software.

      Personally I really like the non overlapping windows. The older dos based 3d software was similar as is real flow now (Blender in the NaN days was even weirder back then, but even faster than today).

      Frankly I hope devs don't hand in the towel on UI design just to be defacto standard "intuitive". We have a long way to got before general software can really wear that label.

      --
      If information wants to be free, why does my internet connection cost so much?
    14. Re:Looks like they've made some improvements. by bishiraver · · Score: 1

      I'm surprised it only took you months to get comfortable. If it's one thing the blender team needs, it's usability engineers.

    15. Re:Looks like they've made some improvements. by bishiraver · · Score: 1

      I bitch about photoshop's interface, 3ds/maya/modo interface. I also bitch about gimp's interface and blender's interface.

      If I didn't spend 10 hours a day making user interfaces for profit, I'd probably be more excited to sit down at night and in my free time to improve the open source interfaces out there.

      Of course, as I noted earlier, Silo3D probably has the absolute best interface for modeling out there. It doesn't do animation (yet), but for ease of use and power for strictly modeling and uv mapping tasks, there is none better.

      (disclaimer: I don't work for Nevercenter, but back when I thought I wanted to do art for digital animation I did all my classwork in Silo. Exported to Maya for animation. I finished my projects faster and had comparable quality to my classmates. If we had gone into how to get displacement mapping working, I would've had a leg up over the other students - Silo 2.0 has a brilliant displacement mapping interface.)

    16. Re:Looks like they've made some improvements. by mabinogi · · Score: 5, Insightful

      maybe, just maybe, Blender isn't for kids that just want to make a quick model of the Solar system for a school project.

      For what it's worth, my daughter (10) tried blender just recently, and it wasn't the interface that made her give up, it was a lack of tutorials that matched the current version.

      --
      Advanced users are users too!
    17. Re:Looks like they've made some improvements. by Darkness404 · · Score: 4, Insightful

      maybe, just maybe, Blender isn't for kids that just want to make a quick model of the Solar system for a school project.

      But there are very few F/OSS programs that would fill that gap (if there are any at all) and by implementing a "simple" mode which wouldn't take too long and wouldn't bloat the binary, it could fill that need, and it wouldn't just be limited to kids, adults who want to make simple 3-D models without spending hours reading tutorials and dealing with an unfamiliar interface would also help make it be popular.
      --
      Taxation is legalized theft, no more, no less.
    18. Re:Looks like they've made some improvements. by mabinogi · · Score: 4, Insightful

      what the hell are you talking about?
      For a start - what's a "buggy whip"? I know that Buggy is an americanism for Carriage, but what does the whip have to do with it, and what makes it a useful analogy for anything?

      Also, using blender is easy. very easy, because the interface has been carefully designed to be productive. But if you've got a preconceived idea about how it should work, then maybe it might take reading a tutorial to get started. But if you're an experienced user, then you'll understand that every tool does things differently, and learn how Blender does things, or if you're not, then you'd need a tutorial anyway, so what's the problem?

      Why should they cripple a productive interface so that the first five minutes are a little easier for someone who doesn't want to RTFM?

      --
      Advanced users are users too!
    19. Re:Looks like they've made some improvements. by TheModelEskimo · · Score: 5, Interesting

      And yet, not too many people have heard of the very intuitive software package Art of Illusion. http://en.wikipedia.org/wiki/Art_of_Illusion

    20. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 1, Interesting

      The parent was mixing the "simplicity" argument above with the horse whip analogy of a dying whip company in a new automobile filled market first arguing that cars are unnecessary, then forced to change over to producing radio antennas instead of whips. Then succeeding in spite of themselves.

    21. Re:Looks like they've made some improvements. by pugugly · · Score: 4, Insightful

      I'd like to see the interface get to a point where you can actually jump in and do something with it. Everytime I've tried to learn Blender, it has felt like High school Art class all over again - "Oh, after loads of work and effort, I have created . . a cup. An ugly cup. Crap. I *hate* this fucking class!"

      Gimp, whatever other peoples complaints about the interface, I can at least do things and come back with a product that, if not professional quality, I can look at with some pride and pleasure, and try to do something slightly more sophisticated using new features each time I work with it it. Am I good - Probably not. But I can *do* things with it.

      Blender has never gotten to that point with me.

      "Oh, look I made a cup in Blender!" - {G}

      Pug

      --
      An Invisible Entity of Vast Power whose existence must be taken on faith alone: Liberal Media
    22. Re:Looks like they've made some improvements. by argent · · Score: 2, Insightful

      Anybody complaining about the interface of Blender I instantly put in the same basket as the idiots who complain about GIMP's interface.

      Complaining now, or complaining five years ago?

      Gimp's interface used to be pretty dodgy. Not because it wasn't Photoshop, but because it was simply crude. It's improved a lot. People complaining about the Gimp's interface now haven't used it recently.

      Blender's not in the same category at all.

    23. Re:Looks like they've made some improvements. by im_thatoneguy · · Score: 1

      The largest problem isn't the interface. It's what's behind the interface.

    24. Re:Looks like they've made some improvements. by somersault · · Score: 1

      Thanks for the link, that looks pretty good :) I've used 3D Studio a couple of times at work to update an underwater scene which we update every year with the latest structure for our tidal turbine, but 3D Studio is slooow (probably a lot to do with the fact that I'm importing the actual CAD model of the turbine, but nevertheless one of the engineers was shocked at just how slow the program was even opening up the materials editor and such compared to Inventor) and way over the top for our needs. I think I'd be better recreating the scene myself in another application, but have been too busy with other things to play about with different 3D packages..

      --
      which is totally what she said
    25. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 0

      Good to hear about 2.50. I have to say I constantly hear from Blender fans about how great the interface is and how fast. The other 95% to 98% of us found it too hard to learn and clunky. Basically all but a couple of percent of their potential market won't use it. I have a 15 minute rule. I should be able to make a ball and create a bounce cycle animation in under 15 minutes without a manual. I was able to do it in well under 15 minutes with Maya and under 5 minutes in XSI. After hours of trying with what documentation there was I couldn't do it with Blender. Now that's miserable. I hope they fix the mess with 2.5 I might try it again.

    26. Re:Looks like they've made some improvements. by Drakonik · · Score: 1

      I would mod you up as much as humanly possibly, if I could. Half the people complaining about Blender's interface are people coming from other 3D modeling apps where the interface is one way, the other half are people who don't have Clippy waiting to tell them how to do every single thing they want. I had the same problem starting with GIMP, originally. There were buttons in places I didn't expect and options I didn't recognize. I read tutorials, I read the docs, I played around with it. Now I can use it just as well as anyone. Read the documentation before you use anything. It will save your ass many-a-time.

    27. Re:Looks like they've made some improvements. by cp.tar · · Score: 1

      So, basically, Blender is like Lisp.

      /duck

      --
      Ignore this signature. By order.
    28. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 0

      Actually, no. It's still the same horrible interface it always was, at least in terms of using multiple windows when most people hate that and ask for it to be changed. It's just that most of the people who care have stopped asking, and are now using (or holding out for) something else, like Krita.

    29. Re:Looks like they've made some improvements. by im_thatoneguy · · Score: 4, Insightful

      Speaking as someone who uses more than 3 different 3D apps and 3+ 2D apps on a regular basis. And speaking as someone who is familiar and able to work in dozens more (some with exceedingly unusual interfaces) I can say that's a load of bull.

      It's not about "in crowd" it's about responding to the ACTUAL demands of someone who uses the program day in and day out.

      I'm not going to say any program has a fantasic interface but that's partly because when people talk about "interface" they aren't talking about the button layout-- they're talking about the workflow. How the user moves from one task to another, how the program responds to actions you take, how a user can review and revise multiple versions, how a user can arrange data to their particular needs. These questions and solutions extend far beyond where you put a button or how a button is pressed. These are solutions that are largely determined by people who UNDERSTAND how the application is supposed to be used.

