top | item 18752817

Blender 2.8

481 points| based2 | 7 years ago |blender.org | reply

151 comments

order
[+] electricslpnsld|7 years ago|reply
> By default, Blender now uses the left mouse button for selection.

This is probably the biggest feature in 2.8! The super non-standard select behavior was a (probably unfairly, but still real) turn off to people trying Blender for the first time. The more Blender can bring its UI in line with industry standards the better for Blender adoption.

[+] ryz|7 years ago|reply
oh god, absolutely! It's baffling to me how they did stick to a default like this for so long. It goes against any standard which has been established in similar software, not only 3ds max/maya/etc. but also engines like unity/unreal.

Like if some clever game developer suddenly decided to map forward movement to the right trigger and shooting to analog stick up on a gamepad control scheme in a FPS.

It's one of these things which you won't be able to measure, but they will certainly have lost thousands* of people trying to switch to blender by this very simple default setting. This right here is a UX lesson - take note folks!

*probably, maybe

[+] stevebmark|7 years ago|reply
I love Blender, coming from other "industry" tools like 3ds max, Blender has all the features I want for amature 3d work.

I think my favorite thing about Blender (I still love it) is the objectively god awful user interface. It's a good learning opportunity to show what happens when a community designs a GUI (hint: never ever let it happen). Almost every single possible GUI design decision is wrong or backwards. I'm excited to try this new interface to see what terrible UI gems lie in wait for discovery. It's weird and exciting that Blender is so useful and feature filled and yet so poorly visually designed.

[+] ohlookabird|7 years ago|reply
It is not "objectively god awful". I for one really like Blender's user interface and I have used both 3ds max and Maya before. Blender makes it so easy to switch views and only show things that are important to you. Granted, I also use Vim heavily. For both I head to read parts of the manual though. In my eyes, Blender is a production grade tool that can do really complex workflows. For tools like this I believe it is completely reasonable to ask users to read about the tool and its design decisions rather than making everything "intuitive".
[+] Joeboy|7 years ago|reply
I've been using Blender for a while now, and I actually miss its UI features in other apps now. I would agree that it's very unconventional and immediately baffling to new users, but not that it's "objectively god awful".
[+] pasta|7 years ago|reply
While it has a learning curve I think the UI is one of the best I ever used.

And I am not sure about your statement that everything is wrong and backwards. I think it's the result of thinking how to do things right so the user can be productive.

Also: Ton has a very strong voice in the project. I don't think it's all undirected community work.

[+] amelius|7 years ago|reply
I never used Blender, but I always thought that its interface was the "vi" of 3d design tools: not easy to learn yet very powerful. But perhaps I was wrong about that.
[+] TylerE|7 years ago|reply
That seems like wrong revisionist history.

Blender spent the first 7 years of it's life as closed-source commercial software.

[+] jchw|7 years ago|reply
I dunno, it's not like the 3dsmax or Maya interfaces are really paragons of user interface design. If anything I think Maya is (was? haven't used in a long time) at least as weird and idiosyncratic as Blender. Meanwhile, even though Blender's UI design is weird, it does have some charm in how consistently weird it is.
[+] kobrad|7 years ago|reply
How did you get to this? After using 3ds max I can't believe that they actually charge money for it, it's amazing. And the worst part is the interface.

I'm reading what you say again, like maybe I misread, but are you being serious?

[+] linuxblender|7 years ago|reply
I agree, and I wonder if a lack of hierarchy plays a part - the programmers may not be great at design, but designers would have to tell the programmers what to do. I don't know about others, but I prefer not to be told what to do!
[+] vbuwivbiu|7 years ago|reply
totally disagree. Blender's UI is great
[+] tambourine_man|7 years ago|reply
You could say the same of Gimp, to a lesser degree.

It’s interesting that features can probably be coded by committee and volunteers (as both programs are featured packed) but UI seems to require a unified vision.

[+] gregosaur|7 years ago|reply
> Blender has all the features I want for amature 3d work.

What about non amateur work - what's missing? Asking as a curious amateur.

[+] kyriakos|7 years ago|reply
You should try gimp. Same story.
[+] knolan|7 years ago|reply
This is a massive release and represents a huge overhaul of how Blender works from the UI to new technologies. It’s also a bit of a jarring change for everyone to get used to but it seems like it’ll be worth it.

The new real time eevee renderer is an incredible achievement for the open source community and, I believe, its direct compatibility with the Cycles path tracing renderer is an industry first. (Your materials and textures just work between the two).

The grease pencil tool and new 2D features are also some of the best. I once used 2.7* on a video conference call to annotate parts of a CAD model to finalise changes and it helped considerably.

Really looking forward to the full release this year.

[+] nv-vn|7 years ago|reply
Congrats to everyone who worked on this -- this is a great step forward for the Blender community as a whole!

Andrew Price did a great set of videos on some of the changes in this release [1] for anyone who's interested in trying it out.

[1] https://www.youtube.com/watch?v=lPVpg4_POww.

[+] equalunique|7 years ago|reply
I did see his series of videos recommended on YouTube and yes those are quite explanatory. Good choice.
[+] nickmain|7 years ago|reply
Is anyone else worried about about the future of Blender on macOS with the deprecation of OpenGL in favor of Metal ?

