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Can we expect this to come to Max anytime soon?
Max has something better that.
Somebody recently released something similar. You can’t do those fancy border cuts though – https://www.youtube.com/watch?v=XdSokL0HY0s
Maya is dead,
why you bother with plugins like that in a dead software like Maya?
btw, this looks like 10x slower than Blender hard ops or box cutter
How is Maya dead? It’s still one of the most used in production and just had an update. And how is this slower? Everything was interactive so far from what I can tell. I understand criticism of software that is legitimate, but it just looks like you are criticizing because it isn’t Blender.
Max and Maya are dying a slow death due to Autodesk and their lack of development and commitment to do a rewrite on their API. Maya is slow and crashes a lot and full of bloatware. Blender for example i can run from a pen drive if needed. Its boolean system is fast and if it does crash it has one of the best recovery system on the market. Its also updated every day with something new. Plus Autodesk prices are not helping. Thus Why Ubi Soft has scrapped their whole Autodesk maya pipeline because of these things which is why they made the move to Blender. Also Epic games is now using Blender and donated 1.2 million too it. I would say give it a chance and dive in. Ill even buy you a copy of the plugin Hardops and Box cutter so you can see how fast your workflow can improve. If you need to learn Blender i run a group on facebook. Called Blender Transition Group but the gentleman above is kinda right maya isn’t dead but maya is dying a slow death just like max. I was a maya and max user now im a blender guy and i can say i wouldn’t go back if even they paid me. Seriously i don’t support Autodesk’s bad habits. Anyhow Cheers.
Seriously… I dont know how to take all this messages. Blender is great for what it does great, thats for sure. But has his limitations like any other software. Try to work on a heavy scene and just do an undo in blender. It toks literally 30 times more than maya or max. Try to apply any deforming modifier over multiple milion vertex object, Its at least 10 times slower than max. This means its bad? For sure not! It does other things really good. But I just dont get this… All move to Blender everything is perfect there.
Epic games is not “using” now blender, they donate money. Ubi is not replacing “autodesk” for Blender, they stop developing his own software to move to blender.
I am going to agree with Jay maya is dying though It’s most used.. due to it history most of the update to maya are like Done inhouse coders at company like ILM or pxar it more about the Python and mel code and less about the software . I was never a blender fan boy , but when 2.8 releases that much content for free yeah I haven’t seen a maya release in forever to do anything more . At most maya will sit and collect dust while they collect there rental paycheck from company that built there pipeline on maya
I beg to differ that epic is using blender. If you want to put money where you mouth is ill be glad to take your money.
The public notice is that Epic has give a grant to Blender. That is irrelevant of them using or not blender. I guess they was using it before and they are using it now. The grant has bigger strategic reasons than them using it internally is what I mean.
Anyways, Im quite tired of all spam posts from Blender users saying how much blender its better in every autodesk post, and then on the biggest blender news of last 2 years, we have 8 comments. Its just ridiculous. Speedcut looks good!
Same here, a lot of people apparently insecure about blender…
While it is definitely an exciting time for blender users and I am looking to adopt blender into my personal workflow once vray is available for 2.8.
It is definitely too early to say Max and Maya are dying.
There are just more viable options now for different use cases.
Also like Eloi has said Epic games didn’t switch to Blender and Ubi Soft as a whole is still using Autodesk products. The news was about Ubisoft Animation studios which does animation for TV. Not the games studio!
I didn’t say that. I said that they use blender in their pipeline. I did my internship there and i can say that truthfully.
Blender has made great strides, no doubt. 2.8 is a great release, and brings things in that have been industry standards for years. But it is still severely lacking in areas where Max has great strengths: CAD importing.
