There have been a lot of these (they're basically always dogfooding the next one, i believe). Is there something special about Big Buck Bunny and Wing It?
I loved it, in my opinion the best one so far, but I've seen it around two months ago. I think previously these shorts were released specifically to highlight new features which got added to Blender on a mayor release, which doesn't appear to be the case with that short.
It looks so much better than average rig animation you see in most cartoons nowadays, but I still prefer hand-drawn animation. The bending/squeezing/rigging of assets still feels like a program's procedure rather than an artist's touch.
amazing to see the geometry node setups in the outro, the smoke trail from splines (3:38) so cool! And you can get the blend files yourself to learn exactly how they did it.
Brooooo how do you even. I wish I had that time it takes to get this good at Blender. I might actually end up releasing some solid indie games.
Demoscene people are the guys I'm most jealous of. Not some linux kernel maintainer of some fancy filesystem. Nah, but the things that can transport you into an entire new universe in your head.
I'm a noob and I when kid asked me for help with Halloween costume I dug in making each triangle by hand, moving each vertex by hand, basically huge slow pain. Then I found the "remesh" button and the push/pull tools which felt like a superpower.
> Brooooo how do you even. I wish I had that time it takes to get this good at Blender. I might actually end up releasing some solid indie games.
Keep in mind that the Blender Open Movies are made by professionals who've been doing what they been doing for a long time, and there is a whole team making those, with roles specific to the area.
I don't think you could single-handedly create something like that at the same timescale as they created it. They basically have made a proper studio at this point and they're fine-tuning the workflows and processes of Blender by doing these movies.
So don't feel bad if you never would be able to create this alone, it is a team effort after all.
If you want an actual answer, you don't do it by yourself. I counted 50+ people credited. But if you want to start to play a part in doing it, basically just learn a lot of math. My gf is a technical director at a large animation studio and she got in by being an expert in linear algebra and spending a ton of time studying animation textbooks/tutorials/etc.
That said, the market is evaporating. Almost everything has moved ~to India~ [e: abroad] and there are barely any jobs left in USA, and those that do exist are being fought for by the many folks who have been recently laid off stateside. Sounds familiar...
Blender for 3D is what Postgres is for databases. It's really an exceptional piece of open source software and totally stands out. There's not many software projects like this.
I recently started doing basic modeling work for my small hobby projects. I'm amazed at how professional and finished Blender is for being an open source project. It feels like I'm using an Adobe product or similar. Big props to the team behind it, you're awesome.
Unlike most open source projects, Blender started its life as a professional piece of software by and for artists who had to deliver commercial projects on a dead line. First as an in house tool for an animation studio, and later as a commercial software product. It only became open source later in its life cycle after the commercial Blender company went bankrupt. It has also been headed by the same lead developer from its earliest days as an in-house tool right up until today. All these things really shine through and make it quiet unique among open source applications.
Blender only became successful well after it was made open source.
As a commercial project it was a failure. It only became successful due to two decades of open-source development, and the willingness of its users to invest in it - even if only to stimulate the development of a competitor to expensive proprietary software.
Blender only became an even remotely viable option in 2011, after being open-source for 9 years. Its popularity only really started in 2019 after a massive UI rework made it actually nice to use. This and related changes led to Blender receiving a $1.2M grant in 2019, leading to other companies re-evaluating it and awarding even more grants.
If anything, compared to today's successes its initial proprietary development should be seen as nothing more than a historical curiosity.
Most of this is technically true but not really relevant, and no, this is not what makes it stand out.
Very little of what constitutes modern Blender came from NeoGeo/NaN. The original software was uncompetitive and unremarkable. In fact, Blender had to change most of its original UI conventions to feel less alien for CGI professionals. (because the original paradigm was from the ancient times before the commonplace UI conventions)
What made it stand out in the open-source community is devs using it for actually creating something (best investment!), positioning it at the intersection of interests of non-competing companies that need to get shit done, and also attracting a massive army of game modders.
Interesting but the special part about blender is the open source part, they managed to keep it alive, revamp the UI fully and bring on new and hard features on a regular basis. I don't remember another foss project of that kind.
This is an innocent misrepresentation of Blender's development history. While nothing you've said is false, Blender has been open source for more than 2 decades. It began that portion of its life as something of a mess, with a truly Byzantine user interface that made even trivial tasks troublesome, and lacking a vast majority of the features it's now known for. Getting it to its contemporary state was a long and painful process, including at least two major front-end overhauls and who-knows-how-many under-the-hood, and a commendable (though not unimpugnable) humility from developers who (finally) found the wherewithal to put the user experience before FOSS dogma or their own ambitions.
That's what separates it from most open source projects: not that it started as a commercial product, but because its designers and developers stowed their egos and worked diligently on creating a solid piece of software (and documentation and community and support) for a long, long time. In this way, it surpasses even many of its commercial contemporaries, which are driven by a profit motive to become increasingly paywalled and enshitified.
