Aside from all the usual and well-deserved high praise I'm seeing, I feel like there's something more worth pointing out:
Blender has made 3D work much more "mainstream". I see many videos/pictures/tutorials with views in the millions(!), and much more overall interest in using the software. Not just the pretty visuals and talented people, but the whole program itself seems to be gaining traction with the more "normie" crowd.
That also made me realize something else: Blender is now the default for anything that's not extremely high-end/resource-intensive. If you ever hear about anyone doing any kind of 3D work, they're probably using Blender.
And this has creeped into the mainstream in a way only very established brands like Coca-Cola have. Nowadays, "Blender" might as well mean 3D photoshop/illustrator for most people.
I have been working in the CG / 3D industry for quite some time... when i first started about 15 years ago... Maya was the default... everyone knew it, it was THE default. That being said we have been on blender since 2.5 days.
I was talking to someone on the weekend, and found out they were studying animation... i was like oh so youre using Maya? they were like whats maya?
There has been a massive shift. I think there was a new era brought about when 2.8 was released. With it, they really pushed their dev fund, which helped them to get better, which made them bigger, which got them more donations, which made them get better. Cyclical loop.
There's a great lesson here. People will want to use what they learned, and if they can't learn on your software, they won't be inclined to try it later. It doesn't really matter for the first five years or so of your company, and that's longer than most startups exist, but once you're #1, you need to start thinking about the pipeline of new people. There's not a lot of motivation for individual employees (even CEOs) to think this way because they probably won't be in the role by the time it matters, but it's important.
Would Blender have taken off as fast if Maya had a free tier? I doubt it.
I remember hearing about Maya when I was studying in college. It's was so expensive and essentially unobtainable unless you were in the industry. Blender has democratized 3D modeling and animation so much.
For me 20 years ago there was also the fight between Maya and Max. But yes Maya was the standard. Our company switched also to blender which would have been crazy 10 years ago. It’s an awesome story for Blender and it community and of course the people given their heart and some into this software.
I started doing 3D on the Amiga so I grew up using for the most part Lightwave and later moved to Softimage (until those cunts at Autodesk killed it). I also managed to get a copy of Maya 1.0 beta (it was 0.9x something) from a friend that had friends at a big studio.
I remember how everyone was very into 3DSMax for the longest time. Then everyone was into Maya. Briefly some people even switched to Modo.
Blender has come a long way from v2.x where some people started to use it. It's brilliant seeing how many people have adopted it. I also noticed a strange shift in knowledge. Like something has been lost in translation. Many 3D concepts are getting rediscovered today by a generation that never heard of 3DSMax, LW, SI, etc. It's a fascinating.
No love for Cinema4D? I don't do 3D professionally, but I've played with it since the 90s (Strata 3D, Infini-D, RenderMan, Playmation). I've subbed in as an artist on some motion graphics projects here and there. I've never found anything as comfortable as Cinema4D, to me. For software with such a vast number of options, Maxon makes the UI somehow fairly comfortable. And every time I've tried to play with Blender, it seems extremely daunting.
Maya was always pirated by amateurs. The reason it fell out of fashion is probably because torrenting/pirating stopped being seen as "appropriate" for amateurs or learners.
The palaeontologists on the floor above mine have posters everywhere about using blender to study dinosaur locomotion. I think they do 3d scans of fossil bones and the. Try to recreate musculature. Blender is everywhere.
I've been learning Blender to make reference objects for my drawings, so this is definitely true. It's simultaneously pretty easy to learn the basics, and also extremely daunting because of the breadth of the features lol.
There’s Darktable which is a pretty good alternative to Lightroom. When I looked into it a couple years back, a friend with Darktable was able to get the same results as I with Lightroom, with the same amount of effort. But when I tried, well… The effort to re-learn was too big, cheaper to just keep paying Apple. I imagine now they lag on AI features too.
