I just found out Tencent owns over 40% of Epic, tencent is a Chinese state company, directly controlled by the CCP. Therefore, Epic's future is uncertain.
Blender Internal has one advantage, it bakes textures very quickly. Moreover, it bakes ambient occlusion faster than anyone else, even on older computers that may not pull it off in other programs.
I want Blender's renderer to reach at the same level of Cinema 4d's stock renderer. It's still a bit unrealistic and cartoonish in some cases. You have to really play with it.
Great for games, some assets, great for stylized look, but for whatever reason, both cycles and eevee fall behind Arnold and some other dedicated third party render engines, No matter the tweaks. This can be somewhat mitigated by good compositing software like Nuke or Fusion or even After effects, but straight out of Blender, not that great. Needs a lot more work to replace something like Arnold, but like I said Great for games, some assets, great for stylized look, no need to use anything else.
idk in vfx a lot just uses red shift and octane... arnold is like for some specific hollywood type of thing. I rarely see everyone scream at me that they want me to use arnold, but more likely red shift... Blender cycles is definitely getting more and more common in indies film these days, it's free and there's also a cheap port of Cycles for C4D if people tend to have the same thing in it.
@@jbdh6510 In terms of pure rendering, no compositing, there is a noticeable quality difference in favor of C4D+Redshift compared to blender. But as I've said before, skillful user with good use of lighting, well crafted materials and most of all compositing after rendering to tweak it all and blender is not far behind, but probably needs more tweaking to get to comparable end results. That being said, the more I look into it, the more it seems to me that the biggest problem I see with blender community, is the approach to everything where blender can do so much and yet it seems to be the biggest weakness, for people trying to really master an area of it. I also see a lot of blender users not putting enough effort into compositing skills, because you can take Blender work to whole new level if you do proper post production work. And finally again I think lighting and materials are very important aspect that should not be ignored. Sometimes I feel Blender users relay too much on all kind of plug ins and assets that are already made, and sacrifice quality over convinced. I would suggest people relay more on unique assets they build or heavily tweaked to understand good very mediocre, and than search for the best. Because good shaders and materials and textures is like lighting set ups, can make or kill your project.
The Blender Foundation is so stupid for not implementing LuxRender and later LuxCore as its main rendering engine. Cycles will never be a proper rendering engine for high-fidelity work unless they rewrite it from scratch. It will always stay cheap and for the memes. Simply put, Cycles shaders suck, Cycles light calculations and GI suck, Cycles BSDF sucks, Cycles noise sucks (in comparison with Maxon or Octane noise), Cycles fresnel curves suck, Cycles Sky sucks, Cycles light emission sucks. Everything in Cycles looks cheap. You have to be a hacker to make it look good. By the way, I'm a Blender user myself, but I can't believe the Blender Foundation didn't give a f*ck about LuxCore, the best rendering engine ever to exist. They had it for free. Cycles is now feature-packed because they invested so much time, money, and effort into making it look good. And still, it lacks a final touch. Imagine if they had done that with LuxRender instead. Even now in 2024, left alone without developers, LuxCore is superior to Cycles in many fields.
I cannot complain about cycles. It’s great for almost all the rendering I need. But it’s nothing compared to VRay. I used VRay back in the day when I was a 3DS Max user and it looked great.
Corona looks much better then V-Ray. V-Ray look is washed out. In my opinion Red Shift has the most plesant look. It looks the most beautiful, especailly in motioin graphics. I wish cycles get that level. I'm not fan of octane, many people will say octane is amazing but to me its too plasticy, just like cycles. But I must say that last Cycles update with energy preservation/conservation finally fixed is good direction towards photorealism. Noone talks about it, everyone is saying that light linking is the best option in cycles, i think energy preservation is BIG DEAL...
The colors of Cycles is very boring compared to Octane, Redshift, and if we talk about perfect lighting and memory management like Arnold’s, it is more than evident that Cycles is still a bit weak
Though It is not really cycles who cause that but the filmic color space. You can get completely saturated color if you switch to SRGB. But by doing so you will also need to be careful to avoid light clipping.