      How you 'use' the application is the interface and that is why people complain about Gimp and Blender. The interfaces seem to be designed by people who don't understand how their program is used to create greate art.

    30. Re:Looks like they've made some improvements. by LingNoi · · Score: 1

      Blender is way easier to use than any other 3D app
      I guess that's why the company making blender went bankrupt, because it was so easy to use no one wanted to use it.
    31. Re:Looks like they've made some improvements. by fractoid · · Score: 1

      Blender isn't for kids that just want to make a quick model of the Solar system for a school project. Obligatory Penny Arcade.
      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    32. Re:Looks like they've made some improvements. by fractoid · · Score: 1

      Using blender isn't easy at all unless you already know how to use it. It's an awesome interface, but it's very much an expert interface, and (at least when I was learning it) the documentation was all aimed at experts. I remember reading a bunch of "beginner's tutorials" and thinking it was stupid that the tutorials were telling me to "subdivide and extrude a face and then edit its procedural texture" when what I wanted to know was how the fuck to select something. ("Well of COURSE you press 'b' then drag a box around it, how ELSE would you do it?")

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    33. Re:Looks like they've made some improvements. by QuestionsNotAnswers · · Score: 1

      Google SketchUp is intuitive -- you can produce something useful with within a few hours without prior 3d skills. Amazing.

      --
      Happy moony
    34. Re:Looks like they've made some improvements. by kripkenstein · · Score: 2, Interesting

      And yet, not too many people have heard of the very intuitive software package Art of Illusion. http://en.wikipedia.org/wiki/Art_of_Illusion Which, I'd just like to add, is open-source, just like Blender.

      Definitely worthy trying out.
    35. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 0

      Blender is way easier to use than any other 3D app if you know what you're doing, you're simply used to proprietary apps and their demonstrably bad existing interfaces. You need to unlearn that.


      If you have to qualify "easier to use" with "if you know what you're doing", then it wasn't very easy in the first place.
    36. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 0

      You should look into burp(the Big Ugly Rendering Project), both as farm creation and possibly as a participant.

    37. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 0

      ...or said kid could use a different application that's more new user friendly... Wings3D for example. Why spend considerable time and effort adding a whole different interface mode to Blender that would require new documentation when there are already products catering to that part of the market?

      Of course, if you'd like to fork Blender and create this approachable, kid-friendly version, source code is only an SVN away...

    38. Re:Looks like they've made some improvements. by flux · · Score: 1

      I personally very much prefer Blender's interface over GIMP's: Blender's UI keeps out of my way, unlike GIMP with its numerous windows which I want to carefully align so that they don't overlap each other. And do that with all the new windows that come up. And as the number of windows approaches infinity, alt-tabbing will not do much good. (I have keyboard-numberable windows with Sawfish, though, so it's not that bad.)

      If GIMP were to have Blender's UI, I'd consider that an improvement.

      Of course, GIMP's UI is still more discoverable than Blender's, which makes it easy to find how stuff is done. This excluding the ctrl-shift-etc combinations while performing operations with the canvas, though.

    39. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 0

      I try to focus all of my time and energy on bitching about Illustrator's interface. I hate it just a little bit more every day, and someday I'll reach critical mass and turn into a furiously burning sun of absolute hatred. In comparison, nearly every other app in the world is just peachy.

    40. Re:Looks like they've made some improvements. by Melbourne+Pete · · Score: 2, Informative

      I recently finished watching the six hours of Blender Basics tutorials at http://blenderunderground.com/video-tutorials/ and now I'm a convert. I absolutely hated the interface before (and by extension, the whole program), but now I'm confident, productive and actually enjoying the process of modelling in Blender. I can't recommend those tutorials highly enough.

    41. Re:Looks like they've made some improvements. by KDR_11k · · Score: 1

      Blender isn't a tool for an outdated technology though. It may have interface issues but often people compare it to the likes of Wings 3D which are much less versatile (Wings can only model and UV map, it cannot animate or render AFAIK). You can't really compare the cockpit of a plane to the remote of an RC car and tell the plane company to simplify it. Complex tools have more complex interfaces, there's only so much you can do to simplify it without interfering with the usefulness.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    42. Re:Looks like they've made some improvements. by KDR_11k · · Score: 1

      Depends on your prior experience with 3d graphics and your goals. You only need a handful of functions for videogame graphics for example and knowing how 3d graphics work (even if you only used very primitive tools like Milkshape beforehand) makes it easier to grasp what to look for.

      The interface may be too coder-style though, artist minds work differently from coder minds.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    43. Re:Looks like they've made some improvements. by KDR_11k · · Score: 1

      I think that means he's talking about the efficiency of the interface, some interfaces are dead simple to learn but so clunky that it takes forever to get anything done (Milkshape 3d is my favourite example, intuitive but awfully slow and unwieldy).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    44. Re:Looks like they've made some improvements. by random0xff · · Score: 1
      I just tried it for the first time. Here's my 10 minute experience in excise. I'm reading About Face by Cooper, so I might be overly critical.
      • I managed to hide the tools panes and I was not able to find a way to get them back. I got a row of buttons at the top but they did nothing! I couldn't resize that part of the screen to see if there was more, didn't work (bug?)
      • If I click Help > About, the about window disappears after less than a second. So what's that about?
      • In the file browser, I was so naive as to double click a folder wich is how my system (Windows) works. It not only opened the folder, but also another one, because in Blender apparently you only click once on a folder in the browser to open it.
      • The file and folder browser by default also shows hidden files, something my system and other programs don't do. Why would I want to see pagefile.sys listed when I first open the file browser in Blender?
      • At first the address field in the file browser showed '/' as the path, my Windows system does not actually have that path. I clicked in the field, clicked out of the field and it suddenly changed to 'c:/'. Better, but why?
      • There's a field underneath the address field, it's purpose is not clear. I can type in it, I expected it to be a filter. It's not, it doesn't seem to have any purpose to me right now.
      • The File browser shows me there's 2941.320 MB free, that's nice... and pretty useless.
      • Tooltips in the File browser appear halfway across the screen from the mouse pointer, pretty unusual.
      • On first startup, in the Buttons window, the first block is positioned slightly off screen to the left. I could get it in view by scrolling my mousewheel vertically, which made the buttons windows scroll horizotally, very unusual. I wonder if on the Mac you need to scroll horizontally using the mighty mouse?
      • I could resize the buttons windows until it was too small vertically for the controls in it. There was no scrollbar to get them in view. Scrolling the mousewheel, as said, only scrolled it horizontally.
      • There's a scrollbar in the file browser, it has the tactile feedback of a button. It misses the basic up/down buttons.
      • Why does my program have two windows? One is scary and black and it talks to me about stuff I don't really understand? I guess I'll close it... Hey! Where's the real program?!
      • What's the purple distracting thing with the black letters? Ah, it's the webaddress of the program. I don't really need that though (and it looks crap).
      • Oh, I figured out why the About screen disappears. It's because I moved my mouse. Silly me.
      • I clicked Help > System > System information. All I got was sort of a dialog saying it was done and I had to check somewhere else to see the results. Systeminfo.text.oo4 in the text windows actually. This instruction seemed clickable, it highlighted when I had my mouse over it. I would expect it to at least go the aforementioned text file, but nooo, I really have to go there myself. There was nothing there...
      • I'm in the info window now, playing with the toggle buttons. Right now, under 'Select with' I have selected neither mouse button. Why is that even possible? Now I have both left en right buttons selected, and it seems that then to deselect either you have to click it twice.
      • The layout of options in the info window is horrible, spacing is inconsitent and there's no alignment between options. This is 101 and can be found in most GUIdelines.
      • The options are separated in 'tabs' but they look just like buttons, only purple. There's no border around the tab and it's content, just the pressed button indicates the active tab.
      • In the action editor window, the timeline (is that what it is?) is not displayed correctly (the left part is not aligned to the left of the window. However, at least on number below it is displayed there, so that's just floating around without a timeline above it.
      • I can sor
    45. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 0

      Did any such company actually exist?
      This ridiculous argument is pulled out all over the place, but just because someone can make up an idiotic analogy doesn't mean it's valid.

