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I don't use Blender, so my admiration is from a distance but: Wow - what an impressive project. At least if I understand it correctly, this is a real pro-level piece of free and open software that's equivalent to thousands and thousands of dollars in closed-source commercial software.
Yes, it's had a lot of money put through it since its early days, with quirky shortcuts and quirky features.

Imagine if they made Gimp good, this would be what blender became in 3D.

They've done it right, with a foundation and it appears to run like clockwork. Feature wise it now rivals with some pretty expensive alternatives.

Open source; can win!

Its history is also one of perseverance. Blender was never a runaway success story, but rather a matter of becoming a little better every day and eventually getting a recognition for that.
It's not just incredibly powerful software, it's also incredibly fun and intuitive to use (once the UI has clicked with you).

There are still some areas where commercial competitors got edge, but Blender covers a wider base, is the more complete/universal software already. Lot's of people prefer Blender's UI. It's also rapidly developing, the competition is not. I am pretty sure it will become industry standard at some point. Maybe not for the big studios, who invested millions into custom pipelines, but anything up and coming.

Role model FOSS project for sure.

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Yes, but open source will never work!!!

That is 1000 proof pure distilled sarcasm.

The Oscar-winning animated feature movie “Flow” was made with Blender.
I really hope a similar revolution comes to photo and video editing. While there are plenty of really good FOSS video editors (including the one blender has), none of them are truly professional level. For photo editing, the GIMP is pretty much there, but it's old and crusty and maintained by a handful of people
For those of you who get value out of Blender please consider donating: https://fund.blender.org/ :)

It's a wonderful project. Even small amounts help. Thanks!

Done. I was feeling bad for saying how often I used blender without paying a cent not 20 seconds earlier in this very thread. Then I saw your message.

The fact that Apple Pay is an option made it take only another 20 seconds for me to throw some money at a great project.

Donated. Never used Blender and most likely never will, but to see such professional software going on and facing the big corporations gives me faith.
The demo reel for this release is seriously impressive. The video editor is also starting to get good. Still pretty buggy though.
What's the ideal route for someone familiar with 3ds Max to learn Blender? I feel a bit stuck with my proprietary skillset.
When I started on 3.2 there was a series of 3-5 minute videos covering the absolute basics of the interface, voice by some european (nordic?) guy.(Maybe CGboost 2.8 series?)

Were the concepts basic? Yup. But watching a 5 minute video on 1.5x speed gets through it pretty quick and covers some edge cases for the topic at hand, which can be surprising even at a basic level.

THEN MOST IMPORTANTLY you need to practice using the keyboard shortcut keys which are pretty essential to feeling like a native in Blender.

After the first X number of videos, if you can predict what is coming.. well, then you are bored and you are ready to step onto the next thing and explore that instead.

(edit: stick to points rather than rave on)

> Node-powered physics

Ah man, been waiting so long for this, finally! The integration with sound to geometry nodes is also great and will be a lot of fun for music videos.

Every day Blender inches closer to Houdini, and I for one am very happy about it :)

Really like the polished changelog notes they've done for quite some time as well, used to be a huge hassle to actually understand what changed and it's a breeze now.

I am using Blender since my Master thesis in 2017. It is impressive how much has happened. Also giving some money to them because they don't get that much donations (if you compare it to Thunderbird for example).
The most impressive thing about Blender is how it feels like early 2000s-era creative software. And I mean that in a good way (blender was actually awful back then, but it's great now)

It opens instantly on my computer. It's fast. It's lightweight to the point my fans don't even spin up no matter what I do. It's customizable. It does everything I want to do and it never gets in the way of me trying to do my job. Meanwhile Photoshop these days randomly shows fucking popups about features and begs me to use its cloud scam, it's slower than it was 20 years ago without offering significantly better features, and the UI has somehow gotten worse when it was fine before. Blender does everything right. All I want is someone to take Blender's design philosophy and make a 2D image editor for desktop. Or hell, everything. I'm sick of bloat and BS in every damn app these days.

This on a M5 Max machine with 40 core GPU and 48GB ram is pretty fast. Preview cycles directly on the canvas without much delay. Can't say the same on my older M1 Ultra machine. Blender has come a long way and is very impressive how it is evolving in such a good way.
Nothing feels better than mastering a specific workflow in Blender. After using visual studio all day, it's like a breath of fresh air to click through a scene and have the tool respond like it actually cares about UX.
I've always been confused how all the CGI world is helping you get into flow with complex data while IDEs felt so heavy and glitchy.
> Nothing feels better than mastering a specific workflow in Blender.

But nothing feels lousier than coming back after a few months and finding out that you've forgotten how the workflow goes.

Slightly Off topic: For those working inside the industry, Is the professional space still dominated by 3D Studio Max and Maya?

I just checked Lightwave 3D and Cinema 4D is still getting updated. Just found out Zbush got bought by Cinema 4D. And Foundry decided to wind down development of Modo. A lot of these names were big in late 90s and early 00s. I am wondering if everything is still pretty much the same.

Speaking of 3D Modelling software I am still pissed the whole CGtalk forum got deleted and decades of community knowledge wasn't even backed up or sold.

Nuke, Fusion and Houdini are the de-facto for animation and still very heavily used.

I've worked in the animation and currently the VFX realm.

I know games at least are still predominantly done in Maya. That's starting to change, with newcomers having learnt blender and anything indie-adjacent using blender for years, but large AAA studios have used Maya for so long switching still isn't worth it
Even if you never use Blender, I highly recommend you to donate to the organization if you happen to donate to non-profit tech organizations/projects.
As a Python fan, the mention of a node-based physics engine was a jumpscare.
Blender is certainly a great software, but there are still remains of bad UI choices, for example how zooming works

https://blender.stackexchange.com/questions/644/why-does-the...

They improved the UI already, but maybe they could improve it a little bit more. And this is not the only frustration, I constantly have to ask around for little things like that.

Also important to know, but late blender versions don't support old GPU, which is a bit sad: I can't use late blender version on my old thinkpad which only has a graphics chipset.

I'd bet your issues with blender could be fixed with configuration or rebuilding the program with older graphics renderers available, it being open source makes alot of the preference issues with blender resolvable imo.
As someone who spent quite some time (>1000hr) in Houdini, I really wonder what's the secret behind Blender's rendering engines and why SideFX failed to catch up. Cycles are so much faster than Karma on my machine. Eevee can get impressive results in real time while Houdini's real time viewport is bare bone.
I love that Blender exists and I donate to it at a high-ish $$$ level monthly.

That said, I can't help but feel something is wrong with 3D asset creation in that becoming an expert at Blender or 3DSMax, Maya or literally any other 3D creation software, it's a multi-month if not multi-year project. There are 1000s upon 1000s of options buried all over in nested upon nested options.

Maybe AI will solve this. You ask for or sketch what you want and it does the 3000 steps to create it for you.

There just has to be a better way than what we have now. It (3d asset creation) practially hasn't changed much since ~1995. If you compare 3DSMax 1995 to Blender, with few execptions, you'll find them very recognizable. Yes, there are amazing features that have been added but still. It's quite a slog to get good at, not just artistic good, that's a whole extra level of training, I just mean good at knowing where and how to use the software.

I wish I had an idea for how to make it easier.

Blender SYCL Back End question, is there any potential there to get Polaris and Vega iGPUs/dGPUs working for GPU accelerated Cycles rendering via SYCL? And so AMD's abandoned Polaris and Vega for ROCm/HIP support but what about SYCL and that Accelerator ecosystem that's more cross platform in the same manner that OpenCL once was with regards to GPU compute!