Have you tried blender post 2.8? It really has become quite user friendly. Some spots might need some work (the NLA for example) but usually for every weak spot someone has made a fantastic add-on (animation layers is the answer to the horrible NLA). You certainly could say Blender had an atrocious interface before 2.5x. But it truly has come a long, looooong way. Honestly it's a *miracle* the interface is as cohesive at it is considering it has a text editor, video editor, shader editor, compositor, sculpt mode, texture painting, dope sheet... for a program that allows you to make an entire production from start to finish without ever using another program it's quite zen.
bro blender is already industry standard beingn uused in films like evangelion unicorn wars i lost my body and in game development a lot of assets are created in blender some big companies like epic games or ubisoft already use it in their pipelines. Sure maybe it's not used so much in the vfx industry appart from modelling but that doesnt mean isn't industry standard, its just more used in other areas.
Being used in the industry doesn't mean it's the industry standard, tho. For example 4K monitors are used by many people and next-gen consoles strive to hit that resolution, however the majority of players still use 1080p. 1080p is the resolution standard for gaming. It's the same thing with Blender. Even though Blender is really powerful and is used by big companies, it still isn't the industry standard, meaning that it isn't something that the majority of the industry uses.
@@tiredcaffeine no offense, but are you listening to yourself? that point doesnt make sense. 4K monitor is not so used because its expensive, because as a gamer myself i prefer to have quality if I had the money XD. industry standard means it follows the vfx guidline platform which blender does and other 3d packages have, you can check it online. And even so, imagine only 10% of the industry use it, which im pretty sure by now is the case (if not even more), that doesnt mean isnt industry standard. You know how much softwares are used in a pipeline of whatever project? Only myself I use maya houdini blender unreal gaea substance and after affects for some renders. Now imagine in a pipeline of a big studio.
@@nosirve9458 I'm not necessarily making a direct analogy between 4K vs 1080p and Blender. My understanding of "Industry Standard" is something that is widely used in the industry and something that became an essential part of it. Even though many software are used in a pipeline, don't studios have a main software for doing one spesific thing? For example, when you are making a game, you don't obviously use one software to do everything, there is one software you use for modelling, one for animating, one for texturing, etc. So, while a software might be the industry standard for 3D modelling, it might not be the industry standard for sculpting, or vice versa. The problem here is that Blender has many features ranging from modelling to animating and sculpting to texturing. So, I don't get you when you say "You know how many software are used in a pipeline...?", because a software only has to be the go-to option in a given field to be industry standard in that field. For example, we say that Maya is the industry standard, but that doesn't mean Maya is the industry standard for everything. Maya does animation best and is the industry standard when it comes to animation. ZBrush is also an industry standard software, because it is used by the majority when it comes to sculpting. So, the question is, is Blender used by the majority of the industry in any given field? Modelling, Rigging, Animation, Sculpting, Texturing, etc.? This is, at least, what I mean when I say that Blender isn't industry standard. It isn't the industry's go-to choice when it comes down to a spesific field.
@@tiredcaffeine SO based on what you said that would mean Blender is indeed the industry standard for all task that need every tool at once. Which is actually true if you think about it. Blender is the go to software of choice for people doing previs. It is also the go-to for studio with small staff where people need to do multiple step. Having all the tool in the same place at same time is just a way too efficient to to just ignore.
Blender and unreal engine are life saver for me because it's totally free. thank you developer😇😇
I just found out Tencent owns over 40% of Epic, tencent is a Chinese state company, directly controlled by the CCP. Therefore, Epic's future is uncertain.
Blender Internal has one advantage, it bakes textures very quickly. Moreover, it bakes ambient occlusion faster than anyone else, even on older computers that may not pull it off in other programs.
Performance improvements for AMD and Intel GPUs is something that can't com fast enough I hope I see real soon now.
I want Blender's renderer to reach at the same level of Cinema 4d's stock renderer. It's still a bit unrealistic and cartoonish in some cases. You have to really play with it.
Ahh I have noticed this. Can't pinpoint what things cause the slight cartoonish look
You mean Redshift?
Eevee is Life. Well, right after Unreal Engine Real-Time.
I want lumen in blender
Eevee or nothing. Pure Eevee here.
@@sk.mahdeemahbubsamy2857 I want Blender and Substance Painter in UE.