    46. Re:Looks like they've made some improvements. by argent · · Score: 1

      It's still the same horrible interface it always was, at least in terms of using multiple windows when most people hate that and ask for it to be changed.

      That's unfortunately unlikely to change because it's copying what Photoshop does. But the big problem with the Gimp wasn't the multiple windows, it was what went on inside them. The part of the user interface that the artist actually interacts with. That used to be less like editing an image and more like "you have to have a CS degree to figure out what these operations mean, and even then you're going to find it annoying".

      Blender is still at the "geeks only" stage, and seems to be stuck there.

    47. Re:Looks like they've made some improvements. by The_reformant · · Score: 1

      To be honest im not sure that's the interfaces fault. By building a cup you should have learned transferable skills that could be used for building...for example..teapots.

      --
      I have discovered a truly remarkable sig which this post is too small to contain.
    48. Re:Looks like they've made some improvements. by walshy007 · · Score: 1

      there's no way to defend any of this? about 1/4 of your points are just a linuxy way of doing things, for instance, kde konqueror, one click opens, or other remnants of the fact it's designed for unix then ported to windows.

      as far as using native bits on each system, as a blender user why would I want to be hindered by having to use the program on a windows box as opposed to a nix one for some once-off job off-site. consistency between platforms for a program is good.

      blender is unique in the way it does a lot of things, when known it's proven to be fast and efficient albeit with a high initial learning curve.

      kind of like offering a CLI, or a GUI with tonnes of menus for every option the cli could do, sure the GUI will be easier for a newb, but the CLI will be more efficient to those who know what they're doing, but getting to that stage takes more time.

    49. Re:Looks like they've made some improvements. by neumayr · · Score: 1

      Renting commercial renderfarms tend to be a lot cheaper if used to render Blender files.
      So cheap, it's afforable by hobbyists.

      Also, there's the BURP project - distributed Blender rendering using the BOINC infrastructure.
      It has some serious render power, but the output is copyrighted by the project and released under a very limiting (but probably not enforcable) license.

      --
      Truth arises more readily from error than from confusion. -Francis Bacon
    50. Re:Looks like they've made some improvements. by smellsofbikes · · Score: 1

      >I'd like to see the interface get to a point where you can actually jump in and do something with it.

      Like MS Paint? which can't do anything *but* jump in and work with it a little?

      If you want to get across the street you walk. If you want to get across the ocean in under two hours you fly a jet plane -- which takes a whole lot more skill to pilot than just walking across the street.

      It would be very nice if an incredibly powerful program could have an intuitively obvious interface, but I don't think that's the interface designers' problem: I think that's a problem that humans aren't mentally capable of this. You set a person who hasn't ever seen a computer down in front of *any* program and you'll get a whole lot of nothing. Every program takes learning, and programs that are conceptually challenging take a lot more learning. It's an intrinsic part of how people learn.

      --
      Nostalgia's not what it used to be.
    51. Re:Looks like they've made some improvements. by Tetsujin · · Score: 1

      maybe, just maybe, Blender isn't for kids that just want to make a quick model of the Solar system for a school project. But there are very few F/OSS programs that would fill that gap (if there are any at all) and by implementing a "simple" mode which wouldn't take too long and wouldn't bloat the binary, it could fill that need, and it wouldn't just be limited to kids, adults who want to make simple 3-D models without spending hours reading tutorials and dealing with an unfamiliar interface would also help make it be popular. Good, let me know when you've finished this project of yours. It sounds interesting, and it shouldn't take too long. Then you can start releasing patches to allow people to model things apart from the Solar System.

      Here's the trick: modeling isn't easy. This is true whether you're doing 3-D modeling on the computer or physical sculpture. It's not just about learning the software interface, you have to learn how to actually do the task. Modeling is a set of skills that has to be cultivated. But certainly mesh modeling on the computer (and dealing with mostly 2-D input devices and 2-D display devices for dealing with a 3-D model) carries its own challenges as well. It doesn't help that you can't work with CG models in any sort of tactile fashion - and in most cases, for low-poly models, the computer treats your model not as a "solid" (which could be easily "carved", "sanded", etc. to change its shape) but very much as a "mesh" - points in space bridged by edges and faces.

      You talk about "adults who want to make simple 3-D models without spending hours reading tutorials" - what sort of 3-D models? How does this hypothetical person define "simple"? I might think a human head is a "simple" model - after all, I could sculpt a decent one from clay in maybe 20 minutes. But on a computer that's not really a "simple model" - it could be edited with dense-mesh tools which might give you almost the same process as with clay, minus the tactile experience and true 3-D interaction... or it could be edited with sparse-mesh tools, in which case your workflow is mostly about laying out the vertices in 3-D space for the head's defining features. The dense-mesh process is probably the easier of the two, but neither is especially intuitive by nature.

      So what is a "simple" model, really? Really it's defined by what set of tools is made "simple". Most all 3-D editors make the creation of geometric primitives "simple"... Sketchup, for instance, puts a lot of emphasis on extrusion and scaling - and so in that program a "simple model" is something fairly boxy. In a program built around the idea of sculpting the model as if it were made of "clay", creating a boxy shape like that would pretty much suck - but a tool like that would be good for sculpting organic shapes.

      And then there's the question of how much finishing work you want to do - do you want to be able to control things like reflectivity? Surface color? Transparency? Do you want to be able to create bitmap textures, or animate the thing?

      Talking about "simple models" - all it really means is you've chosen some subset of modeling techniques within whose limitations you're willing to work. Some kinds of models will be easy to model within this limited scope and others won't. If you want to move beyond those limitations you need to start learning a fuller set of tools.

      So, really, feel free to make a "simpler" (that is, more limited) modeling package - Blender's aim is to be a more complete toolset, and I don't think it's worth getting side-tracked from that goal (which is quite difficult enough as it is!) to try to make something more limited but easier to use.
      --
      Bow-ties are cool.
    52. Re:Looks like they've made some improvements. by Tetsujin · · Score: 1

      Google SketchUp is intuitive -- you can produce something useful with within a few hours without prior 3d skills. Amazing. And I wouldn't for a moment belittle that achievement. Nevertheless, the tool has inherent limitations in how it approaches modeling. It's built around the idea of making surface extrusion/sliding and related operations (scaling, rotation, etc.) very simple - which is great for certain kinds of shapes but totally inadequate for others. In particular, it's not well-suited to defining compound curves and detailed organic shapes. As far as I can tell it can't do animation, apart from simple show/hide or camera moves. It seems like even for a job as simple as creating a new character model for a 3-D game, Sketchup would be totally inadequate.

      But, as I said, I don't want to dismiss the real value of Sketchup - as you said, it is intuitive and allows you to create certain kinds of models very efficiently. That's no small feat IMO - and if it gives people the ability to do 3-D modeling, even in a limited capacity, that's fantastic. But you can't cite it as a reason why full-featured 3-D modeling packages needn't be difficult to learn - when it isn't, itself, a full-featured 3-D modeling package.
      --
      Bow-ties are cool.
    53. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 0

      Since Blender is free, why not download the version that fits the tutorial?

      Also, for newbie-tutorials, I don't think the changes matter _that_ much. You still create a new object with "space", shift between edit/object mode with "tab", scale objects with "s" and so on.

