I run one-man 3d animation studio for living doing everything in blender, with minor exception for after effects for post-production. I have literally zero reasons to use any other 3D software
I've said this in other videos, but I think a huge part of what makes Blender so great is the fact that it doesn't need adoption by major studios. Since it's freely available as a core concept, it can focus on the needs of smaller-scale users like indie studios or even just hobbyists. This has a knock-on effect of building up adoption naturally, and as kids making internet videos in their bedroom grow up and enter the industry, they're bringing the skillset they've developed in this software with them, and the capital-I Industry gets the benefit anyway. It's easy to forget that back in the 90's-00s, Adobe was very lax when it came to enforcement of piracy. Cracked copies of Flash and Photoshop were rampant, especially among high school and college students, and cracking down on the spread just wasn't a main priority. As these kids entered the industry with that experience, Adobe's position as the industry standard was further reinforced just because people wanted to work in what they knew. I don't think that Blender will ever become the dominant software for your Disneys and your Dreamworkses, but that's never really been the foundation's goal. What we're seeing now isn't a revolution or a takeover, but the reveal of something that's just too good to ignore any longer. tl,dr: Blender doesn't need the industry, but it's always kinda fun to get a head nod from a big kid.
Well thought out observations and talking points. As a lifelong 3DS Max (back to 3D Studio DOS 1.0) user I have been migrating over to Blender over the past few years for many of the reasons that you highlighted! In the end, it if far less what tool you use, but your depth of knowledge and the skills you can execute in it consitently.👍👍
Love a bit of Blender, but sorta weird to include Next Gen, as Tangent, the studio who created it, was moving _away_ from Belnder to Houdini when Netflix killed them. Blender was not capable of handling the larger scope of their coming projects. Blender's great, but the limitations are real. (Also I worked on the show at 0:13, all rendering/lighting/modeling was in C4D)
The thing is, Houdini is fantastic, my fav app. I'm just not sure how much sense would it make to switch from Blender. For VFX, procedural stuff, scene assembly and all those things, sure. But for animation (and direct modeling) it would be even worse then Blender (which ain't that great). So, I dunno. It was irresponsible for them to -- at that time -- build pipeline around Blender, and since they wanted to switch afterwards for H... irresponsible squared. On the other hand, I do hope SESI finish KineFX toolkit, and start to conquer the animation ground, maybe with the help of some AI-assist tools
And no pro animator would switch to Blender. It doesn't offer anything better, only worse (but Maya barely develops, Blender is gaining the speed). For some projects, or PR gimmick like Tangent, sure, or just as a RnD or side project (or some special stuff like Grease Pencil). Most pro animators know pretty much only animation, they learned Maya, and they used Maya on every mid- to big project, working on studio-setup-Mayas with proprietary wrappers (as mentioned in the video), and with not much incentive to switch. Plus, Blender still have THE WORST USD support among all tools, which is an abolute no-go for modern animation project.
What's left is modeling. I worked in Riki studio, tons of feature and TV-cartoons since 2016. And two modelers on main projects were modeling everything in Blender, exported obj, loaded it into Maya, and send it down the pipeline. Maybe more guys, I didn't befrend everyone. There are two reasons for this. 1) Blender (+ a few addons) is really great at modeling + some robust sculpting. 2) If we don't count pre-production, meaning concept design, writing and so on, it's the very very beginning of the pipeline. And it takes no effort to send it down the pipe the way it should look. So, A ton of studios, even the ones what doesn't brag about it, use Blender. But at the wary limited capacity, only in specific area and nowhere near animation.
Makuta VFX used Blender for the movie RRR and it got an Oscar last year and it's on the Blender's website as well (under user stories) but I see barely any Blender YT channel talk about it. They used Blender for over 700 shots and in shots where they use other DDCs like 3Ds max for some crowd sim or FX shots, they used Cycles port for 3DS max as well. It's definitely one of the biggest full length feature film that used Blender and definitely the most professional/complex/full use of Blender I've ever seen yet. They used Blender for everything from modeling, to layout with geonodes, to rendering, to animation etc for full CG shots, CG extension etc.
bigger studios are one of the big things actually holding it back and the reason is dumb but also makes a little sense. Companies like Adobe and Autodesk that sell creative suites to studios aren't only selling the actual product, they are also (put simply) selling the phone number to their help desk. It comforts shareholders and management a lot to know if they ever encounter some problem, they have access to a group of people whose entire job is to know the software inside and out and walk customers through issues. Blender doesn't have a help desk like this at all, so the people paying for the software aren't inclined to make the switch. You have to realize, for these large companies $2000 a seat for creative software isn't much compared to how much you might lose wasting time banging your head on the wall trying to solve a problem
I love seeing more love for Blender its the first 3D modeling software I've used and other than UE and mixer for their specific uses, it will most likely be the only modeling software I use even if it is mainly for NPR work
Same here. I spent a few months between jobs buckling down and learning Blender, and it changed absolutely everything about the way I work. I'm making things that I never would have even thought to try two years ago.
