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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.'"

22 of 93 comments (clear)

  1. Oh, sweet by gman003 · · Score: 3, Insightful

    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.

  2. 3D Comp[uter Graphics Software by stepdown · · Score: 5, Informative

    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.

    1. Re:3D Comp[uter Graphics Software by gman003 · · Score: 4, Informative

      Or in fewer words, Blender is to Maya what GIMP is to Photoshop.

    2. Re:3D Comp[uter Graphics Software by Deus.1.01 · · Score: 2

      Oh goodie! Now can you tell me what this Firefox thingy is?

      --
      My -1 Troll is actually a +1 funny. And my -1 flame is actually a +1 insightfull.
    3. Re:3D Comp[uter Graphics Software by robthebloke · · Score: 4, Informative

      Or more accurately, Blender is to 3DS Max what GIMP is to Photoshop.

      Blender is based around the modifier-stack philosophy present in 3DS Max, which is probably my biggest complaint about it tbh. Max is, and always has been, very inflexible compared to Maya. It's great for getting some stuff done quickly, but if you're not careful, you can easily run up against the boundaries of what's possible with the software. Maya is a very different beast in this regard (along with XSI & Houdini). It's organised around a node/attr dependency graph which can easily be reconfigured to solve whatever problem needs solving. If you hit a problem in Maya, there is always a way around it (which may be horribly hacky, but at least there is a workaround). That's the main reason Maya/Houdini/XSI are used extensivley within the VFX world, and why you'll never find anyone using Blender or Max.

      That's not to say Blender isn't good at what it does, but it's not something that can really compete with Maya. It's great in the games arena (especially indy games), but it's core level architecture is not an approach that would work nicely in VFX world sadly....

    4. Re:3D Comp[uter Graphics Software by Anonymous Coward · · Score: 4, Interesting

      I use Maya professionally and Blender personally. I love that there 's powerful and free 3D software, and for my own creative uses I like how Blender has odd little features that can turn wonderfully abstract in a flash (array modifier I'm looking at you, lovingly).

      However, when doing work that other people are telling me to do, it's Maya all the way because you're going to get to the point where you need, *need*, NEED to hack it to get it out the door and Maya never lets me down there.

      (The one exception is text. I used Blender once in actual production to create text objects which were exported to Maya. Anyone who's tried to use Maya's text will know why.)

    5. Re:3D Comp[uter Graphics Software by Lumpy · · Score: 2

      Blender is use a lot in the pro world. I suggest you check out their website and read up on who is using it.

      --
      Do not look at laser with remaining good eye.
    6. Re:3D Comp[uter Graphics Software by Will.Woodhull · · Score: 2, Informative

      I don't think Blender is much like any of the Adobe products. The entire orientation of the development effort is different.

      The Adobe products are designed for industrial use, where perhaps a hundred different artists are working simultaneously on the same 5 second animation scene, each doing some small piece of the whole. Blender is designed for an individual artist who exerts total control over every aspect of the work for as long as it is in his hands. That does not mean that Blender cannot be used collaboratively; it does mean that the collaboration has to be done consciously, between equal partners. Whereas with Adobe products there is the expectation that each minion will be walled off from all the others and there will be a rigid hierarchy of managers determining who will have what kind of access to which detail.

      With Blender, the entire database for a sequence of scenes is wrapped up in the .blend file. And anyone who has access to the .blend can use it as a library of objects, meshes, textures, even reference images, exporting whatever they want into their own work. That is not true of Adobe, which is used in situations where industrial espionage is a concern. Pixar is not going to let the casual employee hired for a week to make the scales of the dragon more irridescent steal the walk cycle that has been 8 months in development and sell it to a competitor.

      Big Corporate Art cannot afford to use Blender, except in certain corner cases. Blender is for the individual artist, not for big productions built by hundreds of minions.

      --
      Will
    7. Re:3D Comp[uter Graphics Software by Will.Woodhull · · Score: 2

      Blender retains the modifier stack approach, but it is also increasingly adding nodes as an alternatve. As parent post points out, stack modifiers are easier to work with, while nodes are more versatile.

      My own use of Blender is relatively simplistic; I don't attempt anything on the scale of __Tears of Steel__ or __Sintel__. For real estate fly-throughs, architect modeling, and most other commercial work, the limitations of modifier stacks do not get in the way.

      --
      Will
  3. Re:Old News by HexaByte · · Score: 5, Funny

    2.65? My blender goes up to 9. I think that's puree.

    --
    HexaByte - he's a square and a half!
  4. Re:Great Renderer, Lousy UI... by grumbel · · Score: 5, Informative

    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.

  5. Re:Great Renderer, Lousy UI... by wonkey_monkey · · Score: 3, Insightful

    Less reliance on video tutorials in lieu of documentation would be nice, too.

    --
    systemd is Roko's Basilisk.
  6. Re:Good, but still for hobbyists by oGMo · · Score: 4, Interesting

    I'm not sure this is the best argument (as I am sure there are others), since a multi-thousand-dollar seat cost is probably easily outweighed by investing in more render nodes, which you'd probably end up wanting anyway.

    With as far as Blender has come from its early days, though, I'm guessing the day is coming when it will simply be the best. The Free(tm) nature and easy extensibility could make it the preferred target for academic and other research.

    --

    Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

  7. Re:N-gons? by camperdave · · Score: 5, Insightful

    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!
  8. Re:Good, but still for hobbyists by goruka · · Score: 5, Interesting

    I have worked with plenty of small animation and videogame studios that use and love Blender (in fact Blender is so well integrated to Unity that it's the modelling package of choice). They do so because of the love for the software and the productivity advantages it provides.
    The problem with Blender in business is not so much the features. At this point, Blender is superior to most other 3D packages in tasks such as poly modelling, rigging or uv mapping and the Cycles renderer is awesome. The ability to model while, at the same time, having GLSL and Cycles viewports is also far beyond what is available in other packages, and the integrated sculpting tools are very mature.
    The real reason why Blender is not adopted in large studios is because of the support contracts provided by Autodesk. When you sign with them, they provide from software licenses to render farms, all covered with phone support. There is no way the Blender Foundation can compete with that unless they become more like RedHat.

  9. Re:Great Renderer, Lousy UI... by 88NoSoup4U88 · · Score: 3, Informative

    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.

  10. Re:Good, but still for hobbyists by X0563511 · · Score: 2

    Lets not forget the python scripting.

    I may just not know of it, but letting you script at all is a feature relatively unique to Blender. But to choose something so powerful and 'easy' as python... yea.

    --
    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...
  11. Re:N-gons? by Artraze · · Score: 2

    > 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.)

  12. You just don't. by oGMo · · Score: 3, Informative
    --

    Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

  13. Re: Old News by dylan_- · · Score: 4, Informative

    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
  14. Exactly by mapuche · · Score: 2

    Blender is a blend of tools: modeling, animation, rendering, video compositing, game engine, and video editor.

  15. Re: Old News by Sussurros · · Score: 2

    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.