Blender 2.65 Released
skade88 writes "Blender 2.65 has been released. Here is a quote from the Blender team: 'The Blender Foundation and online developer community is proud to present Blender 2.65. We focused on making this the most stable release in the 2.6 cycle yet, fixing over 200 bugs. Fire simulation was added along with many improvements in smoke simulation. In Cycles, motion blur, open shading language and anisotropic shading support was added. For mesh modeling, the bevel tool was much improved, a new symmetrize mesh tool was added, and new Laplacian smooth, decimate, and triangulate modifiers are available.'"
I was fiddling around all last week to try to get a decent fire in Blender using particle systems.
This should make it a snap.
For those wondering what Blender is, according to Wikipedia it's "a free and open-source 3D computer graphics software product used for creating animated films, visual effects, interactive 3D applications or video games" with a built-in game engine.
As nice as Blender is, studios can still save money in terms of time by purchasing a multi-thousand dollar suite. Shadowing in particular still takes longer with Blender.
2.65? My blender goes up to 9. I think that's puree.
HexaByte - he's a square and a half!
confusing UI that should be re-engineered from scratch.
They have done exactly that while going from 2.4 to 2.5 (or something, don't remember the exact version numbers). The GUI of current Blender is completely new and reorganized and has very little resemblance with what was there before.
Less reliance on video tutorials in lieu of documentation would be nice, too.
systemd is Roko's Basilisk.
If I could find the 2.4 key mappings for 2.5+, I would use it more.
Blender is not a CAD/CAM software. It is a 3D animation software. Use the right tool for the job.
When our name is on the back of your car, we're behind you all the way!
Yes, was indeed from 2.4 to 2.5, and was long due.
Right now I'd say that it's a lot easier to use, though for a newbie it still takes some time to get used to the whole swapping around of the left- and right- mousekey.
Blender is one of the few open source tools where in the long run I could see myself permanently switching to it (currently also using 3DSMax/Maya). For now it suits me perfectly for making renders, but game compatibility still seems to be a chore. One of the downsides of it being open source, or better said: free, is that a lot of plugins aren't made commercially, and as such no support is to be expected. It happened a few times over the years where I was working on a game/modification, and a new version of Blender would completely break a plugin (for instance, for properly exporting animated MD3-files), and no official update of said plugin would be made. Thus having to choose between working with an outdated modeling app, or going back to 3DSMax. I hope that the future will bring more dedicated plugin writers; or better, native exporting support for the various games on the market.
... and what is wrong with n-gons? You know a square or a triangle is an n-gon right?
For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
The last time I used blender you couldn't perform more that 3 Boolean operations on a model before the blender crashed. Is it fixed?
You must not use Blender much.. they redesign the UI every release. It's a way to keep people buying their books. A book on blender you bought 6 months ago is useless with the next release.
That is my biggest complaint, STOP FRIGGING REDESIGNING THE UI!.
Do not look at laser with remaining good eye.
> Have they added the ability to disable N-gons yet?
Haha, this is wildly ironic considering that many have been waiting a loooooonnnng time for N-gon support and it was only added in 2.63. Moreover, N-gons are needed to actually "create proper Geometry" in many cases, so I'm going to have to figure you're trolling :).
Anyways, I'd be quite surprised if you can't convert N-gons to tris/quads using the usual tools (Mesh->Faces->???, or Alt+J, IIRC). Odds are it'll happen automatically when you export to a tri-only format like STL. If your 3D printer 'supports' a format that allows N-gons (OBJ is one) but it chokes on them, that's a stupid bug on the printer's part; triangulating N-gons is trivial.
(Disclaimer: I haven't tried Blender's N-gons yet.)
Our blender is 50 years old. It has two settings, "Usually enough" and "Always enough". The thing is built like a tank. I love it.
I have wanted to learn Blender (the software) for a long time. I've been an on-and-off avid POV-Rayer for more than 20 years (mostly off these days), and as much as I love POV-Ray, I wouldn't mind learning a powerful modeller with modern features, but every time I've sat down and started to mess around with Blender (or pretty much any other 3D package), I am quickly overwhelmed, and happy to go back doing everything with scripting.
I'll give it a whirl again some day, and maybe stick with it enough to make some progress. Blender is an amazing project and it would be great to be able take advantage of it to do cool stuff.
You are in a maze of twisty little passages, all alike.
Your blender only goes up to 9? Mines goes to 11.
Blender used to be somewhat lacking, but it kept getting better and better - until now it seems to be able to do everything that Max or Maya can do.
I wonder if there are any big game studios using it?
Don't think of it as a flame---it's more like an argument that does 3d6 fire damage
With 99% of software packages you can indeed just "mess around with it" and pick up the basic usage. Not with 3D packages. Install Blender and then do the Complete Newbie tutorial. You'll be glad you did!
Igor Presnyakov stole my hat
Old fogies like me remember that back when Blender was commercially developed, they had an odd business model consisting of giving the software away for free (as in beer) and selling the documentation (see the old review here, for example). Documentation is now one of the weakest points of Blender, IMHO.