      I found Greybeards video tutorials (http://www.ibiblio.org/bvidtute/) very helpful during my first Blending-steps. Espcially the "Over the Shoulder Sessions" were educating.

      - Peder

    54. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 0

      The interfaces seem to be designed by people who don't understand how their program is used to create greate art.

      Yep. The Blender interface was originally designed by a group of skilled, successful, professional artists working at NaN, where they carved out quite a niche for the company doing high quality 3d art faster than the competition for years.... and if there's anyone who doesn't understand how to use a program to "greate" art, it's a bunch of artists.
        If the programmers had just stopped listening to the artists across the hall from them, and just made it work more like MS Windows, then random assholes on the internet would be happy today. And isn't that what's really important?

    55. Re:Looks like they've made some improvements. by meshmaster · · Score: 1

      True... but not for LW... 1 seat of Lightwave gets you almost an unlimited amount of render nodes.

    56. Re:Looks like they've made some improvements. by datajack · · Score: 1

      learn the history. NaN was a design and animation house - Blender was their in-house tool to do the stuff that got them money. Blender was given away free (as in beer). Sure, they had the C-Key that would unlock a couple of features but that was cheap and probably just made enough to recoup the costs of porting to other platforms (Windows) and running the public distribution and support systems.
      Blender was never NaN's revenue stream and is not the reason that they went under.

    57. Re:Looks like they've made some improvements. by muridae · · Score: 1
      Art of Illusion is a nice modeler, but when I tried it a long time ago it's export ability just wasn't what I needed. The spline modeler, though, was a really useful before I found Inkscape.

      Looking at it now, it seems like it is much more mature, though the one feature I would like to see is the ability to export it's textures. I know you can't directly export the procedural stuff, but you could export them as UV maps. Either way, I will have to look at it again, now that the IRTC is back.

    58. Re:Looks like they've made some improvements. by pugugly · · Score: 1

      Ah - Bull. You should have realized yourself that you were implementing a strawman argument when I said Gimp, and you responded with MS-Paint.

      Now, you might be able to make an argument that I was able to start with Gimp because there are already pictures out there for me to practice on, but honestly, even attempting to do stuff on pre-existing files in Blender is an exercise in frustration, so I think it's a minor factor, but the end of the day answer is that I don't even buy into that.

      Sorry - an intrinsic part of how people learn is that they get feedback - what's an improvement, what was overcomplicating the problem, what was uglier, and they get it incrementally. Even flying a jet plane across the atlantic typically starts with flying a plane, *not* across the atlantic. Flying during the day, flying during the night, learning to ignore where you think things are and trust your instruments.

      Gimp gives you that feedback. Indeed, MS-paint gives you that feedback. Blender doesn't.

      And if you tried to train pilots to fly across the Atlantic on instrument flying without running them through each stage of getting better at it, one at a time, you'd get a lot of crashed planes.

      Pug

      --
      An Invisible Entity of Vast Power whose existence must be taken on faith alone: Liberal Media
    59. Re:Looks like they've made some improvements. by Anonymous Coward · · Score: 0
      • Press the HOME key to get them back in view. (This used to be a button on the header for the buttons window, but they removed it around version 2.30)
      • You moved the mouse
      • Probably a Unix thing. You get used to it pretty quickly.
      • A lot of blender files are hidden, so it's useful to be able to see them in it's browser. If you don't need it, just disable it by pressing the little ghost button.
      • "/" is just the drive blender is installed on. It's not something that's blender specific.
      • The top feild is the location, and the bottom feild is the file.
      • When writing to flash drives, it helps to know when you're running out of room.
      • Not in any of the builds I've used.
      • The button panels are aligned horizontally, so they scroll horizontally. If you have them aligned vertically, they will scroll vertically. If you just want to pan the view, press the middle mouse button and drag.
      • Again, use the middle mouse button.
      • You can use the scroll wheel, page up/down buttons, and the scroll bar, so are they really needed?
      • This is more a limitation of Windows, as on other OSs, such as OSX, that information is stored in log files that can be viewed by launching the console.
      • That's basically a mini "about" thing. Click the blender logo to view the about dialog. The color changes every other version.
      • Just a time saver. Same thing happens when you move the mouse outside of any other dialog box, so you don't have to press some "OK" button.
      • Click the up/down arrows on the header to view all text datablocks, then choose the file. Since System information is just a python script, it works a little weird.
      • Another thing I've never encountered.
      • How is it horrible? The buttons are just grouped with related functions.
      • Tabs are really nothing more than buttons anyway. Blender doesn't get fancy with it's looks, so every button looks like a button.
      • Sometimes you'll want to edit on the negative side of the timeline. And the floating number is nothing major.
      • That's the only "arrow" cursor blender has. I guess it can be misleading to someone new.
      Can't defend anything?
  3. Not as good as by Anonymous Coward · · Score: 0

    Bender 1.0

  4. Don't fall for MS trickery by G3ckoG33k · · Score: 3, Interesting

    From Groklaw (http://www.groklaw.net/article.php?story=20080511115151164): "Microsoft has just approached the Blender guys, and I would assume have or will approach other FOSS projects since we learn that Microsoft has assigned a guy to work with Open Source projects, with a request for information on how to make Blender run better on Windows." I hope all Blender developers read the rest.

    1. Re:Don't fall for MS trickery by prockcore · · Score: 1

      blender devs rightly called her a troll.

      It's amazing how far pj has fallen since SCO.

    2. Re:Don't fall for MS trickery by alext · · Score: 1

      link?

  5. Speed by Anonymous Coward · · Score: 2, Insightful

    One thing that always amazed me about Blender is how freakin fast it is. The load time for the interface is almost nonexistent. It's not exactly easy to use but you sure don't have to wait on it.

    1. Re:Speed by Farmer+Tim · · Score: 5, Funny

      It's not exactly easy to use but you sure don't have to wait on it.

      True, there's nothing worse than having to wait ten seconds before being flummoxed.

      --
      Blank until /. makes another boneheaded UI decision.
    2. Re:Speed by Hillgiant · · Score: 1

      Ah, I see you are a Pro/E user. I swear, they have found a way to be slow without actually using computer resources.

      --
      -
    3. Re:Speed by Farmer+Tim · · Score: 1

      No, I use Cinema4D, which thoughtfully provides the user enough time to read the entire manual twice before it finishes launching. Which would be great if reading the manual was necessary...

      --
      Blank until /. makes another boneheaded UI decision.
  6. Blender... by Anonymous Coward · · Score: 4, Funny

    I have a new slogan for it

    Blender: Once you get to know how it works, it's super intuitive!

    1. Re:Blender... by MrCoke · · Score: 5, Insightful

      You mean, like typing?

    2. Re:Blender... by Anonymous Coward · · Score: 0

      When considering the value of a UI there are two things to consider. 1. How hard it is to learn (is it intuitive) 2. How hard it is to do things once you have learned it (is it efficient).

      An example: hand sorting and selecting image files and dragging them to another directory is intuitive. cp *.png ../pngs/ is efficient.

      Blender is a pain to learn, but so is all 3D software. Where it really shines, though, is after you have learned to use it. It's really efficient.

    3. Re:Blender... by Anonymous Coward · · Score: 2, Interesting

      You mean, like typing? Intuition is not the same thing as "easy to use". Read "The psychology of everyday things" for a good study on intuition.

      The catchphrase is a play on meanings: If something is intuitive, one should not have to "get to know how it works". Classical examples of intuitive devices are:

      Hammers: There's a handle, a smashy end.

      My play on this is that, however easy blender may be... It's not easy to use right after opening it up, as compared to say a hammer.
    4. Re:Blender... by meadowsoft · · Score: 1

      And once Blender is AMDGame!Ultra certified it will be "super intuitive."

