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Why do Studios Hate Blender? 

Film Stop
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In this video we explore why large VFX studios seem to regret blender in favor of other expensive programs.
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20 окт 2024

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Комментарии : 451   
@filmstop7828
@filmstop7828 День назад
You should scroll back up and hit the like button so this can spread to more people! Get Blender Kit Here - www.blenderkit.com/r/filmstop * IMPORTANT NOTE - This video is not sponsored by Blender Kit. I use it and I get a small percentage of each sale through this link. Everything said in this video about them is my own opinion.
@akuunreach
@akuunreach 18 часов назад
I think your perspective is slightly skewed, like you said, one app for modeling, one for animation, etc. This is a production pipeline, and Blender is becoming a part of that. Just look at Across the spider-verse, Blender became part of the pipeline because of Grease Pencil. While Blender isn't being used in every pipeline, at every major VFX studio, it is being widely used across the world to make CGI, VFX, and animations for TV shows and commercials. Add to this, that it's a tool that anyone with a computer that meets the specs, a tool to learn. Blender is in a great place, and will only become a bigger threat to the market, as time goes on.
@filmstop7828
@filmstop7828 18 часов назад
@@akuunreach I agree entirely. In retrospect I should have emphasized that more
@akuunreach
@akuunreach 18 часов назад
@@filmstop7828 All good, you covered a good amount of why Blender isn't standard in pipelines.
@ShadeAKAhayate
@ShadeAKAhayate 12 часов назад
One other major thing of note is after 2.8 Blender is being stuffed with half-baked and half-thought through features. Yes, now it's feature-rich, but it will take years if not decades to make these features work as intended or even design them properly. Most of those look cool on paper, but when they start working not as 'advertised', an artist has nowhere to go unless studio also rewrites parts of Blender for itself. Also, some of these features are inconsistent between Blender versions, being changed drastically or even cut. Obviously, when you plan out your production, this is a big issue.
@akuunreach
@akuunreach 8 часов назад
@@ShadeAKAhayate Blender isn't alone here. Many software have this problem, add to that, Blender is one of the more stable programs. Usually only crashing if you do something silly, like subdivide one to many times.
@Samuur88
@Samuur88 23 часа назад
Studios dont hate blender, no one has time to throw away 10-20 years of pipeline and start over learning a new software from scratch to rebuild it unless you start with blender
@Xero_Wolf
@Xero_Wolf 22 часа назад
This. Exactly this. Although I did know of a studio (Tangent Animation) that switched almost completely over to Blender with some Houdini and produced excellent work. They were a relatively small studio and introduced Blender bit by bit over time. Ironically they went bankrupt after the higher-ups forced them to switch to Maya after they started on a major production already using their Blender pipeline.
@brunocastro119
@brunocastro119 22 часа назад
@@Xero_Wolf Oh, my... what a step back ...
@lordavius
@lordavius 20 часов назад
​@Xero_Wolf it was not much "higher ups wanted to use Maya". Higher ups only care about production output, deadlines and budget. AFAIK Maya was introduced per supervisor AND artists working at tangent, and they wanted to glue it all back at Blender using USD. Did not work. Production stalled, scene translation was not seamless, and Blender showed it was not capable to be the centralized hub they thought it could using USD. Maybe not entirely Blender's fault, but it certainly did not meet the specs needed to tie in everything.
@sirflimflam
@sirflimflam 19 часов назад
bingo
@scproinc
@scproinc 18 часов назад
Enjoy using 3DS Max forever, then.
@fredericklebeault3467
@fredericklebeault3467 22 часа назад
We don't need Blender to be industry standard, the beauty in blender is it's versatility, the accessibility and price. It's good for everybody. Blender is not trash. It's just not for big studios.
@zinAab79
@zinAab79 13 часов назад
I'm happy blender is not industry standard, in that case blender would be forced to become a mature boring corporate software with many restrains in its feature development. The best part of blender is that since is not tied to any standard it have the freedom to be fun and going some steps ahead with its own ideas. Blender needs to exist and have its place not only because is free, but because it have a diferent role for a different target (mainly amateurish but majoritary), it fills a gap that has been becoming more noticeable since industry software became more prohibitive, closed and started to adopt the suscription model crap. If you are working on a studio none of that is a problem, but what about the other 90% of people who are students of hobbyst, they should be alienated until becoming worthy of touching a proper serious 3D software only aimed for high end industry productions? People forget that industry is only a portion of the 3D world, software don't need to be "validated" by the high budget hollywood industry to be worth of being used, there are many other industries where blender have its place, not all studios work with huge pipelines with thousands of people. We have jobs in printable figures industry, advertising, visualization, indie content creation, videogames, etc...