Does Blender have a proper CAD importer? I can’t even consider it until it does. Converting everything to STL (why would anyone use STL???) or OBJ from the design package is insanely inefficient; doesn’t give UV’s per trimmed surface properly, no proper vertex normals or smoothing groups per trimmed surface, loss of hierarchy and proper pivots, and prone to unstitched surfaces that result in render artifacts that need to be fixed. Some dependent on CAD software used to export. It would take way longer to first convert and then import it into Blender and fix the mesh, hoping I got the proper tessellation set, when I would already have a CAD assembly with 100’s if not 1000’s of parts already setup with materials applied, assembly with pivots already in the proper location and orientation, ready for animating or setting up a rig. The loss of man hours alone justifies the cost for Max and nPower Translators, as expensive as they are. They allow me to import as surfaces/NURBS if I want, set the tessellation interactively if I need it for animation/print, or lower resolution for an interactive export. And while maintaining the pivots for every object, clean vertex normals with additional smoothing groups for added flexibility. Once Blender overcomes this, and does it properly, I’ll take another look.
Competition is good, from open source and other software. It forces Autodesk to act faster as I’m sure they’ve seen their user numbers drop, and actually do something the past couple releases.
Well, STL is very useful for engineering, DWG is pretty bad for that in our experience.
When you mean CAD importer you should specify what format, if you want to import DXF, then you can, if you want to import DWG, there is not proper DWG import addon that I know, there is one that I have not tested because it’s commercial inside a bigger addon that we don’t need.
If you mean REVIT… you know that’s not goona happen because Autodesk don’t want to.
Apart from that, we work with CAD data, no problem at all, usually exporting 3d information to DXF, FBX or OBJ
regarding this:
“doesnât give UVâs per trimmed surface properly, no proper vertex normals or smoothing groups per trimmed surface, loss of hierarchy and proper pivots, and prone to unstitched surfaces that result in render artifacts that need to be fixed”
You know that the problem comes from the export software, right? it’s not a blender problem, if the UV’s are not correctly created in the export software, then Blender is not going to magically create them.
The same goes for the other things, have you tried FBX? Since it’s from Autodesk it may work better for you.
BTW Npower translator it’s a plugin, why don’t you ask those devs to create an addon for blender? Because it seems the problem is not a Blender problem, it’s also a Max problem, that’s why you need the translator, we never used nPower translator.
” It forces Autodesk to act faster as Iâm sure theyâve seen their user numbers drop, and actually do something the past couple releases.”
Yes, they released Indie license đ
In any case, if you love max and you want to keep paying Autodesk for max and the ton of plugins you need, that’s cool, it’s a matter of what each one needs, if Blender don’t fit your needs, forget about it, I’m sure you won’t mention all that paragraph regarding C4D while it does not have nPower translators either.
So the most important fact here is that if CAD importers are needed (and they are, we find our workflow fine, but it can be better of course), and there is interest, I’m sure users who need CAD importers should arrange and try to form a group to ask for this, and even it can be possible to arrange a proper crowdfunding campaign to hire a developer and to implement the best CAD importer ever, not as an addon, but in the actual Blender master source when it’s ready.
That’s the power of Open Source, but you should not wait until someone else do the job, push for it, organise yourself with others and look for the result, talk with devs (not only Blender devs, any 3d experienced dev that can do the job) and even fund it if your studio is big enough to do so đ
STL is really only useful these days for 3D printing. No competent engineer would use STL for information transfer and designing. Origins, hierarchy, naming, all lost. OBJ is a littel better option, it at least stores UVs, but loses pivots in most cases. FBX is the best option, but again, is up to the software to export it if it is even supported by them. It’s also up to the software exporting to create UV’s if you are given a mesh, that’s a huge down side. But if I have a BREP or native file, I can create them upon import. The importer does it. No fuss, no unwrapping after the fact unless I need to compact and that’s about 5 seconds of work.
The problem is your solution is using mesh exported CAD data. There’s no flexibility in that, and it’s a huge time sink. When I’m talking about importing CAD data, I mean native files from SolidWorks, ProE, CATIA, Inventor, etc. Or at least the very least, STEP. Our clients would drop us if they had to export mesh just for us to illustrate or animate their products. That’s a workaround that wastes our times and our client’s money.