And the user interface is all OpenGL... man I can't imagine how much time it would take to write a decent user interface starting with nothing but OpenGL. Like just rendering text to the screen is a pain. And it's so snappy and responsive and it looks sooooo good. Definitely not a one man project, there's just no way.
Rolling your own UI in openGL is very doable and can make a lot of sense for any application that will require non standard custom widgets. Use your preferred truetype rendering library to generate your text textures, blender uses freetype I think. Widgets can all be done with vectors and gradients, start with functions that create primitives such as rounded boxes or different line types and build from there.
Well, they basically wrote their own GUI toolkit. And IMO a very good one, with tiling windows and everything is nicely scaleable. I especially like the command search with space and little things like dragging over a column of checkboxes to toggle them all.
I started using Blender to do modelling 20 odd years ago when I was still in school finding my direction in life. The graphics design path didn't stick, but Blender integrated with Python to allow automations, which I learned along the way and it put me firmly on the path of software development, where I still happily am, still programming (some) Python. Funny that I have my career partly to thank to the software choices of fellow Dutchmen.
Wow, very similar story here. In highschool, I think I messed up a week of exams because I was too busy modeling a Fellbeast/nazgul from LoTR in Blender. I still have the model somewhere, copied over in 20 years of USB sticks and external HDDs.
Learned python for use in blender, am a software dev in robotics now, using a lot of python.
Yeah, Blender is maybe the best open source software I use. I don't feel a need to use any other 3D modeling software, it's so robust and works so well (from what I can tell, I'm still mostly an amateur and have barely scratched the surface of Blender still).
Is the €134k/mo figure including all corporate sponsors? Approximating that as one developer salary per month then what they've continued to accomplish is still very impressive.
- Blender was originally paid commercial software that attracts venture capitalists to invest €4.5M and funds the salaries of 50 people to work on it
- The VC investors later sell it at a loss for €100k back to the original team to release it as open source.
Because many users of Blender are unfamiliar with the timeline of its development, they wonder why other open-source software like Gimp "isn't more polished" like Adobe Photoshop. Well, Gimp never had investors write off €4.5M of development on it.
That was literally over 20 years ago. The majority of Blender's development has taken place while it was open-source; most of the features it's known for did not exist in the commercial version.
> Gimp never had investors write off €4.5M of development on it.
Notably, there is literally nothing stopping other Open Source projects from being given grants of millions of dollars other than social convention.
We saw this with Godot after Unity. There's a coordination problem here, but we all mostly recognize that many of these fundamental tools would be better if we all collectively put our resources into an Open tool that is focused on serving the community rather than exploiting it.
It's just that without shocking events that prompt the bigger players to say, "you know what, heck this, let's just fund a good tool", it's very tough to get people to make that kind of investment, even though it would very likely be better for them and in the long-run more cost effective for them if they did.
I would argue that the majority of Blender's development (both architecturally and in terms of cost) happened after its commercial origins. But Blender continued to get investment because the community was invested in building a usable tool that wouldn't force them to deal with the crap of the other commercial products in the 3D industry.
Haven't used it in ages, but Blender did not feel like an Adobe product when it was first open sourced. IIRC its UI was considered notoriously unintuitive.
There's no official RC1 build for download either, and hasn't been from the first of Nov (when it was supposed to be available).
I've been looking every few days from the 1st of Nov, and the Release Candidate date on the projects page was pushed back to the 8th, but not updated since then.
The official Projects page still lists the Blender 4.0 goal as only "92% Completed":
If there really is a 4.0 release that's available now, then they've seriously gone wrong with the communication parts of their release process. :( :( :(
Thank you for posting this :)
Demoscene people are the guys I'm most jealous of. Not some linux kernel maintainer of some fancy filesystem. Nah, but the things that can transport you into an entire new universe in your head.
Keep in mind that the Blender Open Movies are made by professionals who've been doing what they been doing for a long time, and there is a whole team making those, with roles specific to the area.
I don't think you could single-handedly create something like that at the same timescale as they created it. They basically have made a proper studio at this point and they're fine-tuning the workflows and processes of Blender by doing these movies.
So don't feel bad if you never would be able to create this alone, it is a team effort after all.
That said, the market is evaporating. Almost everything has moved ~to India~ [e: abroad] and there are barely any jobs left in USA, and those that do exist are being fought for by the many folks who have been recently laid off stateside. Sounds familiar...
I guess shadertoy and similar are where the Demoscene spirit lives on.
I'm curious: how do you imagine this working? Can you name a few examples of the learning possibilities that you have in mind?
