Blender is the application that with support has the best chance of being built 
into the application people want to use.

Was fiddling around with it last night and they have solved a lot of my 
frustrations with the UI (this is the 2.70 RC version)

Kind regards

Angus
________________________________
From: Dan Yargici [[email protected]]
Sent: 10 March 2014 03:08 PM
To: [email protected]
Subject: [OT] Some musings regarding Blender...

I started to write this post at the end of last summer and it sat unfinished in 
my Drafts folder, so I've just corrected a couple of things and I'm throwing it 
out there as is....

DAN


I've recently (well, on and off over the last year or so and more frequently of 
late) started learning Blender and trying to integrate it into my 
workflow/toolset and far from being painful, I have found it to be quite a 
refreshing experience.

I'm working on the premise that it's something I will always have at my 
disposal wherever I happen to be working due to it being free and on all 
platforms.  As I don't work in large shops with rigid pipelines it's not really 
an issue in circumstances where the asset or shot can be worked on in isolation 
and it's in these situations that I've tried to incorporate it into my work.

The obvious cost implications of working with a 'foreign' piece of software in 
a company, and the time required to get the myriad license systems out there 
working will not gain you fans in the IT/Tech/Engineering department.  As 
Blender is free and easy to install (if you don't want to you can just extract 
and run it - I run it off my USB stick) you can also soften the blow with 
regard to company politics.

Things as a Softimage user I like - here are some examples:
* Sculpting - it works well for simple to moderately detailed sculpts.  There 
are a wide range of sculpting tools available (all the usual suspects - 
inflate, crease, smooth etc...) and you can use all the tools for 'regular' 
modelling also.  With the recent introduction of dynamic topology, it also 
became much more powerful.

* Texture paint - not exactly rocket speed in all circumstances but I've been 
happily painting 4k textures on moderately detailed meshes using procedurals, 
stencils and regular brushes for a couple of weeks and hit very few snags.  
They are planning to merge in some improvements in 2.71.

* Procedural Textures - can be used by everything, you can use them to texture, 
paint, mask, sculpt, filter particle emissions.  Whatever you like.

* Rendering - Blender comes with two renderers - 'Blender Internal' and 
'Cycles'.  Blender Internal is the older legacy renderer and Cycles is the GPU 
accelerated (CPU also supported) renderer being actively developed going 
forward.  I won't write a ton about it, you can read a little more here
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.61/Cycles
There are also a ton of alternative 3rd Party renderers.  Even Vray recently 
announced official Blender support.  Blender has a node-based Render-Tree like 
interface.

* Smoke simulation - fairly well rounded and featured, with minimal issues and 
constantly being improved.  Support for wavelet/FFT high resolution detailing, 
adaptive domains, the ability to advect the simulation with particles (and vice 
versa), and much more.  VERY fast to render if you use Blender's internal 
renderer (however with the rather huge caveat of the lack of motion blur).  
Cycles integration expected soon-ish
https://www.youtube.com/watch?v=pYNr0ZtyD1c

* Dynamic paint - same concept as Helge's pixel particles, but without the 
particles, and fast.  Really well implemented IMO.
https://www.youtube.com/watch?v=PcWXFtnh2bk

* Modelling tools - While I'll always prefer modelling in Softimage, some of 
the modelling tools in Blender are great and there are some that are really 
well-suited for re-topology.  Soft's Alt-pivot is great, while Blender has the 
same idea (well, it's pretty much the basis of operation in Blender), it's 
pretty clunkily implemented in comparison.

* Interface/GUI - It feels quick, slick, modern and adaptable next to 
Softimage's tacky, rounded, cheap-looking abomination of a 'look' (I've never 
liked it, in case you didn't guess :))

* Camera Tracking - Blender has a pretty solid, basic and fast camera tracker.  
Not a serious replacement for the competitors but usable even in it's current 
state.  A lot of developments expected soon.

* Compositor - Blender has a fairly feature-rich compositor.  Probably as 
useful as the FXTree, not a replacement for Nuke obviously...

* Development - there is so much buzz around development for Blender, and you 
get to have a chance to see and influence it all.  Here you see a post from a 
developer at Pixar who wants to integrate OpenSubdiv support in his spare time!
http://www.blenderartists.org/forum/showthread.php?319079-Advice-for-test-OpenSubdiv-integration

Another thing I personally appreciate is that they're not against throwing out 
the old to bring in the new.  This is something I feel Softimage has been too 
rigid on.  I understand and appreciate the reasons and what the guarantee of 
feature retention means to some, but in the case of Softimage, I'd argue that 
it's not always been a benefit for the user base as a whole.  Especially with 
regard to the way I use the software personally.  Just my opinion.

Anyway, there's plenty more but I'll leave it there.  The point I'm trying to 
make is that I think everyone, whatever they intend to use as their 'main' 
workhorse package, should support Blender, and by that I also mean financially. 
 I've committed to donating 5 dollars a month and I'm sure I'll up that in the 
future as I exploit more and more of it's features.  If they can make this much 
happen with what they receive now, imagine what they'd manage with some decent 
support.

You can visit these sites to see more of it's capabilities.
http://www.blenderartists.org/
http://cgcookie.com/blender/

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