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@daveleitz68 : I'm not a Fanboy either but after Andrew's presentation, some people see it all black or white. And thing are not like that at all. I'm just trying to explain few thing. What software need is a little love. I'm using some old discontinued software sometime, just because I like them
About render engines, Mitsuba is very good and has many rendering options that I didn't see in other rendering apps and is superior to Luxrender in my view. Not sure it needs further development. The integration is complete, you may need to read a bit of scientific papers to get all the potential
Luxrender's integration is complete. You have all the options and you even can use nodes to create shaders.
Matt Ebb's previous integration of 3Delight in Blender is good but doesn't work in recent blender builds (not unless you fiddle with Python). It features GI with point cloud or raytracing and is easy to setup if you want to use photon based GI. You can use 3delight shaders without problem. Some functions are missing, but overall it is a good integration. Matt began to rewrite his addon but it is a work in progress
Povray's integration is good. It has Spectral rendering since last year. It always has been a good render engine. It doesn't matter if other people use it or not. If you like it you use it.
Micro Render is a new little unbiased engine that is blazing fast. If you want to do animations, it may be the best choice when it's development is finished. For now only a demo mode with a logo on the render is available.
Yafaray is one of my favorite renderers but it's development is slow and lacks of features like SSS (although there is a special build available with SSS, GPU photon mapping and irradiance cache). It could be a good choice for animations if using direct lightning
Nox, Corona, and Appleseed are new path tracers under development. Didn't have time to really test them. I can only say that Nox is slower than Cycles, but it features a material database which is a good point. Nox will remain free from what I've read but for now it can't really compete with other path tracers in term of speed. Corona seems good but it will become commercial when it is complete. Appleseed is aimed at being a programmable production ready render engine. It's already not bad
Pixie and Sunflow are not fully integrated but I like to play with render engines. Real time GLSL may be the future in some field like game but not really for VFX or other common rendering area. And still it's better to know GLSL programming to use that. Path Tracing with real time preview is rather gaining popularity but rendering on Graphic card isn't as scalable and controllable as with CPU rendering yet. For VFX and movies, it is still far away, considering that for a movie like Avatar, the asset weighted many hundred of Gigas. I don't see how you fit that in a 6 or 8 Gig card yet as hybrid rendering is not that ready. It's OK for little still rendering or Archviz. May be animations if you don't push it too much
@Kyoto : If you want an easy to use application for basic Box/Vertex Modeling/UV Mapping and painting/Sculpting I advice trying Metasequoia.
It has a simple interface and is very beginner friendly. It has a free and a paid version with advanced features.
If you are still unsatisfied, you can also try Shade 3D which is a popular 3D modeling tool in Japan. You have 3 versions : Basic at 99$, standard at 249 $ and Pro at 499 $. There is a free version for Unity or a trial version that you can try too see if it fills your need. I 've just seen the latest version has poser integration. So it may be a good tool in your software box. Worth a try in my view.
[Edit to add] : What Andrew proposed, need a complete rewrite of blender from scratch. That is not as easy as many people think. The UI and API code are not separate. That is why you won't get such version anytime soon. And I don't see BF devote all it's resource and delaying project for that. It would mean a step back of a few years in development. Would dropping all current project and current user base to get beginners worth? Andrew's presentation made it a false belief that it is an easy thing to do. It is not
...I'm somewhat familiar with Shade. Looking at it's features though I feel it is somewhat redundant with Carrara 8.5 which I already have (even to the symmetric/mirrored modelling). Also only the Pro version can import/export formats that I already can with Hexagon and Carrara, or could with Metasequoia.
Metasequoia.appears to be closer to what I am looking for, a dedicated modelling application without all the other features I don't need as I already have them with other softwares. Also, the price is very attractive. My only concern is support after purchase as it appears it is a single individual who is marketing it.
My reasons for pushing the UI question regarding Blender are that I know it is a powerful application that has a lot of support. I would like to stay with it but I just do not have the "technical/programming" mindset to deal with how it's interface functions. I am primarily an artist with an extensive background in the traditional media.so again I tend to work better with more "visual" references which is why the Blender interface as it stands just doesn't work for me. To have to go to the net every couple steps to look up what this or that is supposed to do or how to set a tool up to work more "intuitively" has a heavy impact on the "learning flow" which in turn impedes any sense of workflow to the point I don't feel like I'm really going anywhere with it. I don't know how script (which seems to be central to the customization process) as I just don't grasp it's concepts since I do not "think" in that manner.
Again, if someone in development or the community would create scripts for custom layouts that focus on the basic functions in Blender which can be applied and saved as a preset or even the default interface when the programme is opened, that would help smooth some of the steepness out of the curve.
Kyoto Kid, I fully understand your reasons for wanting a more intuitive approach to creating art. I like Andrew's proposal and would love to see at least some of his ideas integrated. But, maybe Takeo is right, and there is only so much that can be done within the current structure of the program without a complete rewrite.
