This is not a negative comment about Blender. I'm not their target audience I guess. I just _want_ to learn it but I can't really find good resources that start at 0.
There are some Youtube channels out there but videos have never been a good way of learning for me. It's tough keeping material up to date with a fast moving project.
I enjoy these threads every time!
The period where you feel like you’re progressing the least and struggling the most is actually when you’re learning fastest.
Got to admit overall it looks better and better. Wish they took some time to redesign the interface properly, not just 'improve' it. The current one is still mostly looks and feels like 2.x
I took a class in Maya and found its UI to be a shitshow of redundancy and unintuitiveness. Didn't explore 3DS Max though.
If you have specific objections to the Blender UI, by all means share.
One way to get through this is to save a startup file, and just keep going back to it. I wish there was a "reset UI to default startup file state while preserving current file"
Steps are:
Step 1: Save your blender project
Step 2: File --> New --> General
Step 3: File --> Open (find your messed up blender project)
Step 4: Go to the cog (settings) in the top right
Step 5: Uncheck 'Load UI'
Step 6: Load your blender project
It will then have default UI
I only remembered this was possible, not how to do it. The steps above are copied from this persons lovely succinct video tutorial on how to do it.
Actually, what finally worked was to have a very specific (small) project in mind. For me it was to figure out how to model a plastic storage bin. I struggled for days on that one — making all the rookie mistakes.
Having now done several follow-on projects in Blender I think I could go back and create that plastic storage bin in less than an hour.
It's going to just take time. But having a small, achievable goal/project in mind will give you the excuse to get there.
Obviously no guarantees of instant savantism, but never say never!!
He also has some short free videos of the same style: "here's a simple shape, produce it on your own, now I'll show you how I would've done it."
Of course, it's on Udemy, so the price rapidly vacillates between $10 and $190 according to no system knowable to man, but when it's on the cheap end it's a great deal.
I did come in with a concrete project when I first started looking at this years ago. I'm interested in creating models for 3D Printing.
Unfortunately, even with this limited scope I found it hard to get started. But again: I'm not blaming anyone. I know that I'm using a professional tool as an amateur who does not even have enough time to skill himself up for something that is possible in this tool but not its primary use-case.
Mostly, my comment was meant as a fun/light story about how much I like thos release notes and how they get me to spend a whole evening on Blender every time they pop up.
In fact, If I could make a targeted donation towards Blender that only goes towards funding documentation I'd be up for that as well.
Blender can do so many things. I personally use it to draw pretty things to be 3d printed, and then cast out of metal. But there are people who use it to composite things into live action footage, people who make game assets, and a lot more.
I've been using SolidEdge for a few years and Fusion and also tried FreeCad but the latter also never really clicked for me.
I'm trying to find an open source solution - I understand that SolidEdge etc. are parametric and Blender is not. But I at least wanted to get good enough in Blender to make simple things (mostly functional, not pretty as in your case).
Udemy has some good courses for which you never should pay more than $20 and they always have offers. It's not about time, but it's about getting yourself motivated to do that course day after day.
It's really helpful to have a goal or project in mind, something extremely small. The classic for photoreal is the donut, just a donut on a plate.
For game models, I made some low poly missiles and a small cityscape that looks like trash but now I know how to use blender.
https://cgmasters.com/blender-for-complete-and-total-beginne...
Just think how easy it is to do simple things like cutting and pasting selections in 2D (even with any number of layers) with tools like Photoshop, Pixelmator Pro and GIMP - now you try doing that in Blender or Fusion 360 and you'll quickly find that not only is not at all intuitive - it's a bloody nightmare.
https://www.skillshare.com/en/classes/Filmmaking-with-Blende...
The youtube tutorials out there are sometimes OK but typically mediocre and annoying, so I learned most by having a problem to solve and figuring it out step by step.
1) start blender 2) switch to sculpt mode from the dropdown in the top left, by default it's set to "object mode" 3) Open the "remesh" dropdown in the top right and click "Remesh" in the panel that shows. 4) mess around with the brushes along the left side. Click and drag to use the brush. Click and drag middle mouse button to rotate around the sculpt. Scroll to zoom. Shift and drag middle mouse button to "offset" your view. 5) notice your sculpt starts getting kind of glitchy or low resolution, Go back to step 3 and repeat. You can lower the "voxel size" to increase sculpt resolution.