@santitabnavascues8673
@santitabnavascues8673 2 часа назад
Blender flexibility reminds me of another industry standard: Softimage, which was quite extended, especially in Japan. The industry uses what most people say they use, regardless of the actual functionality. Blender quality is industry grade, just, not the most published by "profesionals". Something I'm most grateful because keeps Blender away from their pressure.
@katokianimation
@katokianimation 2 часа назад
If blender were industry standard amateurs wouldn't use it for their hobbies. Professional features are overwhelming for basic users and not fun to learn
@therealmattbixler
@therealmattbixler 9 минут назад
ding ding ding ding ding
@BigMiniGeek
@BigMiniGeek 19 часов назад
I work as a Senior Art Producer in a professional video game art studio, and I can say without problems that Blender is part of our work pipeline, in the same way as other commercial software is also part of our work pipeline. I think when people say "Why do Studios Hate Blender?" it's because they naively think that Blender should be the only software they should use and throw away all the others. But reality doesn't work like that. We use the right tools for the right job. Sometimes it's Blender, sometimes it's Maya, and sometimes it's Houdini.
@TheOrijinalPajeet
@TheOrijinalPajeet 17 часов назад
Blender is bad at texturing, so I texture in Substance Painter, the people that say "use blender for everything" are kids, new to 3D or don´t value their time.
@translatedbird
@translatedbird 17 часов назад
@@TheOrijinalPajeet Depends what you're doing. For professional quality on some projects, sure, but industry standard levels of quality takes time. If you're a hobbyist, kitbashing, creating free content for fun, you'd save a lot more time by just using something like adobe stock and importing materials, megascans for some spare parts, and using some noise nodes and whatever else to make some quick masks, rather than spend all that extra time dealing with substance painter. "use blender for everything" is a completely honest phrase to say as someone experienced with 3D that values their time enough to not want to burn out from doing the first sketch > blockout model, sketch over > simple 3D modeling, sketch over again and final 3D model process that you will be using in a studio, which takes much more time than hobbyist creation. In fact, you save so much time by cutting those corners that you won't have to cut in a studio, that it sounds more like the kid is you.
@TheOrijinalPajeet
@TheOrijinalPajeet 16 часов назад
@@translatedbird I make characters that are rigged and imported into unreal, with their props, haircards, the works. Use blender for everything is not a correct phase, use whatever is most efficient for you is the correct thing to do. substance is a 5 click bake machine thats good at texturing, blender is none of these things. You´re that kid, noob.
@translatedbird
@translatedbird 15 часов назад
@@TheOrijinalPajeet "You´re that kid, noob." summarizes your type perfectly. I wouldn't need to add anything else under normal circumstances, except the correction that the "5 clicks" is a gross simplification. With a blender addon you'd actually be baking close to the 5 clicks advertised, the big deal is that you won't have to bother exporting and importing to and from substance, and you won't need to have multiple apps open at once (just blender) That's besides the point anyway, if you're trying to save on time, you wouldn't be using substance or blender to make the materials, you'd be importing materials and make masks to get the look you want. Guess what program you rigged in, that's right. You probably animated it in it too. That's called a time saver. What's the phrase? Git. Gud.
@TheOrijinalPajeet
@TheOrijinalPajeet 15 часов назад
@@translatedbird "With a blender addon" What if the addon breaks and the dev stops giving a sheeet?. What if the addon stops working in newer versions?. What if the support ends? What then? As a COMPANY you have to ask these questions. I know addons exist, man, I prefer Substance for ease of use, simple. Works out of the box. >you'd be importing materials I´m texturing IN SUBSTANCE. All the brushes I need. I´m not importing jack besides color IDs from the sculpt. Git good indeed.
@brenolad
@brenolad 21 час назад
You missed a huge reason why studios wouldn’t use Blender in the early days. Not because it was slow (EVERY program back then was slow.) Blender’s open source EULA back in 2002 required users to release their source project files along with their movie, huge no from studios with licensed IP. Glad that changed.
@AlexLapugean
@AlexLapugean 15 часов назад
I don't think he meant "slow" compared to today's software - obviously all were slow compared to today - but slow compared to the other alternatives. Which is very often the case with graphical acceleration for smaller software companies, especially starting out. And this is a much bigger reason the some might think. Things taking just 10-20% longer to do due to graphical performance is a HUGE waste of time and money. Not to mention a source of frustration for users.