Blender is being 'marketed' to small animation studios. I think Ton's comments about the target 'audience' are being somewhat misconstrued. While it's true that it is probably the most accessible application for the average Joe or Jill with more time than money, beginners are not the intended users. A small studio of experienced CG artists can use the program to create images and animations for advertising for paying customers. In this economy, I tend to think that margins and time constraints are pretty tight. The money not spent on expensive software licenses could be used to hire talent or lower pricing for services. Fast and predictable render engines save time (and money), too.
Is Blender meant for the Big Time Box Office production? Probably not. The time and expense required to create a hit movie justifies the investment in the latest commercial software and production hardware. Just look at all the people behind the scenes in the credits of any major motion picture.
When I wrote about 'real time rendering' being the future, I was, of course, writing about games. Now, I'm not saying that Blender needs a commercial game engine, but lets not forget that integration with such should be a high priority for Blender developers. With the coming release of two major game consoles and a growing portable market, I'd say that interactive CG is where the growth and profits are at.
...and this is why I have gone pretty much nowhere with modelling.
I really cannot afford ZBrush or Modo. Hexagon, like I mentioned, is unstable and is in need of updating but pretty much looks to be a dead end. Silo has been changing hands which is a sign of heading towards "abandonware". Other ones suggested leave me with questions about support.and the possible longevity of the programme. I don't wish to sink time into learning something that could end up discontinued several months from now.
Overall, Blender has probably the best support of any application, even compared to commercial softwares. I just wish someone would help to break down the wall a bit.
Now we're talking about game engines. another feature to add to the already confusing array of features and tools that Blender encompasses in a single application. It makes me wish that Blender had been created in a more modular structure so one could choose the part that focused on the immediate need.
I don't know, maybe someone needs to come up with a "Blender Lite" (I know, sounds cheesy) or "LE" to help newcomers grasp the basics before they move on to the full blown application.
...and again, what about pre written installable scripts for those of us who don't do scripting, that would help set Blender up for a particular "job" or function?
As to "Big Time" Production use. Many studios go as far as to create their own custom software (look at the pre production for Pixar's Brave, they developed both thei own custom hardware and software just to create Merida's hair). Yeah, E-on is all juiced about Vue Infinite being used for Avatar (the first time I saw the promo for the film I knew), however it doesn't hold a candle to the level of detail Pixar went to with Brave.
Hello,
I'm reading here about "The Cookie Flex Rig": http://www.blendswap.com/blends/view/61707
I have to translate into Portuguese of Brazil, which is my language, and once I even translated the reading I understand, but ... What really makes this Flex Rig The Cookie?
It transfers the bones of one character to another ... or am I playing wrong?
@Kyotyo : I just saw some tutorials about modeling in Carrara. So you have pretty much what you need to begin in there. The interface is personally not my taste. So I know it's not for me.
I think that every software has it's own way of thinking which may or may not be adapted to one's way of thinking. But I don't really agree about saying that when there is no more dev on a software it should be left away. As long as the software is stable and can allow you to do what you want, then it's fine. So if Silo is what you need then buy it and use it. I find Hexagon good, but when it crashes every 10 min, can't stay with it.
About what you need in Blender, you can try to use 3D Nav addon in addition to Icon tools addon which will get you basic mesh editing on the property shelf to begin with (see http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Icon_Tools)
See screenshot below
However you will be limited in your actions if you don't understand the Blender UI system, so I encourage to read that wiki page http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Blender_Windowing_System and eventually Gedd's beginner tutorial
@Jorge : you should have a look at a tutorial http://www.youtube.com/watch?v=Xg1r-UzvgC8&hd=1
...this looks to be a better starting point compared to the default interface.
Yeah I gave up on Hexagon because of the instability and terrible UV wrapping tool (and I actually paid for it years ago). About all I use it for pretty much is converting .3ds to .obj for use in Daz Studio. However, Carrara can also import .3ds as well as .lwo (with materials), .cob, & .dxf. Most useful to me of he CAD formats is .stl. which only Blender can import.
Again my feeling is Carrara modelling is good for creating/altering meshes for use within the application, however most content creators tend to use Modo, C4D, Zbrush, 3DS or Blender.
I'll take a closer look at the Interaction tools.
I notice there are several Theme preset scripts as well one that has a Hexagon theme. However hen I try to download it FF kicks up an "Untrusted" warning saying that Blender.org uses an invalid security certificate and it's "...not trusted because the issuer certificate is unknown"
also, when I go to the link you supplied for the Icon Tools, all I get is a large textfile after clicking on the download link. I have no idea what to do with it.
For the security certificate you must add an exception for Blender.org when asked the first time If it is what I think. You should have some button where it is written "I understand the risk". Just make it so that you trust the site and it will be fine
For the texfile, it is because FF opens it instead of asking if you want to save it. Just right click on the link and do "save link as" then put it somewhere on your hard drive
Then create a directory named "addon_extern" in YOURPATHTOBLENDER\blender\scripts then place all your downloaded scripts there.