    5. Re:Blender... by Anonymous Coward · · Score: 0

      Blender is a pain to learn, but so is all 3D software. No, you're completely wrong.

      I've worked with 3D software for 20 years, and there are packages with good interfaces (Lightwave, for example.)

      When it comes to bad interfaces, Blender takes the crown.
    6. Re:Blender... by IgnoramusMaximus · · Score: 5, Funny

      Hammers: There's a handle, a smashy end.

      If only they made the metal handle easier to grasp and that wooden smashy end less prone to breaking ....

    7. Re:Blender... by Anonymous Coward · · Score: 0

      If you are building a house, do you want to use the intuitive hammer, or would you rather use the not so intuitive nail gun complete with an air compressor. Sometimes intuitive isn't efficient.

    8. Re:Blender... by serviscope_minor · · Score: 1

      Classical examples of intuitive devices are:

      Hammers: There's a handle, a smashy end.


      And here is why the term intuitive is as good as meaningless. Using a hammer well is not easy, simple or intuitive. My old wood shop technician could hit 10 pin nails in to a board of wood with a single blow each, not bending one and faster than one per second.

      Me and all of my class mates tries for ages to match this or even get close. None of us got anywhere near. If a simple hammer is this hard to use, then what hope does software have?

      In conclusion, if anyone ever misuses that phrase again, I'll hit them with the hammer until they achieve enlightenmant.

      --
      SJW n. One who posts facts.
    9. Re:Blender... by Anonymous Coward · · Score: 0

      yes, but if you want to build a dolls house, then inefficient-but-intuitive will still get it done faster than efficient-but-unintuitive.

    10. Re:Blender... by KDEWolf · · Score: 1

      Lets pretend people didn't really mod you "Insightful";
      Otherwise, I'd like to mod their moderation as "Funny"...

    11. Re:Blender... by Anonymous Coward · · Score: 0

      Right. Because 3d modeling, animating, rendering and compositing is only a few orders of magnitude more complex than a fucking hammer.

    12. Re:Blender... by ChameleonDave · · Score: 2, Insightful

      But they're not misusing it. The very point is that "easy" and "intuitive" are not the same thing. A hammer is indeed intuitive. Its use it totally obvious and anyone can use it. Now, it may take some experience to use it with great precision, but that's not an issue of intuitiveness.

    13. Re:Blender... by Eskarel · · Score: 1
      They didn't misuse the term. Intuitive is not the same as easy. Generally speaking intuitive and hard tends to sell a little better than non intuitive and easy and both do better than non intuitive and hard(unless they're FOSS).

      A hammer is a very intuitive device, as previously indicated it's got a handle and a smashy end, and while if you presented a hammer and a nail to someone who had never seen either before they might not work out how to use it(though if you gave someone a hammer and told them to go out and kill someone with it, which was probably where the hammer evolved from they'd have no trouble with that), anyone who knows that what they want to do is stick a nail in a board would be able to work out how to do it with a hammer.

      Hammers are even fairly easy to use, even I can hit a nail with a hammer and put it into wood. That said though using something and using it really well are two totally different things, and you're unlike to replicated in a few days something that probably took your shop teacher decades of practice and which tbh isn't really all that useful a skill for anything other than impressing students, so you're pretty much just wrong.

    14. Re:Blender... by funwithBSD · · Score: 2, Funny

      Nipples.

      Nipples are intuitive. Best user interface ever!

      If anyone ever invented a nipple user interface for computers, they would not suck.

      Wait...

      --
      Never answer an anonymous letter. - Yogi Berra
    15. Re:Blender... by KDR_11k · · Score: 1

      Yeah but if you use Blender you are bringing the nailgun (or possibly an ore mine, a steel plant and a nail factory too). When all you need is a stick figure for your programmer-art videogame then Blender is total overkill.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  7. Re:Sorry, but I gotta ask ... by Maxo-Texas · · Score: 5, Funny

    Only 8 minutes sooner and you would have been modded funny, bolstering your self confidence, getting you that new job that lead to a fabulous career, a beautiful wife and being selected for the first L5 station in space 20 years from now as someone recognized your screen name and remembered laughing at your post years ago....

    Only... 8... minutes..

    Instead, Anonymous got it this time. And now anonymous will get all the glory.. again.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  8. Blender Devs Said No by MrMista_B · · Score: 5, Informative

    Subject says it all.

  9. Interface by Setherghd · · Score: 1

    1...2...3...Go!

    Complaints about the interface shall commence.

    Again...

    1. Re:Interface by jim.hansson · · Score: 1

      I like it

      --
      preview button, my computer does't have any preview button
    2. Re:Interface by rts008 · · Score: 1

      "preview button, my computer does't have any preview button"

      It's right next to the 'any' key.

      --
      Down With Slashdot BETA!!! I've been around the corner and seen the oliphant; you can only abuse me from your perspecti
  10. Ugh by SuperBanana · · Score: 1

    The UI is still an utter disaster. At least it looks like they finally improved the documentation for the mac platform - I once spent an hour trying to find out which modifier keys corresponded to which blender meta-keys, and how to get various buttons on a dual-button system. The Blender team, unfortunately, is driven exclusively by the concerns of users who are experts in the field, not beginners. If I didn't know better, I would attribute the reluctance to even CONSIDER modernizing the UI (which looks straight out of 1980's autocad, for fuck's sakes) to two words: "job security." It's a shame, as there are a lot of folks who would love to fool around with it and learn it...but when it took me two hours just to figure out how to render a JPG of a box on a damn checkerboard floor, no thanks.

    1. Re:Ugh by Anonymous Coward · · Score: 0

      Heh. your mac has nonstandard keys and you're complaining that *blender* has a problem because of it? funny funny guy.

      And try doing the same jpg of a box on a checkerboard floor in any other 3D app without prior knowledge. It'll take you just as long, garauntee it.

    2. Re:Ugh by Anonymous Coward · · Score: 1, Insightful

      Are you including sketchup?

    3. Re:Ugh by Anonymous Coward · · Score: 0

      "Job security"? Really? It couldn't be that their experience caused them the prefer a UI they understand, and you, as an outsider, do not?

      Could the UI be improved? Yes.
      Should it be improved just to make life easier for you? Probably not.

    4. Re:Ugh by NullProg · · Score: 4, Informative

      The Blender team, unfortunately, is driven exclusively by the concerns of users who are experts in the field, not beginners.
      My twelve year old learned to use it.

      Its a good thing someone did some beginners tutorials.
      http://www.blender.org/education-help/tutorials/

      Enjoy,

      --
      It's just the normal noises in here.
    5. Re:Ugh by Anonymous Coward · · Score: 0

      That's probably what NeoGeo thought too before they went bankrupt.

  11. Slow Down! by Anonymous Coward · · Score: 2, Insightful

    I wish this program development would slow down. I've had the Essential Blender Guidebook since it has been released (about five months ago) and it feels like half the book is outdated due to the programs additions and rewrites.

  12. Don't forget to support Blender by LetterRip · · Score: 4, Informative

    Please consider picking up a copy of the Big Buck Bunny DVD it supported a lot of the development that was done for this release. You can see the trailer here.

    Or consider preordering Apricot the game that is currently in development that is based on the Big Buck Bunny movie. You can see the development reports here.

    Or you can donate here.

    Thanks for your support and we hope you enjoy the latest release,

    LetterRip

    1. Re:Don't forget to support Blender by LetterRip · · Score: 4, Informative

      Hmm for some reason the link to Big Buck Bunny, didn't show up. Also I should mention the blog that showed the development of Big Buck Bunny as it was being created.

  13. rendering could use gpgpu / cell support by ch-chuck · · Score: 2, Interesting

    Maybe it already exists, but Blender would be sweet with an interface into a rendering engine that runs on gpu's via cuda or a ps3 cell BE. I think rendering / raytracing is a good candidate for cheaply available massive parallelism.