I feel like blender isn't especially hard to use these days, it just does a lot of things and has a lot of buttons which makes it hard for beginners. Ignore all the buttons you're not using and it's a lot more doable.
all his other stuff is great, like building and rigging a low-poly character. Instead of having to follow tutorials and make stuff I didn’t want to, he shows you how to use the tools to make what’s in your imagination!
blender: HAIR
Who am I kidding, VCs will be VCs.
After lurking I made this account only to post a joking-not-joking explanation of why Alameda had the weirdly specific credit limit $65,355,999,994 with FTX and why I thought it could be a funny off-by-almost-1000x bug/typo/mishap https://news.ycombinator.com/item?id=34473811 but I think almost no one read my comment because I posted it so late after the thread had scrolled off the front page :(
EDIT: wait did you call me an unwashed mass? usually the unwashed masses call me an elitist!
https://github.com/tin2tin/chatGPT_for_Blender_Screenwriter https://github.com/TREE-Ind/Blender-GPT
How many other software projects can you say that for?
Also PostgreSQL and KiCad major versions.
Secondary and more technical, not everything has to or can be real-time rendered, and for that Blender is probably still king of the two, where Unreal Engine is optimized for real-time.
There are things you can only do in Blender, and vice-versa, so what the right tool is will as always depend on the job.
There are other niche tools in a creative pipeline, like Substance Painter for texturing and applying surface shaders. Blender has image and material edition capabilities, but they are more entry-level than competitors to Substance and GIMP/Photoshop.I think there's a niche for a lot more tools, including "AI" stable diffusion-like tools.
Also, blender used to have its own "Blender Game" engine.
As an example, take refraction. I can look up Newton's telescope dimensions, model the lenses in Blender, slap a glass material on there, and look down it to see an accurate view. (Minus diffraction and dispersion, and dispersion can be added manually.)
Real-time raytracing is an answer to this, but it's not quite there in it's current state. It still takes an order of magnitude or two longer to raytrace a frame than to rasterize it, so it's currently only used sparingly to touch up details.
Personally this is one of the areas I'd love to see Blender continue to develop. A spectral rendering option in Cycles would be invaluable when you want to render the Dark Side of the Moon logo.
It's 3d software used for movies, engineering, and even game creation.
You might find this link helpful - https://www.blender.org/about/
it started as closed source industry software though, that's different than a lot of OSS out there
I was wondering... Is there a good book teaching Blender fundamentals covering more recent versions?
Thanks!
https://www.youtube.com/playlist?list=PLjEaoINr3zgFX8ZsChQVQ...
good-software-takes-ten-years-get-used-to-it
Linux, Firefox, Chrome disproved "open source failures" twenty (and over) years ago. Nice to have another app in the mix.
- Window always opens maximized, which I never want. Couldn't find a way to change it. (A common arrogance of media apps.)
- F11 key doesn't toggle fullscreen. To its credit I was able to change this. Defaults are important however.
- When in full screen the top left menu doesn't extend to the edge of the screen. So you can't easily hit it without slowing down. I first learned about Fitt's Law in the 90s, not exactly new:
https://www.asktog.com/columns/022DesignedToGiveFitts.html
Is this a lack of interest? Or special-snowflake syndrome?
Another quibble with media apps is that they want to use their own special hotkeys for zooming, panning etc, but I never want them to be different from my browser and/or web maps, which are used every single day. Option doesn't seem to exist to change them in a group to standards. Probably could do individually, but don't yet have time, and risk conflicts.
To be a good desktop citizen these things still need to be addressed. Looks like they have profiles now so non-standardisms could be moved to the classic profile.
Semantic discussion is not very interesting.
Kind of surprised they didn't lead with that instead of focusing so much on the hair.
- In Properties > Render Properties > Cycles => set device to "GPU Compute"
- In Preferences > System set Render Devices to Apple M1*, GPU Backend to "Metal"
- If you have a scene open it will black out for a few, mine was about 20 sec
Very much faster and better
That's a good lesson is software/product design. As things get featureful/complicated, it's nice to provide carefully chosen defaults and samples to help people get started.