Once you got all your scripts in place, start blender then go to File->User preference->addons
Activate the Testing level for addon (up left must be in blue) then browse the addons to activate the one you want. The Icon tools are in 3D View category
You can activate other addons there
For the Blender version, I advise to get one from Buildbot http://builder.blender.org/download/ instead of the official download
These versions are built on a regular basis and contain additional addons that can be usefull later when you are accustomed to blender and have the use of one of them
One sidenote about the addon scripts. There are three type of scripts :
- some are in addons directory. These are contained in the official Blender release. That is the case for the 3D Navigation tools so you don't have to download it. In the user preference these are at the "Official" release level
- some are in addons_contrib directory. It means that they are "Community" Level addons and are regularly updated and should work with the latest blender
- addons that are not yet in these two categories should be put in addons_extern until they eventually make it into "Official" or "Community" level. When they do, just be care of duplicate addon if you later update Blender. Blender will tell you if you have duplicates
[Edit] Like Vaskania signaled it earlier in the thread, also enable the dynamic spacebar addon. It is a very usefull tool
...I went into the user preferences, and found all the UI skins already there so I don't need to download them. Was able to change several elements in the 3D view from "black on grey" (hard for me to discern) to something I can see easier. Also found where to switch off the Python info in the tool tips and enlarge the text slightly. Switched the mouse buttons as I am still too used to "left click = select" as admittedly old habits learned over the last twenty some years are hard to break.
Found a number of the scripts are already in the preferences, they just needed to be checked. I now have quite a few base mesh shapes to work with (including the "Newell Teapot")
The one command I am having difficulty in finding is the "Undo" I have set the maximum undo steps (48 which is what Carrara is set to) but cannot find the actual command.
There is no undo button. You can use classic hotkey CTRL+Z or CTRL+ALT+Z for the Undo history panel
When you search a function annd you know the name you can use the dynamic space bar add on. You just have to press space->search then type what you look for
I think the space bar search is enabled by default. Dynamic spacebar in the Add-ons gives context sensitive options. Either way, it's a life saver since I have a hard time remembering all the shortcuts myself! Undo is easy, of course. I always forget Undo History, so I presss the spacebar and type 'undo.'
There are some other shortcuts like copy and paste that are the same as most other applications. You can also do drag-and-drop with some things. Window borders can be changed with right click menu or via tabs in the upper right hand corners. Experiment! You can't really break anything. If you get stuck, just quit and reopen. If you like a particular setup and want that to be what you see every time you open the program, just "save startup file" in the File menu.
Okay, not difficult to code so here you are. Made a undo panel for Blender. Nothing fancy, just three buttons : undo, redo and undo history
Get it here : https://github.com/takeokensei/blender
Just put the undo_buttons.py script in addons_extern folder
...thank you very much. Got it.
There's a new short film made with Blender out just now.
http://www.youtube.com/watch?v=Z4C82eyhwgU
I'm stunned that you didn't get any reply on that dave. I saw the movie and it's very good quality. I hope one day I'll be able to do a short film with blender that is as good looking
I recently discovered that Blender has built in Matcaps. I used to do it the old way. That is very usefull for sculpting
Dave didn't do that (at least I don't think he was one of the people behind it.) It is a Blender project that is currently under development. I didn't reply because I've been kind of following it already and had seen this particular release.
And yes, it has matcaps. Now just if it could get an equivalent autoretopo to zBrush's new one. :)
* Btw, I just happened to know about the matcaps because I've been going through feature review (in Blender) and have been going through some sculpting tutorials. zBrush's retopo feature looks crazy good... I say auto, but actually it has a lot of features for controlling the computer generated retopo so it isn't just auto... and the resulting mesh topology from the demos I've seen are very good.
I'm not involved in any Blender related projects. I play with Blender from time to time and try to learn a bit and keep up with current development. :)
Lol I meant that I find it strange nobody responded. I know David wasn't involved with it. I was just like WOAA when I saw it like each time I watch a blender project
I tested a Zbrush Demo once and didn't find the interface intuitive so I left that. I know it's powerful but not for me yet. Playing with Blender Sculpt is enough for now. and I have a lots of toy to play with in Blender. About the matcaps, I barely watch tutorials and I usually can find my way by reading the manual but didn't notice the news about matcaps. I was quite surprised the other day when I clicked on the matcap icon and saw the other materials. And like I said I was using matcaps the old way
On retopo subject, there is an addon for Blender called Contour which seems good. I've also seen some praising about 3Dcoat retopo tools.
No, zRemesher is revolutionary regarding sculpting. You have to see it to understand. Now I haven't played with it so I can't say that there aren't gotchas, but the video is amazing.