Well done, extolling the benefits of using Blender at least in part for a projects pipeline! Geometry Nodes is one of the best features in Blender! You make great videos!
I love blender for mid to small size projects for sure. I'm down for implementing those in there. Thankfully a lot of our concept artists use blender in our studio. It's so easy to prototype with it :D
I don't really like the term industry standard. I work on a lot of movies and tv shows and usually at least for me I use whats best for that particular job. Also 10/10 rated game DeathLoop alot of the artist there used Blender to create a lot of the game assets used in world 🤙🏿🎮
It wouldn't shock me if most studios have Blender in use in some capacity. At Electronic Arts, we were able to use any tool we wanted, but the pipeline was built around Maya. I used LightWave and ZBrush. Others used Modo or 3DS Max. It really didn't matter, so long as you could get the data into Maya, which was then used to funnel it into the game engine.
Angry comments about Blender are usualy fulled by ignorance and people who dont like to get out of their confort zone, if we are being honest. I have been in the games industry for quite some time now and most of my colleagues and senior industry people are now using blender. So it is a bit hard to turn a blind eye to the facts.
As a motion designer, I've been a dedicated Blender user for many years and hold immense respect for its capabilities and the vibrant community behind it. However, based on my evolving needs in the motion design realm, I've decided to transition to another software. This shift isn't a reflection on Blender's potential but a personal choice to better align with my current workflow and objectives. Every artist has to find the tools that resonate with their specific journey, and right now, I feel another platform better suits mine. That said, I remain open to returning to Blender in the future if it introduces features that align more closely with my motion design needs. I deeply value my time with Blender and genuinely hope the community can understand and respect my decision, just as I respect the diverse paths chosen by fellow artists.
Funny i transitioned the other way around from Maya and C4D…all I can say is get be prepared for lots of CRASHING. The thing that gets me with Blender is how stable it it is. I very rarely experience it …where as the other two, its hourly, daily…😮
@@bryangrunauer Absolutely, I understand your curiosity. For me, Cinema 4D's MoGraph Cloner, Effectors, Fields, and the availability of specific plugins streamline many motion design tasks. While Blender is powerful and versatile, achieving similar effects and integrations can require a more intricate setup. It's not so much about what Blender lacks, but the intuitive workflow and plugin support I've found in Cinema 4D. Still, I urge you to explore Blender deeply and also keep an eye on other tools and plugins in the market. Every artist's journey is unique, and it's all about finding the right fit for your workflow.
Started my 3D journey with blender amazing program especially for being free, that being said I switched to Houdini a year ago and never looked back. I still use blender every now and then for modeling but yeah Houdini is just on another level still even with the awesome strides blender has made with geo nodes
Blender sculpting is next level! Just add the Multires modifier and you will be sculpting on models with 50 million plus poly in real time! You won't know this online as most RUclipsrs don't showcase this. Also, Blender's shaders has it's attributes exposed to other parts like Geometry nodes and the compositor which can create some captivating results. But again, most RUclipsrs don't cover this parts of Blender. And the way Python is integrated into the software, you can create entire cookie cutter solutions for the entire production pileline! You can even use Blender as a python module and create 3d in external apps without even opening blender. It's sad that most RUclipsrs are just playing with the basics.
It's not industry standard yet, but it will be soon... Because of the aforementioned fact that not everyone is a big studio. I do think that blender will start being integrated into these studio pipelines as well though..
Blender has its pro and cons like very software does. I love blender for the modeling-stuff. Its fast and precise. I love c4d for the mograph-stuff. I love cycles for being so fast, but i love redshift for being so flexible and adjustable. I like blender because it comes with smoke- and fluid-simulation. In the meantime C4D comes also with pyrosimulations, and these are FAST(!) compared to blender. Like, a high-res smokesimulation takes ten hours to simulate in blender while it takes less than an hour to do it in c4d. Blender comes for free, c4d does not. Imo all these "People from X are switching to Y!"-Videos are nothing but clickbait. In the end its personal taste and whats the goal to achive.
