47 comments

  • BadBadJellyBean 6 hours ago

    I think especially since the UI overhaul in Blender 2.8 the project has been on a steep upwards trajectory. The software was always amazing, especially since it was free and open source, but the new UI and all subsequent improvements really put Blender on the map as a serious tool and not just an alternative for when you don't have money for the big players.

    • crote 3 hours ago

      It's a self-reinforcing loop. Once a FLOSS tool becomes good enough, it'll start to attract professional users, who are willing to invest in it, which makes it even better. And it is quite hard for commercial players to compete with free.

      But FLOSS software is mainly made by developers. Who like writing new flashy features, but are awful at UX, and making sure all the small kinks are worked out.

      So most FLOSS software gets stuck in a "death by a thousand papercuts" scenario, where it has enough features to technically be usable but it is painful enough to use that no professional would ever adopt it.

      Blender got out of it. I really hope more projects will follow their example.

      • esafak 22 minutes ago

        > But FLOSS software is mainly made by developers. Who like writing new flashy features, but are awful at UX, and making sure all the small kinks are worked out.

        That is what product managers are for; someone to lead the product's direction, ensure quality control, and to instill taste. That requires being able to say when a feature is poorly implemented or outright bad and unnecessary -- it's not always just kinks. The problem is that this collides with the collaborative ethos of open source software. But when it's not done it's the users who suffer.

      • Jedd 3 hours ago

        > but are awful at UX

        This is such a weird trope.

        For those of us who've used microsoft teams, jira, servicenow, salesforce, or basically any insanely popular (in the commercial if not upvote sense) products, it's unclear what is being compared to with these tired claims.

        • savolai 2 hours ago

          These are all products the ux direction of which is likely influenced more by corporate power dynamics. Sure, uxers are involved, the real power they have is a different question.

          Everyone’s got their preferences, quality of ux is by definition subjective. That is what makes these discussions hard. Naming any examples will always have ”nah i don’t like that product” as counterpoint.

          An equally weird trope us UX practitioners dumbing down UIs. It simply depends on who we are designing for.

          As soon as developers actively hang out with real users in real life and genuinely observe them without intervening, i’m all for oss projects without uxers.

          Disclaimer: did my master’s thesis on OSS UX.

        • throwa356262 29 minutes ago

          Actually, I like Microsoft Teams.

          I know this is controversial but I prefer teams to zoom and slack.

        • bzzzt 2 hours ago

          > This is such a weird trope.

          No, it isn't. Lots of non-trivial OSS desktop applications are clearly made by people with no interest in aligning with expected desktop GUI behavior. From Gimp with dozens of windows to LibreOffice which is slow and has bad font rendering. And those are the 'poster apps' for FOSS desktops, lots of apps are worse.

          • Moomoomoo309 38 minutes ago

            Gimp's single window mode was made the default years ago now, so that's not a great example anymore - there's scientific software that uses that paradigm that might work better, but most of that isn't OSS. Also, Libreoffice being slow and having bad font rendering seems pretty inline with Word nowadays...

          • savolai an hour ago

            Gimp may be a bitnof a bad example nowadays? Of course depends on your habits and standards.

        • giancarlostoro 2 hours ago

          Those products likely have UI / UX people behind how they look, feel and behave. ;) Except maybe Jira, Jiras always been the Excel of ticketing.

        • high_na_euv 2 hours ago

          Teams are decent, wdym?

          Inb4: I've used ventrilo,team speak, mumble, discord, Skype.

          • dfxm12 an hour ago

            It looks like you only use a tiny fraction of Teams' functionality. I agree, it's there's little to complain about when using it for IM/voice/video calls. When you start using it for other things, especially the enterprise features, it is bad. It is a resource hog, handles navigation poorly, has poor default settings, finding installed apps can be tough, etc.

      • kiba 2 hours ago

        We should consider public funding for open source projects.

        Creating something for the benefit of humanity is great and all but ultimately, programmers need to eat.

      • bena an hour ago

        I think it's an issue of "what matters".

        FLOSS software is often made people who are interested in the thing being done. The UI to do it is something that can be fixed "later". But later is always later. There's always another feature to implement before you can sit down and really fix that UI.

    • raincole 3 hours ago

      It might sound weird, but I think the key factor is the rise of Youtube.