Adobe for a loong time (up until CS6) didn't give a fuck about piracy. Everyone with an interest in media when I was in school had a keygen and learned Photoshop, some even started small solo businesses with a pirated version until they had enough money to buy the actual thing.
On top of that, developing for photo, video and audio is hard due to all the maths involved. The amount of brains capable of that wizardry is finite, the amount of brains able to do open source work in that field is even less, and other FOSS projects compete heavily for these brains.
> I remember using Blender when everyone was saying how terrible of a UX it was.
I remember those days too, and I also remember that once I actually adapted to how Blender worked, it turned out it was superior in many ways to other 3D software of that time period. The workflow was just too different for a lotta folks to adapt to. Fast forward a couple major version numbers, and Blender's mostly kept everything that was great about how it worked, and managed to cater in many ways to those who could not adapt to how different it was. It's been so much ongoing massive improvement without all the usual destruction of everything that it was already doing right that we so often see.
It’s far from perfect but it’s miles from where it was. It still has some quirks I’d like to see closed up. Side tool panels vs side bar properties panels is confusing to new users who are looking for their “thing”. Texture painting needs some TLC but it’s usable. All in all, Blender 4 is a completely different animal than Blender 2 and you can tell. Grease pencil is a game changer. Sculpting too. You don’t need anything but Blender (maybe Krita).
I switched from 3DSMax to Blender and I’ll never go back. Rigify still makes tons of shapes (max has a bipedal model to represent the bones) but it’s finally one-click rigged. Very rarely do I need to modify weights or get into the weeds of the rig.
Not defending anyone here, and I don’t disagree that the commercial products are hugely expensive, but it’s better now than it was at the turn of the century. Licenses cost in the tens of thousands per seat, rendering software was similarly expensive and rarely included. To add insult to injury, artists needed high powered workstations that also cost tens of thousands! Blender has definitely had an influence on the status quo.
I really wish GIMP could take a page from their playbook. The GIMP 3.0 release was such a disappointment (and also unusable... Switch between brush types and it crashes).
Same. I've only ever been a user in Blender and it pushed me to use Python as my first programming language since I could script Blender with it.
IIRC, I first started using it with version 2.32 when I was an early teen.
I still have a .blend file somewhere with a textured model of a LOTR Fell beast/Nazgul, that I created painstakingly and cost me some exam points as I preferred 3D modelling to studying.
Inkscape makes so much more sense to me than Adobe Illustrator ever made. Maybe it's how I use it, or what I'm looking for as output, but I've been happy with Inkscape since around 2006/2007.
Blender is amazing, and miles ahead of Gimp and other FOSS editors.
That said, I can't help but feel that all of the current generation of leading 3D software (Blender, Unreal, etc. ) is going to be replaced by something just around the corner. The progress in 3D AI is nothing short of phenomenal. It feels like soon nobody will ever have to worry about sculpting or retopologizing or rigging. An entirely new class of tool will take over.
It's not just 3D. It feels like the current generation of artistic tools (Photoshop, Illustrator, etc.) are about to be wholesale replaced with Gen AI tooling.
AI plugins (eg. the Krita plugin) are too steeped in the old world of editing. New tools will probably be AI native and prefer AI workflows for reaching the same coarse- and fine-grained outcomes.
I don't expect these tools to be used by the masses that are prompting AI slop like "50's Panavision Wes Anderson", but rather by working artists. Genuine Gen AI tools for artists.
I've been making short films on the weekends with Blender, ComfyUI, and a mix of custom software. The AI pieces are doing the heavy lifting, and my productivity is 10x what it was before Gen AI.
as wonderful as Linux is, it started as a Unix clone and a lot of its initial popularity can be attributed to providing a free version of something that used to cost money.
Blender and Ghidra were started from scratch and are considered top tier in their niches. So I feel a sense of community pride for them more than I do for Linux.