I use the nPower Translator plugin for more flexibility in editing and PowerMesh. Though it isn’t needed, as the built in 3ds Max importers (probably based on nPower) also create UV’s per trimmed surface; as solids for interactive tessellation at any time after import, or as a mesh, grouped by sub assemblies automatically, ready to rig and animate. I would still be able to do my job much faster with the native 3ds Max importers vs the workarounds needed for Blender. And yes, C4D also has a CAD importer as of R20, not flexible as having body objects in your scene, but still some useful settings. Blender does a lot of things well, here, it just does not even come close. Just fine here, is not good enough.
STL is nothing else than a stripped down triangle + normal description – literally nothing else in there. It’s used mainly for exporting as a stand-in or 3d print but is by no means suitable in the CAD/CAE world other than representing the final model… it’s like the ancient 3ds, only even less useful.
At least STEP and IGES must be supported by Blender, they’re both industry standards, and anyone can and *should* support them.
FYI, Max has 2 different built-in importers for these and a few other important formats, and it actually does a decent job most of the time. Last time I tried Blender, I was really disappointed to see that no single CAD format carrying anything else than mere vertex data was available.
And that is what we do when we work with engineering models, we are not engineers and we don’t want to, so we just need the final model to work with it.
Yes, that’s not going to happen, and it does not happen in max either, when you import a Revit file in max it gets converted to goemetry, and it’s very bad geometry, not that in revit is better at all, but it gets converted.
In max there are not serious NURBS tools, neither in Blender or any other non-CAD software, the best tools out there in the non-CAD realm are the Maya ones.
So here we have two things:
– If you have such an stablished workflow and you work fine with Max, then no need to go to Blender, don’t use it, as I said before.
– In the case you want to use it, and you need such a translator, I already said the solution, as many other studios, you can arrange a groups of studios and people, or if your studio is big enough, you can hire a developer and create that importer, to be used in your own build, or to be implemented in Master for everyone to use it.
It will be cheaper in the long run.
Don’t wait until the Blender Institute implement something, make the implementation yourself.
if it SHOULD be supported and it’s so important (I don’t doubt it at all), and you WANT to use Blender, as I said, make the implementation yourself or organise a group of users to hire a developer to make such implementation.
I said it already, don’t wait until someone creates it, implement it yourself, that’s how Blender works an grows, with their users creations being adapted to their own workflow, and when something is good for everyone it gets implemented in master.
I have Max, I worked with 3ds/max since year… I don’t know, 1998 maybe, and even knowing that, we are happier with Blender, it’s just works for us, maybe it’s not good enough for you đ
Being OK with losing hierarchy, pivot points of joints, naming, instances of objects (very important if you have hundreds if not thousands of nuts and bolts that are the same thing), that has nothing to do with being an engineer. That’s using the proper information you are given to do the job accurately in far less time. Unless the artist is working with the simplest of data, I’d demote them for even considering STL or thinking .
It does happen in Max, and has been for years. Is it converted, yes, from native surfaces to a BREP, which respects all trimmed surfaces, but not to a mesh until you tell it to. We don’t need “serious” NURBS tools to have it imported and displayed. The nPower Translators only gives us those extra editing tools for those who want them. But to import, set your tessellation, stitch open edges, you can do all of that in factory stock Max within that body object.
I don’t know why you use Revit as an example, that’s like expecting BREP out of Sketchup. Revit isn’t creating products like Inventor, SolidWorks, Catia, etc., it’s for architectural design; it’s simple box shapes most of the time with some furniture thrown in that needs to be replaced anyway, so why would I need a body object? But since you brought it up, importing Revit files is simple in Max and it retains the materials, names, and pivots. At least you can download an importer for Blender to do near the same with that format. đ
This has asked for in been on Blender wish list for years. I’ve found topics of people trying to import into Blender, only to be pointed to a cumbersome workaround with a shrug. Most of us are too busy with life to organize the development of something that should have been in it for years. Heck, I barely have time for the betas that I’m in.
First of all, then don’t use Blender đ
If you cannot be involved in Blender evolution or trying to participate in some development initiative that will benefit you, then simply don’t use Blender.