    Maybe, I dunno.

    --
    try { do() || do_not(); } catch (JediException err) { yoda(err); }
    1. Re:rendering could use gpgpu / cell support by 77Punker · · Score: 3, Insightful

      I'm pretty sure that's what OpenGL (or maybe the driver itself) does. The GPU is designed for graphics, and graphics problems just happen to be massively data parallel. GPGPU is all about using the GPU for things that are NOT graphics, because OpenGL already exposes it as a graphics device, whereas CUDA exposes the GPU as a truly generic computing platform.

      What I mean is, I just finished my senior seminar on CUDA a little less than a month ago and it's meant for doing what GPU's don't already do easily; they're already very good at graphics. Multiplying huge matrices on a Core 2 Duo can take 10 minutes whereas the same operation on a Quadro 5700 with my (not very good) CUDA kernel takes 30 seconds. That's some serious horsepower when applied properly, it's just that it's not the right thing to use very often. Also, CUDA kicks Cell's ass all day long on SIMD, especially on very large datasets.

    2. Re:rendering could use gpgpu / cell support by Anonymous Coward · · Score: 0

      He's talking about the output renderer, not the modeling renderer. Stuff like YafRay or BMRT. nvidia has one already called Gelato, but it's expensive.

    3. Re:rendering could use gpgpu / cell support by pavon · · Score: 1

      But you loose control when using OpenGL. It is fine for games and real-time graphics where speed is most important (and blender already uses OpenGL for its interface of course). But different cards can render things significantly different and so it isn't particularly useful for final rendering, which is what I think the parent was talking about. However because it is more deterministic, CUDA/CTM could be useful for rendering, especially now that cards are getting 32-bit floating point. Gelato is an example of a hybrid CPU/GPU render that uses CUDA (or whatever NVIDA used internally before that) to make a fast, but high-quality renderer.

    4. Re:rendering could use gpgpu / cell support by pavon · · Score: 2, Insightful

      Actually, nVidia released a free version lately. It doesn't allow multiprocessor or networked rendering, but is nice for individuals. Also, it looks like blender includes a plugin for Gelato now.

    5. Re:rendering could use gpgpu / cell support by 77Punker · · Score: 1

      I see. I really have no clue about renders and raytracing. I suppose with real-time graphics there is no single correct answer for the values on the screen, which is why different hardware can make things look different without it being considered an error. CUDA still has some issues with the floating point numbers (which is what it's really good for) not being quite up to the IEEE spec, but it's never been a problem for me. The only thing that caused me any trouble during the research for my seminar was that CudaMalloc() behaves in the same way as Linux malloc(). Please correct me if this is wrong, but that's not a problem for malloc() because it can fall back on virtual memory. cudaMalloc() can't fall back on virtual memory and if you allocate more space than the (fairly limited) DRAM, everything gets initialized to zero and you're screwed. Doesn't even send an error message, you're just plain screwed until you figure out what you've done.

  14. Re:Sorry, but I gotta ask ... by Anonymous Coward · · Score: 5, Funny

    It's awesome being me.

  15. obtag by Anonymous Coward · · Score: 0

    obtag: gloodnewsveryone!

    1. Re:obtag by TeknoHog · · Score: 1

      obtag: gloodnewsveryone!

      I prefer "blitmyshinymetalass". I'm not sure why you missed one E, but here the omission is intended.

      --
      Escher was the first MC and Giger invented the HR department.
    2. Re:obtag by g0dsp33d · · Score: 1

      I'd vote for "yesitdoes".

      --
      lol: You see no door there!
  16. When I can use it, I'll support it. by argent · · Score: 1

    When Blender gets someone whose hate for new users doesn't surpass the burning fires of a thousand suns to design the user interface, I'll buy a copy, in the meantime it's sitting back there with early versions of the Gimp in the "this hurts to use" pile.

  17. Download server dead by Anonymous Coward · · Score: 0

    Does anybody have a torrent or mirror for this release?

  18. People always complain about UIs by pembo13 · · Score: 1

    Since I rarely share these complaints, I would like to ask: is it because you guys are instinctively comparing it to what you are familiar with? Photoshop-GIMP, Maya-Blender, etc.

    --
    "Thanks for all the money you paid to us. We've used it to buy off ISO among other things" -Microsoft
    1. Re:People always complain about UIs by argent · · Score: 1

      is it because you guys are instinctively comparing it to what you are familiar with?

      Not unless you're going to argue that Sculpt-3d, Wings-3d, and Bryce II are somehow magically similar to each other. Maya? Do I look like I'm made of money?

      Gimp? The user interface isn't really the issue with the Gimp any more. If it would do deferred rasterizing of text as well as Photoshop, and import Photoshop files with channels, I don't think that I'd really have a complaint with it. Gimp used to be bloody awful to use, but that was years ago... improving the user interface has clearly been a real part of Gimp development. That's not true at ALL for Blender.

    2. Re:People always complain about UIs by ChameleonDave · · Score: 2, Informative

      is it because you guys are instinctively comparing it to what you are familiar with? Photoshop-GIMP, Maya-Blender, etc.

      Nope. I'm not experienced in 3D.

      I recently tried Sketchup on Windows. I immediately got creating 3D scenes, very easily.

      I have Blender open on Linux right now. I have no idea how to achieve anything at all in it. Even the save dialogue is weird and non-standard. What's wrong with a standard GTK or QT save dialogue? Why am I seeing all the hidden files in my home directory? Do they think I'm likely to want to save the file in ~/.klamav? Why does it assume I want to save in JPEG rather than PNG?

      It's putting me off making the effort to learn it.

    3. Re:People always complain about UIs by LingNoi · · Score: 1

      Agreed, What the hell is it with reinventing the wheel?

      Use some standard interfaces already, saving, loading and importing is so painful.

  19. Blender vs The World by argent · · Score: 1

    And try doing the same jpg of a box on a checkerboard floor in any other 3D app without prior knowledge.

    Well, I bought Sculpt 3d on the Amiga back in 198-something, and it was pretty easy to work with. It took hours to render, but only a few minutes to set up.

    And Bryce II was funky but well designed.

    Wings 3d is really primitive, and fairly unpleasant, but still much easier than Blender.

    In fact, I can't think of any 3d app that wasn't much easier to learn than Blender.

    1. Re:Blender vs The World by walshy007 · · Score: 1

      went from blender to 3d studio from a request from a friend, only spent like ten minutes trying to get something remotely productive happening but got annoyed due to controls and went bah.

      I'm sure if I slogged through I'd get used to it, but so would all these other people coming from 3ds to blender,

      I'm surprised you don't like wings 3d though, most people rave about it's simplicity.

    2. Re:Blender vs The World by argent · · Score: 1

      I'm sure if I slogged through I'd get used to it, but so would all these other people coming from 3ds to blender,

      Perhaps, but I'm not comparing Blender to 3DS, I'm comparing it to three other 3d applications that I've used, all of which were orders of magnitude better than Blender, and all of which have a fair number of differences in the user interface from each other. My point is that it's not just that Blender is different from 3DS, so there's a learning curve going both ways, it's that Blender is hard to get used to even for people who have used *multiple* other programs.

      If it was just Blender vs 3DS or Blender vs Maya then there would be a reasonable point to arguing that "it's just different". When it's Blender vs *everything*, then it's not just differences between programs, it's a problem with Blender specifically.

      I'm surprised you don't like wings 3d though, most people rave about it's simplicity.

      In what context? It's not as straightforward as Bryce II or Sculpt 3d. I suspect that they were comparing it with Blender, but that's like saying that a bad cold is better than ebola... maybe it's true, but that doesn't mean you *want* the bad cold. :)

  20. Cue the "their interface sucks" posts by nurb432 · · Score: 1

    No, it doesn't suck, like any complex dedicated app, it takes a different mindset and some learning.