I stopped using blender a few years ago as I loved it as a hobby, but the ui radically changed every 6 months. I eventually went back to light wave.
"The problem with socialism is eventually you run out of other people's money" - Thatcher.
Well, it looks like I need an update. Where can d/l that from?
HexaByte - he's a square and a half!
We use commercial and open source software in my animation studio, money is not a huge problem if it helps to deliver a project on time. I'm the boss, I pick the software we buy, and the animators choose what they want to use. Blender is so fast for rigging and animation. Animation is a blast to do in Blender. Fast posing, no gimbal locks, fast keyframe repositioning, etc. Blender renders faster in Linux than in Windows, and is very stable. Something I can't say for other programs.
We just delivered 15 minutes of animation for a recent Guns N' Roses concert in Las Vegas. We're talking a lot of frames, at full HD resolution. As part of the videos. the band singer asked if we could please create and animate a white, hairy wolf, and we did it in two days (that was our time limit).
I have to aknowledge its akward interface. Even with the 2.5 tweaks it feels strange. I think this is the only major feature you can say may alienate new users.
You don't have to spend a dime on trainig. They have excellent, free documentation all over the internet.
STFU!!!! Peole have beeen clamoring for N-gons for YEARS!!!! and now Blender finally has them ... and YOU want them disabled??!!! JERK!!
Anyhow, in blender N-gons don't STAY n-gons. Everything is ultimately converted to tris for rendering. Besides which, no one is FORCING you to model with n-gons.
re: "N-gons are needed to actually "create proper Geometry" in many cases," ... no ... just .. no
N-gons are a shortcut. They are BAD geometry. They are FAR to easy to make them non-planar, at whichpoint the rendering engine (regardless which one) has diffuculties shading it properly. They can be useful, but ONLY if you keep them 100% planar. If they are non-planar, you need to go in and re-topo for good edge flow and loops.
The UI has not changed drastically since the 2.5 release.
Blender is a blend of tools: modeling, animation, rendering, video compositing, game engine, and video editor.
"But I speak up here because I cannot determine whether I have been down rated by some freak Adobe astroturfer--- I am not even sure they exist--- or by some over-zealous defender of Blender as the True, Right, and Only Way. Maybe this post will trigger a response that helps clarify things."
Keep in mind that there are at least a few asshats here on Slashdot who will disagree with you in print, then login with another account or as AC and mod you down (or the other way around). I have been the victim of that more than once. That kind of sockpuppetry is disgusting, however, and on a couple of occasions I actually caught who was doing it.
Amen to that! I'm ten hours into the tutorial for 2.5 and it still feels like gibberish - and I used to use Shade so it should be easy enough but it just ain't.
I said - don't look Ethel!..., but it was too late..., she'd already looked.
As we all know, the Maya license expires on Dec. 21. Or so I heard something. After that, all animators need to switch to Blender.
I say stick with it, do a few basic tutorials to get the hang of manipulating stuff. I made the decision to knuckle down and learn it about two weeks ago as I'm doing some games stuff in Unity and need to create some animated characters. The learning curve for Blender is initially pretty steep but once you've got the hang of the interface it seems a lot less daunting (leaving you on a plateau surrounded by many steep peaks!)
In a nutshell - use numberpad for view manipulation, ABC for selections, tab to switch object/vertex edit mode, RSG for rotate, scale and er.. go (translate)? Get used to these basic and you're well on your way.
I've already managed to model, IK rig and animate a few simple characters. Crappy quality due to my skills but they are getting better with each iteration.
My 3D grounding was also with POV-Ray cira 1990, it's remarkable what is possible with Blender today.
The wiki is a lot better than it used to be and probably 95% complete, but you're right. There is still a lot of work to be done and far too many blank sections in the documentation.
Thanks for the encouragement... it's definitely something I want to do... in my ever-shrinking free time.
I also know a couple of my kids would get a kick out of using it as well. One of them has done some stuff with Google Sketch and some other simpler tools. We have several times commented to each other that we would love to try to conquer the basics of Blender.
You are in a maze of twisty little passages, all alike.
Thanks for the encouragement. I will definitely have to check out the tutorials.
And I totally understand about "messing around with it". I'm working on a contract fixing bugs for some network management software. I've only been there for 4 months. One of the support people I'm working with was asking me recently if I'd had any training in the software. My response was something to the effect of "Heck, no, I've just messed around with it." (Actually, I probably just laughed.) Yes, I don't know much and need to learn more, but that hasn't stopped me from fixing several bugs already... a couple of which have been plaguing them for months.
You are in a maze of twisty little passages, all alike.
Well, someday I will give it another shot _with_ tutorials. I've known that tutorials exist and that I'm going to really have to use them, it's just that 99% of software can be figured out, as another poster said, by messing around with it.
You are in a maze of twisty little passages, all alike.
The wiki is not really 95% complete.
...::----::...
I am in no way affiliated with this sig.