This thread offers some hope, but there is still no definitive roadmap: https://lists.blender.org/pipermail/bf-committers/2018-Decem...

[+] opencl|7 years ago|reply
Blender has a lot of OpenGL code, including shaders that are dynamically generated at runtime. There are definitely not enough resources to maintain multiple rendering backends.

If Blender is going to continue working on MacOS at all it is probably going to be through a wrapper like MoltenVK (if Blender eventually moves to Vulkan).

Apple is being actively hostile to cross platform software development with their graphics APIs so I will not be surprised if a lot of projects drop Mac support entirely when they finally remove OpenGL.

[+] tiles|7 years ago|reply
There has been a lot of progress with MoltenVK and polyfill backends like gfx-rs in other emulator backends. I wonder if either would be suitable for Blender in the future?
[+] Asking4AFriend|7 years ago|reply
Meh. Blender is free software. Mac is almost (or is) the polar opposite of free software.
[+] astrodust|7 years ago|reply
If it ever becomes a problem it'll be ported to Metal.

Annoying but not fatal.

[+] thedaemon|7 years ago|reply
I'm more worried about the future of macOS personally.
[+] fimdomeio|7 years ago|reply
While I'm not that much into 3d nowadays, tried the beta a few weeks ago and it has some amazing improvements in usability.

Would love to read more about how things get organized behind the scenes to accomplish such a complex and polished piece of open source software

[+] Joeboy|7 years ago|reply
They have money to pay developers, which differentiates them from the vast majority of OSS projects. Obviously that's not all there is to it, but I'm sure it makes a huge difference.
[+] Animats|7 years ago|reply
This is still the beta version. The add-on API was only frozen a few weeks ago, so many add-ons aren't ported yet. Now all the Blender tutorials and answers on line are out of date. Add on developers and document authors need to move now, but end users can wait a bit longer.
[+] slavik81|7 years ago|reply
Yeah. The add-on API docs for the beta are a little inaccurate at the moment. For now, developing new extensions is experts only.

I'm not familiar enough with the API, so I switched back to 2.79. I didn't want to go back, because the human interface is vastly improved... So, I'm really looking forward to the 2.80 release.

[+] nicoburns|7 years ago|reply
Awesome to see an established OSS project put such a focus on usability (and do it well from the looks of things).
[+] mrspeaker|7 years ago|reply
I agree! I'm so impressed they could defeat the spectre of OSS UX (at least for me). Blender is now an app I am excited to open up and play with (even before 2.8, I thought they had made some great improvements).

Gimp and Inkscape still give me a little bit of dread whenever they start. They're functional and work well - but they aren't a joy to use. I hope the Blender-vibes start rubbing off.

Seriously, I know it's (really really) hard and I don't know how Blender managed to pull it off, but hats-off to them!

[+] unmole|7 years ago|reply
It's in beta, not yet released.
[+] bhouston|7 years ago|reply
Meanwhile Autodesk Maya missed it's planned release date by 7 months and counting.
[+] electricslpnsld|7 years ago|reply
Well, given that Autodesk shifted Maya ownership to their life support division and fired most of the Maya R&D team, this isn’t too surprising. Good news for SideFX I suppose!
[+] stesch|7 years ago|reply
Someone should add " [BETA]" to the title. People are getting very excited.
[+] jordache|7 years ago|reply
I have not done 3d stuff extensively for years now...

The current iteration of Blender looks amazing. How does it compare to commercial 3D tools from Autodesk?

[+] antoineMoPa|7 years ago|reply
The video is really impressive. It looks like there are a lot of new real time features that I have to try. I wonder if there is the possibility to code our own real time shaders in glsl/osl for the viewport.
[+] person_of_color|7 years ago|reply
Any good Blender MOOCs or courses with a relatively recent version?
[+] bookseller|7 years ago|reply
You can try https://www.udemy.com/blendertutorial/ by Ben Tristem on Udemy. I haven’t taken it but it looks legit from rating and content freshness point of view. It’s got 4.5 stars from 23.9k ratings. It’s also been updated this month (12/2018), covering Blender 2.77 and up.
[+] golergka|7 years ago|reply
Am I the only one who's irritated by how they treat 2.8 and 2.80 as if it was the same version number? In any sane use of semver, they are 72 minor versions apart
[+] alliecat|7 years ago|reply
Not everything uses Semver (which is primarily aimed at software libraries). Blender's versioning scheme is consistent and reasonably well documented.
[+] Tempest1981|7 years ago|reply
Yes, the rare case where you can sort version number strings alphabetically, not numerically (split on .)

And a max of 10 minor versions per major version (2.70-2.79)

[+] danellis|7 years ago|reply
They're not the same, but 2.80 is the first release in the 2.8 series, so this is the release of both the specific 2.80 version and the 2.8 series. Next will be 2.81, etc.

(Except it's not, because it hasn't been released yet. Still in beta.)

[+] blensor|7 years ago|reply
In Blender versioning if they are talking about single digit minor release numbers you always have to add an imaginary x at the end

2.4x branch, 2.5x branch, 2.6xbranch, ...

Every time they move the first digit after the comma something major changes.