With that I don’t mean that if you use Blender you MUST participate in it’s development, but if there is something REALLY important to you, there will probably be a bunch of people that also finds this important, so you are not the one that has to organise the development, usually it goes as a collective effort, once you do a design document for such a feature, having clear targets, references to how it should work, and references to what does not work, then you will start finding people that will collaborate with you, because they are also interested on it.
In the end, if it is really SOOOOO important, just hire a developer, in the long run it will be far cheaper than keep paying Autodesk.
But if you don’t have time for all this, or don’t want to do anything of this, then use Blender as it is, but just asking for “I want blender to import this file format” won’t achieve anything at all. Maybe, if you are lucky, some other person would do what I told you, and you may get the importer, but maybe not.
But let’s be honest, that’s no different to Autodesk, I was asking for a fluid simulator, and SPH solver for particle flow, or a volumetric shader for mental ray, multithreaded particle flow or more stability for physics in particles for YEARS, and the result was the same, no solution given, not evolution, no nothing.
I was not able to do a single thing regarding that, because without some proper modifications to the actual mental ray implementation it was not possible, and the sph solver was a project to big for an small studio to tackle it.
What’s the difference with Blender?
If you REALLY need something, and the core devs don’t hear you, or don’t have time to tackle your priority, you can do something, the big efforts can be done between several people, like Mantaflow, thanks to Sebastian Barschkis and Nils Thuerey, I was involved with them in testing it and making builds a bit known and available to the general group of users to test it, while at first it was hard for people to try it because it required knowledge to build Blender, and the motivation of the developer was not so high due to the lack of users, since there was no one distirbuting those features, there was barely any user of them, all changed when I involved my self with them and started making mantaflow more visible.
Many things go that way, for example we take some old but cool developments that are half way into master, test it and try to rise the voice of many users, to rise their interest in the feature so it could be further developed or directly implemented into master, and we don’t take ANY development, but the ones we find important for our workflow (and some times others that are being asked by friends or other users).
Other example is Fracture Modifier, thanks to Martin Felke, who helped me a lot of times with a lot of things, we tested many features together, he implemented a particle mesher into fracture modifier for me (and any other user) to be able to mesh the SPH simulations done with Blender particles.
Now we have an OpenVDB mesher as a modifier in our build, and it’s able to mesh also particles, not just objects, it’s capable of doing CSG operations and other things, all thanks to him.
If you really need something, donât wait until it gets done, consult a developer (not an addon developer but a C++ developer), check how big the project could be, evaluate it and if you or your studio donât have the money try to arrange a crowdfunding project to achieve this.
Many non-blender users and many blender users donât entirely understand how Blender development goes, itâs not a matter of waiting the main dev team implementing things, itâs an effort of every single user and every studio that uses Blender and wants a better Blender, not for others necessarily, but for them.
So itâs not a matter of asking âhow can I import this cad fileâ
It takes more effort, design documents, prototypes, defined ideas and development projects, all that work that usually is done inside a company is done in the Blender Institute, but if you are interested in an specific project that is not clearly present in the Blender Institute plans you can organize the development of it.
Regarding the Revit, itâs CAD, maybe not mechanical CAD but architectural CAD, and the result is horrible, and yes in max with the Autodesk native importer, since it’s an Autodesk closed format, regarding the engineering/mechanical CAD with hierarchy, yes, we would not use STL for that of course, that is when other formats come into play, and the exporters in other packages are as bad as the CAD importers in Blender.
In the same way you miss the high quality importer in Blender. why not ask for an specific high quality exporter in the CAD software?
And yes, we ask our clients to give us the files in the proper format, we donât work with proprietary formats, and our clients donât have any problem with it.
As I said, IF you want to use Blender and need such importer, find a way to develop it or to push its development, and after the project has started if you want, propose it to be implemented in master, many people will support it and will be very happy with such initiative :smiley:
Of course if you don’t want any of the hassle this may be for you, then you are better off paying Autodesk, and if that is what you need, that’s perfect đ
It all depends on the specific user needs.