The question is flawed, though, because the best OSS software is obviously Emacs ;)
This is a real "daddy or chips" question, because they all do completely different things. Blender possibly best in terms of "compared to an expensive commercial product". Ghidra is incredibly powerful but has a weird look and feel. Linux is undoubtedly the most influential of those three, but if it had never been invented perhaps we'd be using a BSD instead?
"Best" in terms of "achievement by a single programmer (almost)" is Fabrice Bellard's ffmpeg and QEMU.
> Blender 4.4 is all about stability. During the 2024–2025 northern hemisphere winter, Blender developers doubled down on quality and stability in a group effort called “Winter of Quality.”
Given the name choice “Winter of Quality”, I’m impressed at the rare cultural and geographical awareness that led to specifying “the 2024–2025 northern hemisphere winter” here.
Oh, I’m plenty used to it, being from Australia. It’s just so painfully common for northern-hemisphereans to use seasons or other vague cultural elements¹ to anchor things (southern-hemisphereans don’t really do it, in my experience), that it’s refreshing to find a case of people using it but being aware.
(These days I have a new difficulty: I moved to India last year, and although the seasons are closer to the northern temperate and sub-arctic seasons, they don’t match exactly.)
—⁂—
¹ I don’t count “Christmas” as this, because it’s a specific term for a particular time… well, apart from certain Eastern churches and Julian calendar users. I mean things like using “holiday” as a time of year, which completely baffled me in https://news.ycombinator.com/item?id=23244207.
It's a confusingly jumbled title. I think it's supposed to mean something like "New version of Oscar-winning Blender software released" (which is still inaccurate—it wasn't Blender that won the Oscar, but an Oscar-winning film was made using it). It looks like this release celebrates that win by using art from the film for its splash image.
Can someone explain the title to me? What does it mean to release a "version tool"? Or do they have a special version for Oscar winners which is now publicly released? Or is this just some extra tool you can put on top of regular Blender? I simply don't follow.
I don't think the title reflects the contents of the article. I believe a more accurate title would be "Blender, the tool behind an Oscar winning movie, releases a new version", because as far as I can tell the movie referenced that won the Oscar (Flow[0]), was using LTS version 3.6[1]
Rather than a tool, the real people should be highlighted here. Blender’s success in the open source space is atypical. The difference is surely just a group of brilliant people who just happened to take interest and found about this project. Or maybe animation studios are incentivising blender development because of the high price of commercial alternatives. Or both. In any case the individual devs should be championed than just the group.
it was from a guy with a considerable amount of money (and experience on Maya) compared to [most] people who use Blender daily...
open source is not atypical, i think. Linux basically runs more than half of the computers worldwide, 3D printing software is FOSS as far as i'm aware, Godot is one of the biggest Github projects, programming languages are open-source, novel techniques of sound synthesis are already surfing on stuff like Csound/SuperCollider (which both are decades old and FOSS), a bunch of atemporal FOSS text-editors on the hand of a bunch of developers developing closed-source stuff and the list goes on
Open source rules the hidden parts of nearly everything (servers, programming languages, etc). It's atypical for user facing software to be open source and "world class". Of course there are exceptions (like Blender, for example) but generally the commercial version of user facing software is more advanced/well liked/industry standard.
I've noticed a trend lately with open source projects, notably Godot and Blender, having visually impressive release notes. I hope this trend continues.
It's just a gut feeling instead of a proper evaluation of different apps, but I always feel Blender and Houdini are made by developers who care, while other 3D packages are, well, not.
I really want to learn Houdini. Their pricing model is not even that bad (just 200 USD/year if you are indie), but even that is a hurdle when the alternative (Blender) is free and so good (or just plain better) for the 98% of what I want to do. Also, I do manage to crash Houdini more often than I manage to crash Blender, so there is that....
Different tools for different purposes. Blender is in the Maya paradigm, and doing pretty well in that. Houdini is more like a DSL for computer graphics and can end up being both the most low level and the most high level tool in the industry. There's no mystery about why the industry has mostly settled on Houdini + one other complimentary DCC.