I still don't understand who establish the standard for a software like Maya and 3D Studio Max. Is it Maya a standard only for payed licenses or, for example, the huge workflow by companies like Quantic Dream establish that Maya is standard and better than Blender? I think there is still much confusion on what is convenient for a specific environment (and limited resources) and what is definitely not. And so on with the mainstream game engines vs in house solutions.
Lot of the programs that are considered industry standard are mainly because they've been around for decades so a lot of artist came up using those programs. I remember when Cinema 4D wasn't thought of as industry standard but now it's been using in a ton of big AAA works.
I think Shotty has come the closest to actually encapsulating the core nugget of the long argument of whether Blender is "industry standard" or not. And the simple fact is that it is industry standard. For Grease Pencil. That's it. Because that's what Blender does better than any other software. That's the special niche it fills that no one does or even can. I get the impression that the perception of "industry standard" for a lot of people is, "good enough to be used by anyone in the industry or not". But that's not the case. A standard is a yardstick, a benchmark, by which others of a same or similar category are measured. In this case, other software in the industry. ZBrush is the sculpting standard because that's the software against which other sculptors are measured. Houdini is the yardstick by which other VFX simulators are measured. Substance for texturing and painting, and so on, and so on. They are the standard bearers, along with Maya for rigging and animation and 3DS Max for modelling. However earned or unearned the reputations may be user to user. Blender does none of what they do better than the standard bearers themselves for their respective niches of expertise. Being free, open source, lightweight, and a Swiss army knife, while laudable, bears little weight on this in the grand scheme of things. But it does have Grease Pencil. 2D/3D hybridisation is something Blender does that no one else comes even close to matching. Which is why almost all of Shotty's examples are of Blender's use for its Grease Pencil suite. Maybe Blender will eventually displace the other standard bearers, in time. And maybe it won't. Maybe it can't. But it will always have Grease Pencil. And is now the industry standard by which all others, for this particular niche, are measured.
If you aren't using MAYA then you're behind the times. It's as simple as that. In the real world, professionals are trained using paid software suites. The quality of our users is also higher, because to be in our club, you've got to put in the work. It's the same reason we pay college graduates more. They put in the work.
I hope to live to see Blender become the standard in 3D. I work as a 3D animator and I'm fed up with slow Maya, which is unable to produce at least 24 fps even on the simplest rigs. I’m generally silent about functionality. In this horror, there is not even mirroring of poses, which in Blender have long been done with one click and without scripts. Tired of it!
Just the fact that it is open source and the addons instantly make blender be up there if not better then in industry standards. Like if something isn’t too good with base blender like water simulations then you can get addons like flip fluids to make them more realistic
I run one-man 3d animation studio for living doing everything in blender, with minor exception for after effects for post-production. I have literally zero reasons to use any other 3D software
Waiting for native rigging nodes, making some rig generators with nodes and then saving them into assets would be game changing for rigging in blender
Its on the 2025 roadmap !
I've said this in other videos, but I think a huge part of what makes Blender so great is the fact that it doesn't need adoption by major studios. Since it's freely available as a core concept, it can focus on the needs of smaller-scale users like indie studios or even just hobbyists. This has a knock-on effect of building up adoption naturally, and as kids making internet videos in their bedroom grow up and enter the industry, they're bringing the skillset they've developed in this software with them, and the capital-I Industry gets the benefit anyway.
It's easy to forget that back in the 90's-00s, Adobe was very lax when it came to enforcement of piracy. Cracked copies of Flash and Photoshop were rampant, especially among high school and college students, and cracking down on the spread just wasn't a main priority. As these kids entered the industry with that experience, Adobe's position as the industry standard was further reinforced just because people wanted to work in what they knew. I don't think that Blender will ever become the dominant software for your Disneys and your Dreamworkses, but that's never really been the foundation's goal. What we're seeing now isn't a revolution or a takeover, but the reveal of something that's just too good to ignore any longer.
tl,dr: Blender doesn't need the industry, but it's always kinda fun to get a head nod from a big kid.