Don’t bother replying to people like that.. đ
Why Blender users constantly plague every single thing related to Maya or 3dsMax? Everything, every forum, video, every new tool, news…? If you love Blender so much, what the hell are you doing here? Why are you reading every single Autodesk news if you hate it so much?
That I don’t know and it’s getting annoying indeed. Blender isn’t obscure anymore, people are aware of it. So they could definitely lay back and relax with the guerrilla marketing.
Why Maya users feel constantly attacked when someone mentions blender?
It’s annoying to have to hear this complaints in every public conversation where Blender is mentioned.
See? this can go both ways, or we can freely talk, freely answer or freely ignore others đ
This plugin is in direct relation with one of the most widely used Blender addons, in fact or this is a copy of that addon, or the addon is a copy of this plugin, it all depends on what software was here before probably.
You have to take into account that this is a public forum filled with people that once feel betrayed by Autodesk after investing tons of hours and money, there are A LOT of old 3dsmax/Maya users here that are now Blender users, and they don’t like how Autodesk behaves, this started with the comment of Jay I think, he is stating his opinion, like it or not, and his is in his right to do so as Eloi is in his right to state his, some of Autodesk users or Blender users are more emotional, and some are less emotional, some are more exaggerated, some are less exaggerated, but everyone is free to speak.
In my case I just answered to a person that is not a Blender user but he said some things about it and CAD material, I just answered to those things with my own opinion (I still have to read his answer).
The fact is like you complain of free people freely talking here about a related topic, if you want to be surrounded by Autodesk users, and just Autodesk users you can go to the Autodesk Beta forums, you will feel comfortable here and no one will question your software of choice and the quality of it.
Be aware that it will be just in the Beta forums, because Autodesk forums are also filled with other software users (in the CAD realm or other realms) that abandoned Autodesk and now they are denouncing the latest Autodesk move, the decission to stop activating PERPETUAL licenses.
I am still a Max user and while I still find it difficult to switch to Blender given lack of time and to what I still stand by a hardcore blender UI for newcomers, I welcome such discussions wholeheartedly, we all feel betrayed by Autodesk, we all dream and remember the good old days of the 90’s when kinetix was a thing and every release of either Maya or Max was a breakthrough! I sincerely hope these discussions continue.
Yessss! Those time were refreshing, every max version was a revolution, I specially remember Max 4, codename Magma if I recall correctly, first versions of Arnold, Vray, Brazil, etc… exciting times! đ
I remember what the small but very talented teams at Blizzard and Blur were doing with Max 3 and 4! first time cloth was used in max in warcraft 3 cinematics. Now these companies have turned into large corporations with huge teams factory working it out and specializing. I am not least bit excited about any new cinematics anymore. I still look back at those days with awe they are truly golden and inspirational times.
Yes, it happened the same to me, each time Blizzard released a new cinamatic it was a huge event, it was exciting, the same with Blur, now it’s not too important, it’s a pity.
Beautiful works, nothing to be excited about.
Max and Maya users aren’t going into the Blender topics and doing what the Blender users are doing here. Most of them are not even making actual arguments, just throwing insults at software without any substance. “Maya’s dead, blah blah blah” It isn’t the same thing, not even close. It’s extremely childish and unprofessional. I’m even going to assume the admins got rid of the thumbs up-down ratings as there was some users just going into the Maya and Max threads and thumbs downing every conversation in the thread. Doesn’t happen in the Blender or other threads, does it?
Definitely agree with Juang3d. Im just a old Maya and Max Autodesk user that got tired of Autodesk 10 plus years crap. Give, as Juang3d stated it is my opinion for sure. what most people don’t know is Autodesk is hurting the freelance community with over priced software that barely gets updates in the right areas that artist need. Also you can’t own the softwar and sometimes forces you to update to the next version that usually brings tons of bugs that were taken care of in the first place. As a freelancer im gladly save that $400 a month that i would use to rent max. Now i pocket that and put it to hardware like my titan V that i just recently got. Autodesk will keep putting crap out and people will keep paying for bad habits but hey ill just use a program thats free that has better tools and save my money.
Software has nothing to do with it.