      There is unbelievable amount of Blender content on Youtube. Like, probably more than all the other DCCs (Maya, 3DsMax, Houdini, Modo, etc...) combined[0]. It's beyond the DCC for hobbyists. I've seen people who think it's the only DCC. A few years ago, I met an 2D artist who started integrating 3D workflow and he genuinely didn't know the existence of Maya.

      [0] I have no data to back this up. It's just my guess.

    • haunter 3 hours ago

      >I think especially since the UI overhaul in Blender 2.8 the project has been on a steep upwards trajectory.

      100% agreed. I know a lot of people don't like that but sometimes I feel that FOSS projects are intentionally sabotaging themselves by ignoring industry standard options/conventions and instead they are following open source ideas just to be different. UI/UX is the main symptom of that. Blender could move forward and wish others could too.

      Krita is another example of a good project

      CAD is the next frontier where we need a "Blender moment"

      • BadBadJellyBean 3 hours ago

        We have to keep in mind though that many open source projects started as something that someone wanted and then made. It probably worked just like that person wanted and then it grew. Maybe it is because they weren't too versed in UI/UX design.

        Another thing is that many classic open source projects don't have a "I want to grow my user base" mindset. Why would they. It's not like they get paid.

        Big overhauls also always have the risk of alienating current users. I learned Blender on the pre 2.8 UI and because I use it rarely I still sometimes struggle with the new shortcuts.

        Blender clearly benefited from the change but the real spirit of open source is: you don't like it then help fix it.

    • luma 3 hours ago

      The Blender project is the model I hope FreeCAD can eventually follow. Like digital animation, the 3D digital design field has a pretty rough selection of tools and the UI on all of them leaves a lot to be desired. FreeCAD has been on an upward trajectory in the past couple years as more people lean into the project out of frustration over increasingly hostile pricing from the commercial solutions. KiCAD has seen incredible advances since CERN started pouring resources into it, I'm sure Netflix money is going to help Blender. Now to get some large engineering shop to consider FreeCAD as their exit path to Siemens/et al...

      • syntaxing 3 hours ago

        Unfortunately it’ll be a lot harder for CAD because of all of the other lock in like PLM/ERP integration. A good PLM is half the product. I know a good amount of companies that do not use solidworks because their PLM is absolutely crappy (but I haven’t been a MechE for a couple years now so things could have changed)

        • rcxdude 2 hours ago

          True, but PLM is an area where the bar for UX is very low indeed. I think the main barrier to an OSS one is the will to make one and the large list of checkbox features they're often selected by.

    • jandrese 3 hours ago

      To be fair animated 3D modeling is a complex task so the UI can only get so simple. Even commercial tools require training and have challenging interfaces.

      Another example is Gimp. People like to bag on it for having a terrible interface, but when they say Photoshop is so much better I have to wonder what magical version they are using. For me the differences between the two are marginal, but that may be because I learned how to use Gimp first and have to hunt around Photoshop's interface more.

      • Sharlin an hour ago

        > To be fair animated 3D modeling is a complex task so the UI can only get so simple

        The interface doesn't have to be simple. What it should be is conforming to established UI patterns and conventions. Blender used to be incredibly unintuitive even to people who had never used any other 3D modeler before.

      • pennomi 2 hours ago

        GIMP fought against single window mode for ages despite the majority of people wanting it.

    • dylan604 4 minutes ago

      Where are all of the open source UI/UX peeps? Why do they not exist? Why are so many devs accepting of the open source concept and yet apparently no UI types are by comparison? The number of open source UI peeps rounds to zero.

      What is it about design/artsy types that makes working on open source anathema where coders will do it just for the lulz?

    • lynndotpy an hour ago

      This is my perspective as well. I've been a big FOSS junkie and, in ~2015 or so, Blender had a repute similar to GIMP. (A free, worse version of proprietary tools).

      By the time I picked Blender up in 2016 (before 2.8!) it felt pretty mature, but I used it (still) because it was the one that was free and which worked on Linux.

      The time and energy I put into learning Blender feels like an investment that has paid off amazing dividends.

      (I'd also picked up Godot at the same time, with much the same story of elation on its adoption rate).

      • raincole an hour ago

        The negative example of Blender is Inkscape. I've used Inkscape in ~2015. I picked it up again in 2025. Surprisingly, it feels even slower and more unstable than a decade ago. I start thinking it's an app that will never reach a mature state.

