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https://www.cartoonbrew.com/tools/netflix-animation-blender-developmen t-fund-258516.html
Netflix Animation Studios is the latest Corporate Patron of the Blender Development Fund, pledging significant financial support to the open-source 3D creation platform. Joining at the maximum membership level for companies, which means Netflix is committing at least €240,000 per year.
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>>1025143
>for games
The blender team is not interested in games, or 3d printing or architectural visualization or whatever, most of the shits that they have done for these things have been paid directly, like the fbx exporter that it was paid by epic, the blender development is driven by the needs of the blender studio.
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That reminds me, just read an article mentioning it was used for the Chainsaw Man movie's backgrounds
https://cgworld.jp/special-feature/2601-mappa-osaka-mouse.html
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>>1025163
Everyone can clearly see there is no buildings in official movie poster. Why do you always lie!
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>>1025143
You can check this year's targets:
>video sequencer improvements
>3D brush, and the beginning of layered textures.
> Non-Photorealistic Rendering
>animation layers in the Action Editor
>Cycles texture cache & Scene Layered Compositing
>Project Setup
>More node shits
>Android
https://www.blender.org/development/projects-to-look-forward-to-in-202 6/
They ofc wont do half of this shit as always.
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>>1025172
blender always drops an update on the same day the new year's maya version drops in some weird competition or spite, so it looks like their development cycle is ordered around fucking with autodesk for some reason
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>>1025180
I would still use max/maya over blender. The material slot with submat system is soooo much more intuitive than blender for me.
I was forced to use 3ds Max 8 for game modding about 2 years ago and I fell in love with it despite it's age. Rigging and animation made much more sense, everything is a smooth process, and animations played out smoothly with zero lag. Modifier system is great. Biped skeletons, hell yeah. Overall it felt like the software was made for games than Blender itself which I couldn't like.
I'd definitely stick to modern Max/Maya when I finish the mod.
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>>1025193
they wanted to add atributes too > vertex colors, I suppose it will depend on the time that it will take to fix the spikes and the other bugs, no performance news afaik.
https://projects.blender.org/blender/blender/issues/107118
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>>1025187
>The material slot with submat system is soooo much more intuitive than blender for me.
It's always the most bullshit and complicated excuses that people like you give grace to a program for then shit on blender when it's not even half as complex for. Truly baby duck syndrome
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>>1025139
>Blender’s open-source software has grown from an open-source, grassroots tool into a professional-grade CG suite used across animation and VFX.
Blender was a closed-source private company professional 3D tool before it went open-source. Do the tiniest bit of research before you start typing bullshit on your little blog ffs.
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>>1025245
>Roosendaal was a professional
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>>1025276
lmaoooo
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>>1025193
>but it doesn't look good for multires if they're only focusing on fixing the bug
oh anon, if you only knew how long that russian faggot sir-gay has been trying to deal with that shit
>inb4 it's another guy getting his ass kicked now
who cares, mulitresbug 2 - openasshithole devs 0
>>1025172
aaaaaaand they still wont fix that damn brush even if Pablo the source code for it, fuck them
>android
for what purpose?????
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>>1025402
>damn brush
the only new brush will be the Scene Project Brush from Dobarro, it should land in the 5.2 alpha this month.
https://projects.blender.org/blender/blender/pulls/136342
>mulitres
Idk if the guy will be able to fix it, it seems that the team will move to texture paint next.