Well said…it’s the indies that grow up to be major studios that will bring their tools of preference with them. ✌️🍷🌏☕️🎩🎩🎩
Well thought out observations and talking points. As a lifelong 3DS Max (back to 3D Studio DOS 1.0) user I have been migrating over to Blender over the past few years for many of the reasons that you highlighted! In the end, it if far less what tool you use, but your depth of knowledge and the skills you can execute in it consitently.👍👍
Love a bit of Blender, but sorta weird to include Next Gen, as Tangent, the studio who created it, was moving _away_ from Belnder to Houdini when Netflix killed them. Blender was not capable of handling the larger scope of their coming projects. Blender's great, but the limitations are real. (Also I worked on the show at 0:13, all rendering/lighting/modeling was in C4D)
Wondering what’s happened with Tangent though. Did Netflix cancelations hit them hard enough to shut the entire studio?
The thing is, Houdini is fantastic, my fav app. I'm just not sure how much sense would it make to switch from Blender. For VFX, procedural stuff, scene assembly and all those things, sure. But for animation (and direct modeling) it would be even worse then Blender (which ain't that great). So, I dunno. It was irresponsible for them to -- at that time -- build pipeline around Blender, and since they wanted to switch afterwards for H... irresponsible squared.
On the other hand, I do hope SESI finish KineFX toolkit, and start to conquer the animation ground, maybe with the help of some AI-assist tools
And no pro animator would switch to Blender. It doesn't offer anything better, only worse (but Maya barely develops, Blender is gaining the speed). For some projects, or PR gimmick like Tangent, sure, or just as a RnD or side project (or some special stuff like Grease Pencil). Most pro animators know pretty much only animation, they learned Maya, and they used Maya on every mid- to big project, working on studio-setup-Mayas with proprietary wrappers (as mentioned in the video), and with not much incentive to switch. Plus, Blender still have THE WORST USD support among all tools, which is an abolute no-go for modern animation project.
What's left is modeling. I worked in Riki studio, tons of feature and TV-cartoons since 2016. And two modelers on main projects were modeling everything in Blender, exported obj, loaded it into Maya, and send it down the pipeline. Maybe more guys, I didn't befrend everyone. There are two reasons for this. 1) Blender (+ a few addons) is really great at modeling + some robust sculpting. 2) If we don't count pre-production, meaning concept design, writing and so on, it's the very very beginning of the pipeline. And it takes no effort to send it down the pipe the way it should look. So, A ton of studios, even the ones what doesn't brag about it, use Blender. But at the wary limited capacity, only in specific area and nowhere near animation.
He included Next Gen because Blender was used and we know that because Jeff Bell from Tangent said 90-95% of the work was done in Blender.
Makuta VFX used Blender for the movie RRR and it got an Oscar last year and it's on the Blender's website as well (under user stories) but I see barely any Blender YT channel talk about it. They used Blender for over 700 shots and in shots where they use other DDCs like 3Ds max for some crowd sim or FX shots, they used Cycles port for 3DS max as well. It's definitely one of the biggest full length feature film that used Blender and definitely the most professional/complex/full use of Blender I've ever seen yet. They used Blender for everything from modeling, to layout with geonodes, to rendering, to animation etc for full CG shots, CG extension etc.
To think that you could recreate everything you see in the video (if you really put in the time) for free is kinda crazy
Imagine getting mad a free software is being used by professionals lol
😂
people dont want to think about the possibility of them wasting away money on a software when a better free alternative is availabe
bigger studios are one of the big things actually holding it back and the reason is dumb but also makes a little sense. Companies like Adobe and Autodesk that sell creative suites to studios aren't only selling the actual product, they are also (put simply) selling the phone number to their help desk. It comforts shareholders and management a lot to know if they ever encounter some problem, they have access to a group of people whose entire job is to know the software inside and out and walk customers through issues. Blender doesn't have a help desk like this at all, so the people paying for the software aren't inclined to make the switch. You have to realize, for these large companies $2000 a seat for creative software isn't much compared to how much you might lose wasting time banging your head on the wall trying to solve a problem
I bet they’re the people who already pay/paid for 3D software 🗿
Well it's not completely free. Professional tend to pay for addons to get tools
I love seeing more love for Blender its the first 3D modeling software I've used and other than UE and mixer for their specific uses, it will most likely be the only modeling software I use even if it is mainly for NPR work
It hasn't only changed the way I work but is the reason I got my current job. It hasn't let me down yet.