@@nelson3d867i used to say this, until I got a whole new beast computer lol. Never went back to eevee eeveer again.
@@Leukick kkk i have a very good computer. But realtime is so funny .....
blender is the best thing since sliced bread to me.
i couldnt be happy to here this im now 4 years at blender my best 3d journey ever blender forever
What other 3D softwares and render engines have you used before Blender?
Great for games, some assets, great for stylized look, but for whatever reason, both cycles and eevee fall behind Arnold and some other dedicated third party render engines, No matter the tweaks. This can be somewhat mitigated by good compositing software like Nuke or Fusion or even After effects, but straight out of Blender, not that great. Needs a lot more work to replace something like Arnold, but like I said Great for games, some assets, great for stylized look, no need to use anything else.
idk in vfx a lot just uses red shift and octane... arnold is like for some specific hollywood type of thing. I rarely see everyone scream at me that they want me to use arnold, but more likely red shift... Blender cycles is definitely getting more and more common in indies film these days, it's free and there's also a cheap port of Cycles for C4D if people tend to have the same thing in it.
how would you compare C4D+Redshift to Blender?
@@jbdh6510 In terms of pure rendering, no compositing, there is a noticeable quality difference in favor of C4D+Redshift compared to blender. But as I've said before, skillful user with good use of lighting, well crafted materials and most of all compositing after rendering to tweak it all and blender is not far behind, but probably needs more tweaking to get to comparable end results.
That being said, the more I look into it, the more it seems to me that the biggest problem I see with blender community, is the approach to everything where blender can do so much and yet it seems to be the biggest weakness, for people trying to really master an area of it. I also see a lot of blender users not putting enough effort into compositing skills, because you can take Blender work to whole new level if you do proper post production work. And finally again I think lighting and materials are very important aspect that should not be ignored. Sometimes I feel Blender users relay too much on all kind of plug ins and assets that are already made, and sacrifice quality over convinced.
I would suggest people relay more on unique assets they build or heavily tweaked to understand good very mediocre, and than search for the best. Because good shaders and materials and textures is like lighting set ups, can make or kill your project.
The Blender Foundation is so stupid for not implementing LuxRender and later LuxCore as its main rendering engine. Cycles will never be a proper rendering engine for high-fidelity work unless they rewrite it from scratch. It will always stay cheap and for the memes. Simply put, Cycles shaders suck, Cycles light calculations and GI suck, Cycles BSDF sucks, Cycles noise sucks (in comparison with Maxon or Octane noise), Cycles fresnel curves suck, Cycles Sky sucks, Cycles light emission sucks. Everything in Cycles looks cheap. You have to be a hacker to make it look good. By the way, I'm a Blender user myself, but I can't believe the Blender Foundation didn't give a f*ck about LuxCore, the best rendering engine ever to exist. They had it for free. Cycles is now feature-packed because they invested so much time, money, and effort into making it look good. And still, it lacks a final touch. Imagine if they had done that with LuxRender instead. Even now in 2024, left alone without developers, LuxCore is superior to Cycles in many fields.
I'm not totally agree ith you, is really hard to make realistics elements simply in cycles .... Look in octane is really easy !
it is a good thing thing that you can use octane with blender then
@@Countryballs_Animation_Studios the implementation isnt the greatest. Same with redshift blender
I cannot complain about cycles. It’s great for almost all the rendering I need. But it’s nothing compared to VRay. I used VRay back in the day when I was a 3DS Max user and it looked great.
I agree, but for such a small team, against these large corporations, it is truly amazing
Corona looks much better then V-Ray. V-Ray look is washed out. In my opinion Red Shift has the most plesant look. It looks the most beautiful, especailly in motioin graphics. I wish cycles get that level. I'm not fan of octane, many people will say octane is amazing but to me its too plasticy, just like cycles. But I must say that last Cycles update with energy preservation/conservation finally fixed is good direction towards photorealism. Noone talks about it, everyone is saying that light linking is the best option in cycles, i think energy preservation is BIG DEAL...
60"
Good for hobbyist
Too bad Ben Bolton just imploded on Twitter.
Blender is goat
Its good but its very very far from being the best.