    Now that that is over, we have yet another batch of great features! Go Ton and crew!

    --
    ---- Booth was a patriot ----
  21. Re:1st by Anonymous Coward · · Score: 0

    Its posts like these that make me wish we had a (-1, Wrong) option.

  22. Learning Blender by Thangalin · · Score: 4, Interesting

    Learning Blender can be slow; so I took notes along the way and wrote them up here:
    http://www.davidjarvis.ca/blender/

    An animated short using Blender:
    http://www.youtube.com/watch?v=hvQbYXPmqiA

    1. Re:Learning Blender by yo_tuco · · Score: 0, Offtopic

      "An animated short using Blender:"

      Nice work. But wouldn't you rather present it in 720p HD glory on vimeo instead of the lesser quality of YouTube?

    2. Re:Learning Blender by hullabalucination · · Score: 1

      Nice work! And thanks for the link to your notes, as I'm intending to begin learning Blender and it looks like those will come in handy.

  23. Re:Yeah but ... by alx5000 · · Score: 1

    Your timing.

    --
    My 0.02 cents
  24. Great yet another UI war. by Mystery00 · · Score: 0, Troll

    Fine, I'm just going to go ahead and say this:

    If you are disoriented by Blender's interface, that's fine, personal preferences and such usually get in the way of learning when you've worked with another application for a long time.

    On the other hand if you hate Blender's interface and find it horrible or other such strong words then you are not a professional, you're not even intermediate. I doubt you could model a cube in any 3D application let alone Blender.

    The reason you hate Blender's interface isn't because it's difficult to use, it's because you don't know how to use it, you opened it up for the first time because it's open-source and free and you were just overwhelmed by the complexity of a real professional software package and gave up after you realised this would actually take effort.

    Then you went onto slashdot and complained like you actually know something.

    Blender is not for you. It takes time and effort to learn and understand. It takes practice to acquire skills at modelling and animating (this goes for any 3D application). Something you obviously aren't prepared for.

    I suggest that you stick to making squares in Paint because Blender and any other 3D package is way beyond you, but if you don't want to look like an idiot don't go on here, or anywhere else, and say Blender has a horrible interface or the like because anyone who has taken that seriously step into the 3D world will laugh in your face.

    Mystery

    --
    "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
    1. Re:Great yet another UI war. by Anonymous Coward · · Score: 0

      Hence why the company that made blender went bankrupt. It was crap, no one wanted it because of its horrible UI and it was rescued and made open source.

      It's still horrible and no one still wants to use it still. Why are you fooling yourself? Blender is a failure being dragged on by the few open source contributors it has.

    2. Re:Great yet another UI war. by Mystery00 · · Score: 1

      Yes, that's obviously why it's one of the most successful open-source projects out there with so many people defending it against trolls like you.

      Mystery

      --
      "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
    3. Re:Great yet another UI war. by flewp · · Score: 1

      Unfortunately, very few, if any, of those people defending it are professionals in the field. And there's a reason for that.

      --
      WWJD.... for a Klondike bar?
    4. Re:Great yet another UI war. by Mystery00 · · Score: 1

      If any?

      Oh please, do some research before you say crap like that.

      Blender is being used by plenty of freelance professionals and inside studios. There is at least one small studio I read about a while back that based its entire operations around open-source programs such as Blender.

      Not to mention if you're going to talk about big time studios centred around hollywood and such then they use more in-house tools than anything else.

      I'll also add that nobody in their right professional mind will use only one application to do everything. Some applications do certain tasks better than others and Blender has its place among useful tools like any other.

      Being a Blender user since 2003, I've also seen the community grow tremendously over the years which can only lead me to belief Blender's popularity is growing at an incredible rate with each new release.

      Show me some evidence proving your own feeble case and I may change my mind, until then you only make yourself look like a fool.

      Mystery

      --
      "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
    5. Re:Great yet another UI war. by flewp · · Score: 1

      I was referring mostly to those who post here (in the past, I haven't really seen any professionals defending Blender here) But okay, so maybe I was exaggerating a bit, but the truth is, Blender is not widely used in the industry.

      And yes, very few companies rely on just one application. I myself use modo, Maya, Silo, Mudbox, among others. Of all the people I've worked with, no one has used Blender.

      Of all the people I talk with regularly, sites I visit, etc, it's the same thing. Blender is rarely used in the industry, and it's ridiculed more often than it's praised.

      Research? I may not have specifically looked up numbers (neither have you), but my experience over the years backs up my claims. How about you show me evidence to the contrary? Of course, if you want to continue looking like the typical FOSS fool who can't accept that the software isn't in the same league as other professional applications, that's fine by me.

      Surely Blender.org's testimonials page would be filled of examples of high quality, professional work if it were as widely adopted as you would have us believe? Kind of scraping the bottom of the barrel if you have to resort to using: http://www.creationanimation.com/ as an example of how your product is being used. (Although yes, I do see that it was used in creating some animatics for Spiderman 2.)

      As for studios using custom software, it is true. However, you won't find any relying solely on custom software.

      --
      WWJD.... for a Klondike bar?
    6. Re:Great yet another UI war. by Mystery00 · · Score: 1

      I never said it was widely used, I only said you exaggerated how little use it had.

      I know Blender isn't as popular right now but that's only because its development was slower than other packages, clearly because proprietary software has money backing up its development.

      That said with the past few updates Blender has acquired enough features to rival proprietary software and I see its popularity growing faster and faster with each update. If the Peach project is any indication, Blender has been quite capable for a lot of professional work, and is only becoming more capable by the minute.

      Also the only ridicule I have heard of about Blender was regarding its interface and as I've already stated those comments are so over exaggerated that I can't help but believe that those people don't know what they're talking about in the least.

      Mystery

      --
      "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
    7. Re:Great yet another UI war. by fotbr · · Score: 1

      Well, I won't claim to be a professional. But I've been using 3dsmax and Maya in various iterations for the last 6 years, and I do find Blender's UI to be absolutely horrible. The developers have made an effort to be different, and in this case, different is not better.

      Sure, its open source, and free, but that doesn't make up for the fact that the UI just flat out sucks.

    8. Re:Great yet another UI war. by Mystery00 · · Score: 1

      I prefer Blender's UI to 3DsMax, and I'm not alone.

      Unless you have anything more constructive to say than "UI just flat out sucks" I'm going to throw you in the same boat as the other people that can't form arguments or model cubes.

      Mystery

      --
      "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
  25. Re:Sorry, but I gotta ask ... by Anonymous Coward · · Score: 0

    You're right. I wish I was you.

  26. Those who say Blender is hard by Daishiman · · Score: 3, Interesting

    have evidently never tried Maya either.
    I mean, at least I found tutorials on blender and in 2 minutes I was navigating the screen with easy. Once I learned that it was frustrating as hell to do the equivalent with Maya, at which point I got up and did something else.

    1. Re:Those who say Blender is hard by kaizokuace · · Score: 2, Insightful

      Finally someone sees that Maya isn't so simple! I kind of hate maya's UI. To me it feels like someone made the UI haphazardly while working on a project and just put things anywhere that was convenient at the moment! Great for that original user bad for everyone else. Atleast in 3dsmax the command panel is essentially context sensitive and easy to visually understand at a glance. In maya they just had to make a picture icon for EVERYTHING. And some of them are hard to understand so you gotta mouse over for the tool tip. Waste of time. I seriously don't get why people still put up with it. 3dsmax is pretty straight forward. Blender on the other hand is not straight forward but it is thought out, unlike maya. The tools are designed for usage not just for the ability to figure out where everything is. Car analogy: 3dsmax is like a Honda NSX where blender is an old Toyota MR2. They both offer a similar drive layout but the NSX has nice things like traction control, leather seats, a sexy look and a lot more forgiving to the driver. THe MR2 doesn't offer the driver anything. You just gotta be good. But when you are good you can go just as fast as the nsx in a corner. OMG I have gone too far for a /. post. Oh yea and maya is probably a smart car or something gay or an ugly prius.