@marcfuchs6938
@marcfuchs6938 11 часов назад
Wow, that was a really harsh EULA. I am a passionated animator, who's working on his first episode of a very elaborate animated channel - and even for me, it would not to be considered just throwing my project files out there. I'd happily made ads for Blender, showing all my work with the program, but giving these files to other people to mess around with them and potetionally abuse my many handmade assets, I wouldn't.
@isodoublet
@isodoublet 10 часов назад
I remember using blender back in 2002. It was also an inscrutable mess that nobody would consider using for anything serious. Very different from blender today.
@JSiuDev
@JSiuDev День назад
For studio, switching is almost always out of the question. They can add blender into their tool set, but cannot ditch the old tools, else they can't open their old asset.
@keelfly
@keelfly 23 часа назад
Nothing to do with not being able to open their assets. This is ridiculous. With the money they save from licenses they could hire someone to convert the assets. Blender is horrible for production of any important assets in a high end professional pipeline. Maya and 3dsmax are professional tools designed specifically for professional pipelines and Blender is not, and everything else is nonsense.
@JSiuDev
@JSiuDev 23 часа назад
@@keelfly Conversion may not be perfect. It is a risk studio won't take. Business continuation is priority. Asset, other than data/model/drawing, also include pipeline, plug-in, filters, custom tools, etc.
@artephank
@artephank 22 часа назад
@@keelfly "3dsmax are professional tools designed specifically"- it used to be a poors man Softimage, used mostly to model furniture and packaging. It wasn't better, it was cheaper. Then, with time, it became more professional and now is "industry standard". With blender might happen the same - more features and (more importantly) growing user base might elevate it to the "industry standard" role. 5yrs ago there wasn't even discussion, now people are making animations on it.
@litjellyfish
@litjellyfish 22 часа назад
@@keelfly sad but true
@litjellyfish
@litjellyfish 22 часа назад
@@artephank Not true. 3dsmax was used for full pipelinestuff in game development around 96-2006 I would say that for gamedev it was THE goto software around 2000. Softimage lost traction and the new version came to late and was never truly adopted (sadly) - softimage was big in Japan during the whole period tho. Maya started really to rise in game dev from around 2000. So no it was not used to do furniture, that max became more of an arcviz software is something that happened after mid 2000s
@krinkrin5982
@krinkrin5982 4 часа назад
You didn't mention the most important thing: Blender does not have multimillion contracts with education institutions that push it onto students as part of their courses.
@schnittmagier5515
@schnittmagier5515 10 минут назад
Fifteen years ago, I worked for a large international private institute focused on video and media education. They made massive amounts of money from students, but it seemed to me that there wasn’t much profit to be made from the software side. However, I must assume they had some kind of deal with Apple, as they suddenly started giving out iBooks to every new student. They claimed these laptops were "free" for students-right after raising tuition by $1,200, which was exactly the cost of those laptops. In other words, they effectively forced every new student to buy an entry-level Mac. This was some type of big deal between an educational institute and a tech company. But I know something else: they definitely never had any “get paid to use our software” deals, beyond the standard price discounts available to educational institutions. Amusingly, they were also involved in a conflict with Adobe because Adobe refused to sell them educational licenses. I will not talk about the reasons, but Adobe really had good reasons not to do Business with that institute. As a result, the institute had to pay full price (!) for every Creative Suite (CS) version. This situation led them to encourage us, the teachers, to switch to “free” software to save on licensing costs. It was embarrassing since we, as teachers, wanted to equip students with the skills needed to secure well-paying jobs, which meant using industry-standard software, not saving the institute a few dollars or euros by switching to free alternatives. Nowadays, though, I feel differently about that last point. “Free” software has become a very good alternative, and I personally use Blender.
@litjellyfish
@litjellyfish 22 часа назад
Why the click bait title? no Studio HATE any software, they might not USE it but that is far from hating it...
@MemeticOnline
@MemeticOnline 4 часа назад
I agree but this is a general problem on RU-vid. If you don't click-bait the title you don't get any views. It sucks for viewers but creators have no choice. There is a great video by Veritasium "Clickbait is Unreasonably Effective" that explains the problem.
@litjellyfish
@litjellyfish 2 часа назад
@@MemeticOnline yeah for sure it’s like this. And yeah sadly it works. Same as fake game ads.
@kebrus
@kebrus 14 часов назад
People that keep repeating this idea that studios don't like and don't use blender are people that have no experience in working in medium to big studios. Stop making assumptions of things you don't know.