    • chuckadams 3 hours ago

      I remember when Blender first forked from NeoGeo's old code: it was clunky, alien and just plain weird. But even then the slashdot crowd was remarking about how snappy the UI was, once they figured out how to use it.

    • panarchy 3 hours ago

      Other open source projects should take note. It seems like UX is a complete afterthought for most and any suggestions for QoL improvements are met with hostility by the small fervent community telling everyone to go fork themselves.

      Somewhat relevant XKCD: https://xkcd.com/1172/

    • mopsi 5 hours ago

      That shows the importance of listening to users. I too tried to learn Blender before the UI overhaul, but with prior 3ds max experience, Blender was infuriatingly counterintuitive; for example, it used the right mouse button instead of the left to select objects. Felt like those deliberately annoying demo pages that make you select phone numbers from drop-downs and click on moving buttons to submit forms.

      • whizzter 4 hours ago

        The context was also weirdly random, probably with some logic for longtime Blender users but just weirdly random.

        The usual context for modelling, [[[ Mode(model/uv/anim) -> Object/Mesh selection -> Face/Line/Vertex selection ]]] that is found [[[ (top-to-bottom)-(left-to-right) ]]] since Blender 2.8 and most other programs used to be placed [[[ middle of screen-top of screen-middle of screen ]]], just an insane order and that stuff was actually defended by Blender-die-hards (that probably used keybindings for these context switches anyhow).

        There is still things placed "weirdly", but once we got past that it became immensly better (and not rage-quit worthy).

  • another_twist 7 hours ago

    Brilliant. Some of the animations that are put as showcases on the Blender site are absolutely phenomenal. This one https://studio.blender.org/projects/spring/

    particularly is my all time favorite.

    • lynndotpy an hour ago

      There's also the 2024 film Flow. Really delightful movie, and is impressively rendered using Eevee (Blender's real-time renderer) and not Cycles (Blender's path-traced renderer).

    • tomovo 5 hours ago

      I loved Coffee Run and the BCON24 Identity. Brilliant stuff. When it comes to Blender itself the only regret I have is that they ended support for Intel Macs but I understand it's a burden to support older platforms.

  • WhoCaresAboutIt 5 hours ago

    Very cool news.

    Personally, I'd love to see some more focus on game-dev workflows. The game asset pipeline still feels janky: texture painting exists, but not great, and baking textures/previewing results or baking from high poly to low poly involves a lot of manual node fiddling and rewiring. Export/iterate/build/test cycles are also pretty painful still.

    • roflcopter69 2 hours ago

      Yes I think there's still a lot of potential upside.

      But check out this collaboration between Blender and Godot https://godotengine.org/showcase/dogwalk/ I could imagine that in the not too distant future we might really have a completely open tools stack for making up to AA games (minus console SDKs which always are under NDA I guess).

  • mcraiha 2 hours ago

    If someone is wondering who the Aras guy is https://mastodon.gamedev.place/@aras/115971315481385360

  • dimgl 3 hours ago

    I really like Blender and it's an amazing product, but I can't get over the standard Blender keymap. The "industry compatible" workflow is more sane, but then I have to translate tutorials from the Blender keymap to the industry compatible controls, and they're not always 1:1

    • Andrex 3 hours ago

      That is indeed an unfortunate personal problem.

    • flykespice 2 hours ago

      "industry compatible"? You mean Maya keybinds ?

  • physicsguy 4 hours ago

    How does it compare to Maya these days?

  • wateralien 4 hours ago

    <3 Blender is a treasure and must be protected.

  • margorczynski 3 hours ago

    How does that translate into real cash?

    • zxcvasd 2 hours ago

      well, what happens is netflix gives blender real cash. and thats the entirety of the translation

      • countrymile an hour ago

        It's quite a bit of money, but a lot less than the equivalent Maya licenses. It would be great if more studios did this:

        $240k "Press release, tech blogpost, dedicated product manager for your area" https://fund.blender.org/corporate-memberships/

        Meta are paying $30k per year, which is crazy really, when you think how much Blender has assisted in getting content onto their platform. Nvidia is better at $120k, but again, think how many graphics card buys Blender cycles has driven.

        • eltondegeneres 7 minutes ago

          Unless the membership pages is locale-specific, I believe the Patron level fee is actually €240k, not USD.