Episode 1: https://www.youtube.com/watch?v=LsGZ_2RuJ2A
Episode 2: https://www.youtube.com/watch?v=xlqhdaLhRVY
Episode 3: https://www.youtube.com/watch?v=JM_WPiT6NRQ
https://youtu.be/eoY1Mc70uTo?si=ttU7szWsbWNXwLEz
The new features overview
https://youtu.be/LcQkk7NbOoY?si=ldo4tKz2WonBSe0h
The introduction to Node Tools https://youtu.be/Y8Udi1AkdGY?si=95AKQ0tUg4FJSLpM
Being that that's the normal place people expect stuff like that to be announced. ;)
Edit: The node tool introduction is now also live[2]!
[1] https://video.blender.org/w/ni4S8WYzVG9kqQ6mDjnY1s [2] https://video.blender.org/w/hyq7PB9uaUUKkjwSENxid5
Ahead of schedule
Under budget
Never wrong
Nevertheless what they currently do is nothing else than completely awesome and I am really looking forward to it.
Just flag it and move on.
As a commercial project it was a failure. It only became successful due to two decades of open-source development, and the willingness of its users to invest in it - even if only to stimulate the development of a competitor to expensive proprietary software.
Blender only became an even remotely viable option in 2011, after being open-source for 9 years. Its popularity only really started in 2019 after a massive UI rework made it actually nice to use. This and related changes led to Blender receiving a $1.2M grant in 2019, leading to other companies re-evaluating it and awarding even more grants.
If anything, compared to today's successes its initial proprietary development should be seen as nothing more than a historical curiosity.
Very little of what constitutes modern Blender came from NeoGeo/NaN. The original software was uncompetitive and unremarkable. In fact, Blender had to change most of its original UI conventions to feel less alien for CGI professionals. (because the original paradigm was from the ancient times before the commonplace UI conventions)
What made it stand out in the open-source community is devs using it for actually creating something (best investment!), positioning it at the intersection of interests of non-competing companies that need to get shit done, and also attracting a massive army of game modders.
That's what separates it from most open source projects: not that it started as a commercial product, but because its designers and developers stowed their egos and worked diligently on creating a solid piece of software (and documentation and community and support) for a long, long time. In this way, it surpasses even many of its commercial contemporaries, which are driven by a profit motive to become increasingly paywalled and enshitified.
Dead Comment
I wish they had at least a setting to change that.
So it's slow, bloated, and crashes regularly?
I think Adobe has really improved the last decade or so in this regard.
Blender is really amazing and just seems to get more powerful every year.
Learned python for use in blender, am a software dev in robotics now, using a lot of python.
Like EPIC giving them 1.2M: https://www.blender.org/press/epic-games-supports-blender-fo...
I'm amazed at how much prejudice people still have about open source projects.
The "open source" label applied to Blender today inadvertently minimizes the commercial origins of it.
Blender's development has a unique (accidental) history that other open-source projects can't replicate deliberately: https://docs.blender.org/manual/en/latest/getting_started/ab...
In summary:
- Blender was originally paid commercial software that attracts venture capitalists to invest €4.5M and funds the salaries of 50 people to work on it
- The VC investors later sell it at a loss for €100k back to the original team to release it as open source.
Because many users of Blender are unfamiliar with the timeline of its development, they wonder why other open-source software like Gimp "isn't more polished" like Adobe Photoshop. Well, Gimp never had investors write off €4.5M of development on it.
Notably, there is literally nothing stopping other Open Source projects from being given grants of millions of dollars other than social convention.
We saw this with Godot after Unity. There's a coordination problem here, but we all mostly recognize that many of these fundamental tools would be better if we all collectively put our resources into an Open tool that is focused on serving the community rather than exploiting it.
It's just that without shocking events that prompt the bigger players to say, "you know what, heck this, let's just fund a good tool", it's very tough to get people to make that kind of investment, even though it would very likely be better for them and in the long-run more cost effective for them if they did.
I would argue that the majority of Blender's development (both architecturally and in terms of cost) happened after its commercial origins. But Blender continued to get investment because the community was invested in building a usable tool that wouldn't force them to deal with the crap of the other commercial products in the 3D industry.
Every other year I follow that "make a realistic looking donut" tutorial but mine always comes out lumpy and misshapen.
Deleted Comment
I've been looking every few days from the 1st of Nov, and the Release Candidate date on the projects page was pushed back to the 8th, but not updated since then.
The official Projects page still lists the Blender 4.0 goal as only "92% Completed":
https://projects.blender.org/blender/blender/milestone/7
There's nothing on the Blender Blog about an RC1 being available for testing:
http://web.archive.org/web/20231114142752/https://code.blend...
Nor is there any mention in yesterday's weekly Devtalk:
https://devtalk.blender.org/t/13-november-2023/31960
If there really is a 4.0 release that's available now, then they've seriously gone wrong with the communication parts of their release process. :( :( :(
But there's still absolutely no mention of it on the official blog:
https://code.blender.org
Nor of the RC1 being available at some point before.
WTF? :( :( :(
https://news.ycombinator.com/newsguidelines.html