@GamingGyaniAnurag
@GamingGyaniAnurag 23 часа назад
Blender is like that one superhero which doesn't gets sponsors, TV interviews, bright and shiny cape and suit. Blender helps EVERYONE in need (not only president's daughter) without asking for anything.
@Axiasart
@Axiasart 22 часа назад
I’d say the opposite, I hear more about blender than any other software so it does have more exposure than anything else
@saynapolygons
@saynapolygons 16 часов назад
What are you talking about ?? Blender have the biggest buzz in the 3d industry right now. Its super overrated and overhyped
@marcfuchs6938
@marcfuchs6938 11 часов назад
@@saynapolygons Overhyped, maybe, but why would you say it's overrated? An insanely powerful software, whose competitors are only available for serious money, yet which is able to compete with them in every visual means, how is that overrated? I think it absolutely deserves any bit of fame it receives.
@Dr.W.Krueger
@Dr.W.Krueger 9 часов назад
The borderline ret*rded, non-industry standard UI/UX asks for your sanity.
@arpeegee_studio
@arpeegee_studio 7 часов назад
they do have sponsors such as Nvidia, AMD, EPIC, Adobe, Intel, Meta... there's a whole page about it on the official website.
@fahadhasn
@fahadhasn День назад
The Gen Z will argue as big studios today is barely surviving. In fact most jobs are now outsourced to small studios. and USD pipeline is making its way to make CG, software agnostic. Big studios put their names on the table, give some supervision and distribute the load to smaller studios. Another fact is new gen artists are training themselves with Blender. My gen was trained with 3Ds Max. We will be obsolete by 15 years. It's an industry for young people. Our old pipeline, plugins are being replaced with something new everyday.
@litjellyfish
@litjellyfish 21 час назад
Yes for sure. still 15 years is a looong time. Especially now when things are happening in the fields of generative AI content. Also a player that many seems to miss is actually Unreal engine. It is step by step getting more and more content creating tools in it. Just check the change made the last 2 years. I would not surprise that for gameplay / game needs unreal will be the content generation package of choice. When it comes to more advances simulations then it will be Houdini, unless Blender steps up there but it has looong way to go there. When I look at Blender today I actually see its biggest strenght as a free sculpting software. Maybe its there it can find itself.
@AlexNguyen_Design
@AlexNguyen_Design День назад
3ds Max is not just a software specialized in modeling; it is used for designing interior architecture, environments, industrial products, and for creating animations in games. In fact, I use many different software, and sometimes I combine both Blender and 3ds Max because there are things that Blender can do that 3ds Max or ZBrush can't. I feel that this is a very impartial video, not biased towards any software. I hope that one day Blender will soon find its place in the CG industry
@kiriljakimov4016
@kiriljakimov4016 День назад
I'm ngl 3ds Max is probably the worst and most unnecessary software. It's just an ali express version of Maya
@RodneyKimbangu
@RodneyKimbangu 23 часа назад
Max is supposed to be really good for architecture modeling, not just general modeling like Maya!
@kiriljakimov4016
@kiriljakimov4016 23 часа назад
@RodneyKimbangu but architecture modeling is the same as normal modeling. Just much less detail and simple shapes...
@ajtatosmano2
@ajtatosmano2 23 часа назад
@@RodneyKimbangu In my architecture school everyone hates 3ds max. it supposed to be the best for modelling, but in reality both blender, rhino, c4d is equivalent or better, except 3ds max is ugly and inconvenient. And crashes way more than all the other softwares listed.
@PlamenUzunov1
@PlamenUzunov1 23 часа назад
@@ajtatosmano2 They hate 3dsmax, because they cant use it. You need to invest so many years for learning and its one of the harderst 3D softwares.
@JadanDuffin127
@JadanDuffin127 14 часов назад
You make decent points, however you missed the mark on the real reason- studios don’t use off the shelf versions of software. There is decades of internal development of their tools that may run from something like Maya or Houdini in the film industry but the custom tools that make the movies you watch carry more weight than anything like software deals. Every studio I work for as a compositor has a different bespoke pipeline, each using the standards in film production differently- I think it’s crazy in certain ways, but it works for them and as an freelance artist I have to roll with it and get my job done.