Anything procedural works so much better in Houdini I find. I was excited about the geometry nodes in Blender and had some fun with them, but always hit a wall where things in Houdini are much better designed and much more powerful and flexible. But it's a steep learning curve and I forgot most things again because I don't really have to use it regularly.
I had the indie license for a while (purchased privately) and just making things shatter and explode was satisfaction enough. I did this mostly for learning and fun
I would love to check out touchdesigner some day, I'm a Houdini pipeline TD (and creative too) and Touch started as a fork of Houdini from quite some time ago specialised for real-time (and the real-time-ness of demoscene is one of my favourite things ever!) However iiuc Touch is Windows-only.
I wonder whether under wine it might benefit from the 'ntsync' thing that just got added to the Linux kernel (as a module) (Currently also on hn front-page) as long as there's a free training version of Touch I'll definitely check it out once the new kernel gets into Gentoo!
Blender has made 3D work much more "mainstream". I see many videos/pictures/tutorials with views in the millions(!), and much more overall interest in using the software. Not just the pretty visuals and talented people, but the whole program itself seems to be gaining traction with the more "normie" crowd.
That also made me realize something else: Blender is now the default for anything that's not extremely high-end/resource-intensive. If you ever hear about anyone doing any kind of 3D work, they're probably using Blender.
And this has creeped into the mainstream in a way only very established brands like Coca-Cola have. Nowadays, "Blender" might as well mean 3D photoshop/illustrator for most people.
I was talking to someone on the weekend, and found out they were studying animation... i was like oh so youre using Maya? they were like whats maya?
There has been a massive shift. I think there was a new era brought about when 2.8 was released. With it, they really pushed their dev fund, which helped them to get better, which made them bigger, which got them more donations, which made them get better. Cyclical loop.
Im excited to see where they go next.
Would Blender have taken off as fast if Maya had a free tier? I doubt it.
I remember how everyone was very into 3DSMax for the longest time. Then everyone was into Maya. Briefly some people even switched to Modo.
Blender has come a long way from v2.x where some people started to use it. It's brilliant seeing how many people have adopted it. I also noticed a strange shift in knowledge. Like something has been lost in translation. Many 3D concepts are getting rediscovered today by a generation that never heard of 3DSMax, LW, SI, etc. It's a fascinating.
Do you expect this to influence their profits significantly? If yes when?
Did they already "react" to Blender (e.g. by speeding up development)?
On top of that, developing for photo, video and audio is hard due to all the maths involved. The amount of brains capable of that wizardry is finite, the amount of brains able to do open source work in that field is even less, and other FOSS projects compete heavily for these brains.
She also loves to watch some of the short anime made with Blender based on some Roblox games.
Open source is amazing on this aspect.
Also saw a non techie casually mention using Gimp.
These tools are reaching more people, slowly but surely.
Blender is a jewel of the FLOSS movement and a history and behavior that must be mimicked by many other projects.
Looking forward to more successes like this.
They've turned it around and it's become a default-first for many artists.
Open source of not, it of course helps, that the competition charges absolutely mind-bogglingly high amounts of money, for a similar offer.
I remember those days too, and I also remember that once I actually adapted to how Blender worked, it turned out it was superior in many ways to other 3D software of that time period. The workflow was just too different for a lotta folks to adapt to. Fast forward a couple major version numbers, and Blender's mostly kept everything that was great about how it worked, and managed to cater in many ways to those who could not adapt to how different it was. It's been so much ongoing massive improvement without all the usual destruction of everything that it was already doing right that we so often see.
I don't know what ingredient made their community so vibrant but it's worth writing it down
I switched from 3DSMax to Blender and I’ll never go back. Rigify still makes tons of shapes (max has a bipedal model to represent the bones) but it’s finally one-click rigged. Very rarely do I need to modify weights or get into the weeds of the rig.