Same here. I spent a few months between jobs buckling down and learning Blender, and it changed absolutely everything about the way I work. I'm making things that I never would have even thought to try two years ago.
this is a question i asked myself 15 minutes ago, after watching a few top notch Boss Fight breakdowns!
Well done, extolling the benefits of using Blender at least in part for a projects pipeline! Geometry Nodes is one of the best features in Blender! You make great videos!
I love blender for mid to small size projects for sure. I'm down for implementing those in there. Thankfully a lot of our concept artists use blender in our studio. It's so easy to prototype with it :D
I don't really like the term industry standard. I work on a lot of movies and tv shows and usually at least for me I use whats best for that particular job. Also 10/10 rated game DeathLoop alot of the artist there used Blender to create a lot of the game assets used in world 🤙🏿🎮
Blender was used in the film Gran Turismo
It wouldn't shock me if most studios have Blender in use in some capacity. At Electronic Arts, we were able to use any tool we wanted, but the pipeline was built around Maya. I used LightWave and ZBrush. Others used Modo or 3DS Max. It really didn't matter, so long as you could get the data into Maya, which was then used to funnel it into the game engine.
What do you mean that Netflix canceled Klaus?
It was not canceled, it was released and got a nomination for Oscar in 2019 xd
Their follow up film was cancelled
Angry comments about Blender are usualy fulled by ignorance and people who dont like to get out of their confort zone, if we are being honest. I have been in the games industry for quite some time now and most of my colleagues and senior industry people are now using blender. So it is a bit hard to turn a blind eye to the facts.
As a motion designer, I've been a dedicated Blender user for many years and hold immense respect for its capabilities and the vibrant community behind it. However, based on my evolving needs in the motion design realm, I've decided to transition to another software. This shift isn't a reflection on Blender's potential but a personal choice to better align with my current workflow and objectives. Every artist has to find the tools that resonate with their specific journey, and right now, I feel another platform better suits mine. That said, I remain open to returning to Blender in the future if it introduces features that align more closely with my motion design needs. I deeply value my time with Blender and genuinely hope the community can understand and respect my decision, just as I respect the diverse paths chosen by fellow artists.
May I ask what features you feel blender is missing? I'm a motion designer learning blender so that can hit home quite close
It's C4D you're switching to, right? :D
Funny i transitioned the other way around from Maya and C4D…all I can say is get be prepared for lots of CRASHING. The thing that gets me with Blender is how stable it it is. I very rarely experience it …where as the other two, its hourly, daily…😮
😊@@theagileaardvark
@@bryangrunauer Absolutely, I understand your curiosity. For me, Cinema 4D's MoGraph Cloner, Effectors, Fields, and the availability of specific plugins streamline many motion design tasks. While Blender is powerful and versatile, achieving similar effects and integrations can require a more intricate setup. It's not so much about what Blender lacks, but the intuitive workflow and plugin support I've found in Cinema 4D. Still, I urge you to explore Blender deeply and also keep an eye on other tools and plugins in the market. Every artist's journey is unique, and it's all about finding the right fit for your workflow.
Started my 3D journey with blender amazing program especially for being free, that being said I switched to Houdini a year ago and never looked back. I still use blender every now and then for modeling but yeah Houdini is just on another level still even with the awesome strides blender has made with geo nodes
RRR extensively used Blender. Makuta changed it's entire pipeline to Blender.
Everyday we're closer to Blender getting the recognition it deserve!
Hi! I use blender to create covers and illustrations for scientific journals
Blender sculpting is next level! Just add the Multires modifier and you will be sculpting on models with 50 million plus poly in real time! You won't know this online as most RUclipsrs don't showcase this. Also, Blender's shaders has it's attributes exposed to other parts like Geometry nodes and the compositor which can create some captivating results. But again, most RUclipsrs don't cover this parts of Blender. And the way Python is integrated into the software, you can create entire cookie cutter solutions for the entire production pileline! You can even use Blender as a python module and create 3d in external apps without even opening blender. It's sad that most RUclipsrs are just playing with the basics.
It's not industry standard yet, but it will be soon... Because of the aforementioned fact that not everyone is a big studio. I do think that blender will start being integrated into these studio pipelines as well though..
Blender has its pro and cons like very software does. I love blender for the modeling-stuff. Its fast and precise. I love c4d for the mograph-stuff. I love cycles for being so fast, but i love redshift for being so flexible and adjustable. I like blender because it comes with smoke- and fluid-simulation. In the meantime C4D comes also with pyrosimulations, and these are FAST(!) compared to blender. Like, a high-res smokesimulation takes ten hours to simulate in blender while it takes less than an hour to do it in c4d. Blender comes for free, c4d does not. Imo all these "People from X are switching to Y!"-Videos are nothing but clickbait. In the end its personal taste and whats the goal to achive.