It's free and had everything I need to create game assets and animation
very very far away maybe 10years ago@@smashedlegends
I think cycles is still way too slow and its performance bad, so it's a good render engine but not a great one yet
The colors of Cycles is very boring compared to Octane, Redshift, and if we talk about perfect lighting and memory management like Arnold’s, it is more than evident that Cycles is still a bit weak
Step by step
And compared with Corona too.
Unfortunately you are right
Though It is not really cycles who cause that but the filmic color space. You can get completely saturated color if you switch to SRGB. But by doing so you will also need to be careful to avoid light clipping.
It will probably change
after so many years of development, it still has the most chaotic, anti-zen UI in the world that doesnt make sense.
Ok, now tell me what software of this kind has a non-chaotic UI.
And a good example of "a good ui" in it's category is?.
@@zizzonedibattipaglia6247 you are right 😂
Have you tried blender post 2.8? It really has become quite user friendly. Some spots might need some work (the NLA for example) but usually for every weak spot someone has made a fantastic add-on (animation layers is the answer to the horrible NLA).
You certainly could say Blender had an atrocious interface before 2.5x. But it truly has come a long, looooong way. Honestly it's a *miracle* the interface is as cohesive at it is considering it has a text editor, video editor, shader editor, compositor, sculpt mode, texture painting, dope sheet... for a program that allows you to make an entire production from start to finish without ever using another program it's quite zen.
bro blender is already industry standard beingn uused in films like evangelion unicorn wars i lost my body and in game development a lot of assets are created in blender some big companies like epic games or ubisoft already use it in their pipelines. Sure maybe it's not used so much in the vfx industry appart from modelling but that doesnt mean isn't industry standard, its just more used in other areas.
Fun fact: The vfx team behind everything everywhere al at once used blender in some shots, even going as far to include the donut from Blender Guru!
Being used in the industry doesn't mean it's the industry standard, tho. For example 4K monitors are used by many people and next-gen consoles strive to hit that resolution, however the majority of players still use 1080p. 1080p is the resolution standard for gaming.
It's the same thing with Blender. Even though Blender is really powerful and is used by big companies, it still isn't the industry standard, meaning that it isn't something that the majority of the industry uses.
@@tiredcaffeine no offense, but are you listening to yourself? that point doesnt make sense. 4K monitor is not so used because its expensive, because as a gamer myself i prefer to have quality if I had the money XD. industry standard means it follows the vfx guidline platform which blender does and other 3d packages have, you can check it online. And even so, imagine only 10% of the industry use it, which im pretty sure by now is the case (if not even more), that doesnt mean isnt industry standard. You know how much softwares are used in a pipeline of whatever project? Only myself I use maya houdini blender unreal gaea substance and after affects for some renders. Now imagine in a pipeline of a big studio.
@@nosirve9458 I'm not necessarily making a direct analogy between 4K vs 1080p and Blender.
My understanding of "Industry Standard" is something that is widely used in the industry and something that became an essential part of it.
Even though many software are used in a pipeline, don't studios have a main software for doing one spesific thing?
For example, when you are making a game, you don't obviously use one software to do everything, there is one software you use for modelling, one for animating, one for texturing, etc.
So, while a software might be the industry standard for 3D modelling, it might not be the industry standard for sculpting, or vice versa.
The problem here is that Blender has many features ranging from modelling to animating and sculpting to texturing.
So, I don't get you when you say "You know how many software are used in a pipeline...?", because a software only has to be the go-to option in a given field to be industry standard in that field.
For example, we say that Maya is the industry standard, but that doesn't mean Maya is the industry standard for everything. Maya does animation best and is the industry standard when it comes to animation. ZBrush is also an industry standard software, because it is used by the majority when it comes to sculpting.
So, the question is, is Blender used by the majority of the industry in any given field? Modelling, Rigging, Animation, Sculpting, Texturing, etc.?
This is, at least, what I mean when I say that Blender isn't industry standard. It isn't the industry's go-to choice when it comes down to a spesific field.
@@tiredcaffeine SO based on what you said that would mean Blender is indeed the industry standard for all task that need every tool at once. Which is actually true if you think about it. Blender is the go to software of choice for people doing previs. It is also the go-to for studio with small staff where people need to do multiple step. Having all the tool in the same place at same time is just a way too efficient to to just ignore.