Is that the solution to other creative tools? Identifying other cross platform capable proprietary software that can be purchased and relicensed.
The UX is still quite different to all the others, but absolutely approachable now, and not the complete brainFun that ZBrush is, for example.
It is crazy that the industry is still charging so much, but with Blender (and Unreal) catching up every day, their days are numbered.
It isn't terrible anymore but still bad.
Eh, the same complaints are the same as always. Expectations have improved, tho! I think that's what we're seeing here.
IIRC, I first started using it with version 2.32 when I was an early teen. I still have a .blend file somewhere with a textured model of a LOTR Fell beast/Nazgul, that I created painstakingly and cost me some exam points as I preferred 3D modelling to studying.
Good times
It was great at the time, I’m sure has improved a lot in the last 8 years too.
Blender and Inkscape are some of the software listed in the credits.
Who would have ever thought at the time it would create and render a beautiful Oscar winning movie.
That said, I can't help but feel that all of the current generation of leading 3D software (Blender, Unreal, etc. ) is going to be replaced by something just around the corner. The progress in 3D AI is nothing short of phenomenal. It feels like soon nobody will ever have to worry about sculpting or retopologizing or rigging. An entirely new class of tool will take over.
It's not just 3D. It feels like the current generation of artistic tools (Photoshop, Illustrator, etc.) are about to be wholesale replaced with Gen AI tooling.
AI plugins (eg. the Krita plugin) are too steeped in the old world of editing. New tools will probably be AI native and prefer AI workflows for reaching the same coarse- and fine-grained outcomes.
I don't expect these tools to be used by the masses that are prompting AI slop like "50's Panavision Wes Anderson", but rather by working artists. Genuine Gen AI tools for artists.
I've been making short films on the weekends with Blender, ComfyUI, and a mix of custom software. The AI pieces are doing the heavy lifting, and my productivity is 10x what it was before Gen AI.
Blender and Ghidra were started from scratch and are considered top tier in their niches. So I feel a sense of community pride for them more than I do for Linux.
The question is flawed, though, because the best OSS software is obviously Emacs ;)
"Best" in terms of "achievement by a single programmer (almost)" is Fabrice Bellard's ffmpeg and QEMU.
Deleted Comment
Given the name choice “Winter of Quality”, I’m impressed at the rare cultural and geographical awareness that led to specifying “the 2024–2025 northern hemisphere winter” here.
(These days I have a new difficulty: I moved to India last year, and although the seasons are closer to the northern temperate and sub-arctic seasons, they don’t match exactly.)
—⁂—
¹ I don’t count “Christmas” as this, because it’s a specific term for a particular time… well, apart from certain Eastern churches and Julian calendar users. I mean things like using “holiday” as a time of year, which completely baffled me in https://news.ycombinator.com/item?id=23244207.
Deleted Comment
[0] https://en.wikipedia.org/wiki/Flow_(2024_film) [1] https://www.blender.org/user-stories/making-flow-an-intervie...
open source is not atypical, i think. Linux basically runs more than half of the computers worldwide, 3D printing software is FOSS as far as i'm aware, Godot is one of the biggest Github projects, programming languages are open-source, novel techniques of sound synthesis are already surfing on stuff like Csound/SuperCollider (which both are decades old and FOSS), a bunch of atemporal FOSS text-editors on the hand of a bunch of developers developing closed-source stuff and the list goes on
Less visually impressive than these, but definitely more than the norm, and packed with deep dives into the development of certain features.
I had the indie license for a while (purchased privately) and just making things shatter and explode was satisfaction enough. I did this mostly for learning and fun
I wonder whether under wine it might benefit from the 'ntsync' thing that just got added to the Linux kernel (as a module) (Currently also on hn front-page) as long as there's a free training version of Touch I'll definitely check it out once the new kernel gets into Gentoo!