Does baking lighting in eevee give any differant results then if you were to just use cycles? Or would it just be like a real time version of cycles?
I still don't understand who establish the standard for a software like Maya and 3D Studio Max. Is it Maya a standard only for payed licenses or, for example, the huge workflow by companies like Quantic Dream establish that Maya is standard and better than Blender? I think there is still much confusion on what is convenient for a specific environment (and limited resources) and what is definitely not. And so on with the mainstream game engines vs in house solutions.
Lot of the programs that are considered industry standard are mainly because they've been around for decades so a lot of artist came up using those programs. I remember when Cinema 4D wasn't thought of as industry standard but now it's been using in a ton of big AAA works.
It's just like an indoctrination.
I want Blender to succeed, but until it has the ease of C4D when it comes to motion design, I don't find it useful in my workflow.
Whereas I look at c4d tutorials and it looks way more annoying to use than blender.
All the less amount of steps you have to take to do the same thing in Blender really are annoying.@@michaelbuddy
It's clear to see Blender for 2D animation is really valuable and I hope to see it being developed more with better tutorials
hey, how can i contact you for business ?
I think Shotty has come the closest to actually encapsulating the core nugget of the long argument of whether Blender is "industry standard" or not. And the simple fact is that it is industry standard.
For Grease Pencil.
That's it. Because that's what Blender does better than any other software. That's the special niche it fills that no one does or even can. I get the impression that the perception of "industry standard" for a lot of people is, "good enough to be used by anyone in the industry or not". But that's not the case. A standard is a yardstick, a benchmark, by which others of a same or similar category are measured. In this case, other software in the industry. ZBrush is the sculpting standard because that's the software against which other sculptors are measured. Houdini is the yardstick by which other VFX simulators are measured. Substance for texturing and painting, and so on, and so on. They are the standard bearers, along with Maya for rigging and animation and 3DS Max for modelling. However earned or unearned the reputations may be user to user. Blender does none of what they do better than the standard bearers themselves for their respective niches of expertise. Being free, open source, lightweight, and a Swiss army knife, while laudable, bears little weight on this in the grand scheme of things.
But it does have Grease Pencil. 2D/3D hybridisation is something Blender does that no one else comes even close to matching. Which is why almost all of Shotty's examples are of Blender's use for its Grease Pencil suite. Maybe Blender will eventually displace the other standard bearers, in time. And maybe it won't. Maybe it can't. But it will always have Grease Pencil. And is now the industry standard by which all others, for this particular niche, are measured.
Blender also used in RRR
If you aren't using MAYA then you're behind the times. It's as simple as that. In the real world, professionals are trained using paid software suites. The quality of our users is also higher, because to be in our club, you've got to put in the work. It's the same reason we pay college graduates more. They put in the work.
Is it too late to learn blender. If I start now. What type of career can I build with this?
Wow. My favourite game .using my favourite 3d software ...that's wholesome : )
I definitely am flocking my g🤣🤣
I've known Nintendo has used Blender one game was Yoshi's Crafted World, don't know if any others.
I hope to live to see Blender become the standard in 3D. I work as a 3D animator and I'm fed up with slow Maya, which is unable to produce at least 24 fps even on the simplest rigs.
I’m generally silent about functionality. In this horror, there is not even mirroring of poses, which in Blender have long been done with one click and without scripts. Tired of it!
Autodesk hanged themselves with subscription based model.
Blender is the best for me 😊💕
Professionals are using blender because they're tired of paying the exorbitant subscription fees, or risks with pirating.
Just the fact that it is open source and the addons instantly make blender be up there if not better then in industry standards. Like if something isn’t too good with base blender like water simulations then you can get addons like flip fluids to make them more realistic
Blender will never be industry standards and it's the best thing ❤
Why these people are mad when professional using blender? I don't get it, isn't more adoption of free and accessible open source software is good?
blender
for me blender in term of modeling is getting close to Very good.
Its free, easy switch
love blender
At the end we will see only Blender and Houdini.
...NO
I love blender , But in my opinion it is not ready yet for being industry standard
Boomers that use Maya are mad XD
First
blablabla
🤡🤡