It
s a psychological problem, partly inferiority complex (completely unneeded, because it
s a great tool), partly the desperate need to verify that they have made the right decision.Partly itÂŽs the ‘They hurt me, so i will hurt them back.’ when it comes to ADSK.Ahhh, kindergarden let`s throw around some toys…
If you say so, it’s ok, I would say that while that is possible, the psychological problem maybe goes both ways, no one forces you to answer here to anyone, or to complain about Blender users talking here.
(BTW you keep forgeting that the majority of the Blender users that speak here were Autodesk users that are now Blender users, and some of them may have been here before some of you even knew what this website was LOL, should they abandon ship because they are uncomfortable to you?)
The fact is that while you may be right or not, the evaluation goes both ways, you are behaving as much as a child as the others, but you are the one complaining because others are complaining đ
Food for thought.
This site should change the name to BlenderPress.org. đ
Funny thing is … there’s a blender news section, but most blender comments are always on the Autodesk news. Food for thought.
Most of the comments are present in news that appear in the general news section.
Funnily enough, you know what was the name of this site in the past, right? hehehe
The thing is that this is not a news related to Autodesk or Maya, this is related to a modeling tool that could have appeared for C4D for example, and it’s in direct relation with other famous tool widely used in Blender, some old and current Maya users or max users may find this interesting hence there is debate and conversation, that is good IMHO.
The fact is that there is more conversation in Autodesk related threads because users here are or were both users from Autodesk and Blender, so there is a space for debate IMHO.
I’m all for debate. It’s all good, it’s weekend time! đ
Juang3d…nobady cares what people were using before. I was using CInema4D for a while and most certainly I donât go to C4D forum, post, articles, everything now and posting shit. I follow the news, check a bit and bounce out, donât give a damn what people are saying or feel the need to âspread the wordâ like Blender users does. I might ask actual question if i find it really interesting or it could be potentially useful to me but most certainly will not write âBlender is deadâ crap. You donât see users of other software spamming such things.
You (Blender users in genera too) also most certainly donât have to explain things to me or everyone or convince me, prove the point or whatever…i know already whatâs happening with Blender and other software and thier general differences.
I know that HardOps/Box Cutter are far better then this script or any other similar…so what? I know there is bunch of other really cool stuff too like Tissue addon i want to try…..
…donât feel like writing more because itâs like talking to wall anyway, nothing will change.
The question of the OP was why this behaviour of some Blender users.
I doesn
t matter if i
m right or not. This wasnt even adressed at you Juang3d, but you are always so easily up in arms. So i
m really sorry this post offended you.It`s just a observation that i have made for quite some time.
@Meli
No, don’t worry, it does not offend me, I kind of agree up to some point, but not just in regards of Blender users (including me) or Autodesk users (including my past me hahaha)
In the end this is an open debate forum, and the conflict right now lies below Autodesk umbrella, because of their repeated behaviours, so many users appear under the Autodesk related post to say “yes, whatever, but this is under Autodesk, better go off Autodesk”.
For some (that are against Autodesk, not Autodesk users) it is like using the results of the investigation of a doctor that did achieve those results unethically, harming people and other similar things (some Trekkie here? Voyager fans?), so is just like fighting against the Autodesk practices, I’m sure no one would complain about anything if it wasn’t because of that, some of you complain about this happening in Autodesk related news, exactly! think about why does this happens here and not in SideFX related news, or Maxon related news, that’s important.
Not all the complains come from Blender users thought, but Blender is usually mentioned because it’s felt like the alternative to Autodesk (yes, I know many here won’t agree with this, but it’s my perception), C4D is not being taken into account by many users for different things, it has a very specific niche and it’s comfortable there (that’s not to say it cannot be used for whatever other thing), and Houdini is Houdini, Lightwave is dead, and Softimage… we all know what happened there (another reason for all this), so in the end Blender comes into play because it’s felt like the only real alternative to 3ds max and Maya for many workflows, or for more generalistic projects, specially now that it’s improving quite a lot and very fast.