      --
      Balderdash!
    2. Re:Those who say Blender is hard by Anonymous Coward · · Score: 0

      It seems you do not understand how the Maya UI works. Try checking out the quick intro that pops up the first time Maya starts up.

    3. Re:Those who say Blender is hard by neumayr · · Score: 1

      When you're used to Blender's interface, probably every other interface is going to be weird for you.
      Having learned 3D modelling using Blender, I find using other packages' interfaces very strange.
      Especially Cinema4d's.

      --
      Truth arises more readily from error than from confusion. -Francis Bacon
    4. Re:Those who say Blender is hard by JohnBailey · · Score: 3, Insightful

      It seems you do not understand how the Maya UI works. Try checking out the quick intro that pops up the first time Maya starts up. Wouldn't that make Maya's UI non intuitive then? Or does it get more intuitive when you get to know it?
      --
      It is difficult to get a man to understand something when his job depends on not understanding it.
  27. Damn! by Anonymous Coward · · Score: 0

    I just learned the last particle system!

  28. 3D tools and weird custom interfaces by Augusto · · Score: 2, Insightful

    Why do so many 3D tools use custom controls and weird windowing that often doesn't match at all the look and feel of the operating system they run on? So many 3D tools can't even feature normal buttons, for some reason they feel the need to have their own widget components, which makes the usability of already complex tools ... well ... more complex.

    I always thought this had to with the history of some of these tools in X-windows and the lack of standard widget toolkits, and maybe also because this makes porting the tools to other platforms? I'm curious why this is so prevalent in so many of these tools ...

    --

    - sigs are for wimps.
    1. Re:3D tools and weird custom interfaces by m50d · · Score: 1

      I think the argument is that it's a specialised application and the normal OS widgets aren't really suited to it. To a certain extent I can agree with this; certainly normal buttons waste a lot of space compared to those in such programs.

      --
      I am trolling
    2. Re:3D tools and weird custom interfaces by neumayr · · Score: 1

      Portability probably is the main reason. Those tools are often marketed as a part of a "platform", as in the hardware and the OS don't matter (that's the idea anyway), that everyone that knows how to use the tool can do so on whatever system that happens to be en vogue at the moment.

      Also, these tools are very specialized. Very often, a desktop environment's standard widget set won't provide all the widgets the tool needs.

      Besides, try looking at the default Blender interface and imagine all those buttons to look like your desktop environment's.
      At least for KDE, Gnome, and Windows, I don't find that idea very appealing.

      --
      Truth arises more readily from error than from confusion. -Francis Bacon
  29. The f*sking interface argument again by Eth1csGrad1ent · · Score: 5, Insightful

    ..this is what will eventually KILL blender. Any time Blender is mentioned mainstream it quickly turns into a crap-fest argument about the interface - and any and all other discussion topics disappear into dust.

    There are two camps:
    1. People who want 3DS MAX/Maya/Lighwave for FREE and Blender happens to be the closest thing... so take that an MAKE IT MAYA.

    2. People who have been using Blender for many, many years and have come to either appreciate or at least get used to the speed that the interface allows... ONCE YOU KNOW IT!

    Given that the interface HASNT changed much in all this time... perhaps its time for the GIVE ME MAYA FOR FREE crowd to go and write their own FOSS 3D app.

    PS. For all those Blenderheads out there who haven't already seen it... check out www.indigorenderer.com for photorealism.

    1. Re:The f*sking interface argument again by m50d · · Score: 1
      Given that the interface HASNT changed much in all this time... perhaps its time for the GIVE ME MAYA FOR FREE crowd to go and write their own FOSS 3D app.

      I expect this will happen eventually, and when it does it will eat Blender's lunch. But momentum exists; people will go on with a fairly bad project much longer than they should before trying to fork it or write an alternative.

      /happy Krita user.

      --
      I am trolling
    2. Re:The f*sking interface argument again by neumayr · · Score: 1

      PS. For all those Blenderheads out there who haven't already seen it... check out www.indigorenderer.com for photorealism. Great, another photorealistic renderer for Blender.
      NPRs been around for so long, why doesn't anyone make one compatible with Blender?
      Are they so hard to make?
      --
      Truth arises more readily from error than from confusion. -Francis Bacon
    3. Re:The f*sking interface argument again by Anonymous Coward · · Score: 0

      There is one called Freestyle that is currently being worked on. And pretty soon Blender will have an API for working with other renderers such as RenderMan.

    4. Re:The f*sking interface argument again by neumayr · · Score: 1

      Last I checked, nobody was working on Freestyle.
      Neither on its Blender integration, nor otherwise. Even getting it to compile in its current form is a bitch, as it requires legacy libraries and assumes 32 bit pointers all over the place.
      Last thing I heard from the Blender integration project was that it's useless for animation anyway, as it doesn't provide a way to keep its settings across multiple frames.
      But that thing about the API's interesting news.

      --
      Truth arises more readily from error than from confusion. -Francis Bacon
  30. Physical Simulation with Blender book by Anonymous Coward · · Score: 0

    Anybody interested in learning about Blender's physics simulation capabilities (fluid, soft bodies, rigid bodies, cloth, hair, new particle system, etc) should consider taking a look at this book, which will hit the shelves in just a few weeks and will be fully up-to-date to version 2.46:

    http://www.amazon.com/Bounce-Tumble-Splash-Simulating-Physical/dp/0470192801

    Here's a video of some of the tutorials and techniques included in the book:

    http://www.youtube.com/watch?v=3du8ksOm9Fo

  31. Yeah, its interface has always sucked by Anonymous Coward · · Score: 0

    So hopefully they've improved it a LOT. Every time I've tried Blender, it's felt like the UI designer decided that they'd always wished every single other 3D -- and most 2D -- program worked differently, and this was their big chance to expose the great unwashed masses to the PROPER way to do it.

    If it's radically changed, I'll consider using it. But perhaps I'll have to wait until the next version where they are supposed to allow total customization of the UI. (Though that may only be icons and menus, not actually how it operates. In which case, it's rearranging chairs on the Titanic.)

  32. "For Kids" == not quirky interface? by wfolta · · Score: 1

    The interface is quirky. No doubt makes sense once you warp your mind around it, but it's certainly unlike the for-pay (i.e. not used by kids) software I've used. And it's not clear that its way of doing things provides any benefit.

  33. Re:Sorry, but I gotta ask ... by Anonymous Coward · · Score: 0

    You mean it's awesome being me

  34. Re:1st by Anonymous Coward · · Score: 0

    Its posts like these that make me wish we had a (+1, Funny) option.

  35. When even the about box/dialog doesn't work ... by Augusto · · Score: 1

    The blender menubar is bizarre. You also can't navigate it with the keyboard (the top menu choices), using the keyboard for the actual menus seems kind of random, basic stuff. And nothing in the menu really screams for the need of a specialized one.

    The about dialog is a disaster in the latest version, it appears for about a second. Not giving you enough time to note the build/version!

    Even worse, if you move your mouse 1 pixel, the window disappears!

    Resizing the window makes it go black, sometimes even moving it does this (if a portion was obscured).

    The resize behaviour of the buttons at the bottom is hard to figure out. Sometimes they "shrink" (to the point of almost being unusable). Then even if they shrink, the panel gets cut off when you resize the window. C'mon guys, make up your mind, either you rearrange or you resize, but both?

    The whole thing is really a usability nightmare. But I don't think it is because it's an open source product, again for some reason these 3D interfaces are designed by sadists.

    --

    - sigs are for wimps.