Some times it can be kind of annoying, I know that, but the come out demonstrated to me that it pays off, there has been a number of users that actually ended agreeing with my (and others) criticism, some of them are now Autodesk users because they have to, not because they want to, and at the same time they became Blender users, which is good, and others that were capable of, completely changed their workflow and pipeline to Blender, and some, to other packages.
So as I said, don’t worry, you have not offended me, and I kind of agree with you, and I think that those thoughts affect us all, we are here to talk, and as I always said, it’s easy to ignore posts from people you just don’t like to read đ
@nmae
Ok, then just ignore any explanation or answer that don’t affects you, but don’t assume that your opinion or knowledge or interest is the same as the “everyone” you mention, you are not the only one reading this pages, others are perfectly fine having these conversations here, free speech đ
That’s your opinion, and I can see that it’s a strong one đ
And this is not an Autodesk forum either, this is news that were in the CG News area, general news area.
Again, that’s your super strong opinion đ
No, it’s not like talking to wall unless you think that the only situations were this could be not like “talking to walls” could be if there is an agreement with your opinion.
In your post you basically said that you don’t care about anything that anyone could say related to Blender or against Autodesk (I understand this last part as implied, but you may ignore it if it’s not the case), then you have a solution, ignore people saying those things, as easy as that đ
The fact is that what you say is simply not true IMO, that’s why there is a conversation here, some people cares, others don’t, a lot of more people cares but are just reading, a lot of people cares about this conversations, some in favour of Autodesk, some against it, some in favour of the conversation, some against it, but even you are interested in this conversation, that’s why you answered here, otherwise you would have simply ignored it.
Well, personally i don
t feel uncomfortable of someone telling me there is a better alternative. Also i have to agree that this behaviour is not tied to Blender users, i just saw Houdini users raiding the BifrostBoard tutorial threads. ;-)
Anyway speaking of Bifrost:
Juang, i want to ask you a off-topic question about Blender Addons.
Lets say someone want to bring BifrostBoard to Blender, would the whole BifrostBoard standalone software have to agree to the Blender license or just the ‘connection’-addon?
Wow, that whole thread really got off-topic.
Thanks.
Hahaha, well off topic is normal in converstation, isn’t it? hehehe
I have no idea regarding your Bifrost question, because even when it’s an “external” system, it does not mean that it’s an exe, but rather a dll performing all the calculations, receiving the information, so there are some key things here:
– Will autodesk release an standalone version of BiFrost to give others the ability to integrate it into their own DCC’s ?
I personally doubt it, Eloi may know it better, but I personally think that BiFrost is a key component in Autodesk strategy so I doubt they will open the gates to others.
– What would be the price of a BiFrost standalone license?
Because thinking in how Autodesk works it could possibly be even way more expensive than the Max or Maya license.
– What about license incompatibilities between Autodesk EULA and Blender’s GPL?
Well, as long as it is a separate executable it’s not a big problem, it can communicate with Blender in different ways, like caching files or using sockets and it would not be incompatible (regarding the GPL I mean), now regarding the Autodesk EULA, that is a different matter since the Autodesk EULA usually compromise the privacy and gives Autodesk some rights over the user computer that will not be allowed by Blender like… never.
That is the main reason why FBX in Blender does not use the actual FBX SDK, the FBX SDK has some EULA clauses related to Autodesk being able to audit the user computer, and have information about it, and that’s something that won’t ever be accepted by Blender it self.
That does not mean that anyone could do a bridge for their own, or an addon accepting that EULA, that’s a different matter and it happened with FBX.
So, technically speaking, there is nothing preventing the connection between BiFrost and Blender if it’s an external system, speaking about all the other matters, there could be some problems or limitations due to Autodesk itself.
And also to answer the main question, will BiFrost and Autodesk have to agree with GPL? no, it’s the addon that is in direct conenction with Blender and makes use of the Blender Python API or it’s integrated into Blender as C++ code the one that will be affected by GPL.
Thanks for the answer, Juang.
About the strategy of ADSK with Bifrost i`m was a bit confused as well. But then i saw the ADSK Siggraph vision series, where they ran an Bifrost Graph inside Houdini, so i thought they will probably open it up for other DCC applications too.
mmm maybe đ
The question I do my self is… why a houdini user could want to use BiFrost? I mean, it may make sense for Cinema 4D maybe, or Blender as you asked, but Houdini? it’s a bit weird when Houdini is far more powerful than BiFrost, but who knows.
The idea of having BiFrost as an external software is not weird, since they can implement it in their both DCC’s easily, the bad part if that to make it to fully work with other existing features in that software is more complex, for example a two way simulation mixing something from biFrost with nCloth, I don’t knwo if it’s possible or not, but I know that that is a hard thing to achieve when the simulation software is external (even when it’s being used internally).
Again, why knows, I doubt I would ever use Bifrost ever again, but who knows hahaha
This post goes all different directions. XD
“Houdini is far more powerful than BiFrost”. Thats a big assumption.
Houdini is now more complete than Bifrost, I will agree with that.
Houdini is built over a more than 20 years old technology, this has a lot o positive things, also some negative. Bifrost has been build from scratch, with a modern core and has his positive advantages as well.
Vertex manipulating is far faster in bifrost than in houdini on my tests. There are not many solvers so far in Bifrost, but they will come. I dont think you have an MPM solver in Houdini, or Fuilds with a Dynamic resolution grid solver neither. So I can see some advantages already even Bifrost just come out to say hello.
For me:
Equals:
But that does not means that I think it’s worse, I mean that right now Houdini can do way more things than BiFrost.
Regarding the other features, I’m not sure either, you have more Houdini guys around, the adaptive grid sounds familiar, but I may be wrong.
But add something related to it being an standalone thing! đ
houdini is an entire program, modelling, animation, dynamics, channel operators, rendering and compositing, all of those contexts can talk each other. Bifrost alone is not capable of all of this, it’s not a fair comparision.
what were your tests? houdini’s point manipulation performance is difficult to beat. I’m curious to see how you tested this in houdini.
nice! is MPM better than vellum? because I’ve heard that is very slow and difficult to control.
So you can go and tweak individual voxel’s density post simulation using an attribute on a nearby geometry? or based on value of another volumetric field? can or you can remove motion jittering from a simulation? can you delete a specific particle that you don’t like without resimming everything? and put it back as an instance when the director asks for it, keeping track of what you did? can you use a colored point cloud to color a volume simulation and change field’s values like temperature or density at rendertime?
in another video marcus mentioned https://vimeo.com/355178027 at 48:40
“in order to get this out we had to make some hard choices”
Is not production ready for full rigged characters yet.
There’s no rigid bodies and destruction.
No interactive modelling nor complex procedural modelling.
It can’t create graphs that require mesh ray-casting or getting closest points in a point cloud, or nearest neighbour on a mesh.
It can’t create graphs that require complete volume tookit, including booleans.
It can’t use instances as source for simulations or colliders.
this alone shows that is still a very young system. It really feels they had to push it out, even being still unfinished.
Yes and from what I remember they rewrote the way it handles geometry. Changing groups and attributes was slow with very high poly counts, now is blazing fast for example.
in version 9 they rewrote the interface and it uses python.but properly, not like that “porting” of mel to pymel.
Solaris and Tops are last year’s new techs, that will probably going to change how things are done in the industry.
speaking of 20 years old tech…. maya on the other side still throws an error with the shatter tool, and nucleus is still singlethreaded.
But icons are constantly updated.
That is totally true, not entirely fair, but BiFrost is integrated inside Maya, so it’s like if we were talking about Maya+BiFrost, together they do a one-package that can be more or less compared in general IMO.
Anyways, I have not used BiFrost so I don’t want to speak much more than what I said until I see some more things about it, new videos were released today, I’ll watch them later.
I’ll leave the rest of the answer to Eloi đ
Blender users be like https://imgflip.com/i/38m3pm
Funny, this is also a joke amongst Blender users hahaha.
This is also a good one, not about Blender though:
https://imgur.com/a/6UinZVu