@cas_sim
@cas_sim День назад
I've heard anecdotally that Blender is now being taught in art, animation, and VFX schools. If we start getting sufficient numbers professionally trained students who want to enter the studio workforce, then Blender could become more main stream. I've also heard that many (mostly indie) studios already allow their artists to use Blender if that's their preference. I've noticed it being used in various behind-the-scenes footage for game studios. And I believe it's also a popular tool for some very high level concept artists who don't necessarily need to slot into the full pipeline with proprietary file formats.
@filmstop7828
@filmstop7828 День назад
You're right! Blender is way behind right now at the highest level of production, but in 10-20 years, or maybe even sooner, we very well could see it begin to become industry standard.
@heroninja1125
@heroninja1125 День назад
In fact, in my school blender was the ONLY 3D software they taught us. It has become super useful software, even if its not quite 100% there yet.
@sebbosebbo9794
@sebbosebbo9794 День назад
you absolute dame right....😅😅
@jensenraylight8011
@jensenraylight8011 День назад
Tbh, using only Blender in academic will stunt your growth and limit you, Blender Hotkey and workflow is a bit different, some of blender of doing stuff is very incompatible with other software, to the point that you basically learn everything from scratch again if you someday decided to use the real deal program like Maya or Houdini in the future. i know, the Industry Standard Hotkey is a thing in Blender, but, if you learn blender as your first 3d editor, you probably won't change your hotkey scheme, and if you use Industry Standard hotkey as a newbie, you'll get alienated from thousands of Tutorial out there. in term of Heavy Duty, Blender is not there yet, Maya, Zbrush and Houdini is extremely Heavy Duty, you can throw super big stuff at it, and it will handle it with grace, and the Export import support is very good, it can handle a lot of file format. Blender is good for modeling, rendering, and tweaking stuff here and there, but other than that, if you want to do Production level of Rigging, VFX, Animation, Procedural, Sculpting, you have no choice but to reach the big boy stuff. majority of Blender user never use any other software outside of blender, they don't know what they don't know. i use blender daily for like a Notepad equivalent of 3d Editor. and i pretty much a 3d Program Agnostic, use the right tool for the right job
@keelfly
@keelfly 23 часа назад
It is for almost a decade. Leftist teachers promote it and schools like it because they do not have to deal with licensing even free one. There are thousands who are taught with Blender. Their work is not up to par with people who are seeing their profession more seriously and professionally. More seriously dedicated and more methodical. Blender is a tool that not only it is preferred by amateurs, but also produces amateurs. And yes there are of course great artists working with Blender but they are the exception, and not the rule.
@NevermoreZach
@NevermoreZach 20 часов назад
You didnt mention a few things here 1 - Pipeline tools : Large studios have their pipeline tools built with Maya, Max etc which makes them efficient in what they are doing. Be it Scanline or Weta, no one uses the softwares in its default state. Even in games industry it is like that. So their pipeline being built with these softwares makes them the most efficient in what they do. 2 - Educational License : Autodesk caught the market by giving away their softwares for free to learn for students and universities. This will make every student learning vfx workflows or game den workfllows already well adopted to the software, be it maya, max, etc, before they go job hunting so there is no need for VFX houses to hire someone and train them, they are already well versed in the software like animators knowing Maya, etc. This is the move that I feel made the Autodesk softwares entrenched in media and entertainment pipelines.
@marcfuchs6938
@marcfuchs6938 11 часов назад
I rarely consider myelf a fan of a company or product these days, because corporations are evil. But I proudly express myself as a Blender fan. Because when it is NOT about tackling a serious career but to just play and tinker in the 3D world without worrying about insanely expensive licences, Blender is the way to go. I love them for their approach - give you this insanely awesome tool for free, no questions asked. Without Blender, I wouldn't have built up meaningful 3D skills, because I could simply do it in a pace I prefer. Having to pay big sums for some professional 3D software, nobody would do that just because of personal interest without the intent of getting in the industry. Right now I am working on the first episode of my very elaborated animated channel, which would probably not happen without Blender. So to show some respect, my character is gonna wear a shirt with the Blender logo, custom design by me. Also, as soon as this show hopefully starts generating money, it is intended to donate a portion of that income to the Blender foundation. And if this channel would grow really big with merchandise and stuff, I'd happily offer this shirt from episode 1 so that it can be worn by people on the streets. Frankly, I don't think the Blender logo is a very beautiful thing, but at least it's unique and everybody knowing it, knows what it stands for. There simply is no way around liking those Blender people. Because there simply is no incentive to maximize profits, they truely just want to bless the world with something, people normally don't get the chance to just try without huge commitments. These people want to improve Blender further and further without always having one eye on your wallet. Bless those people.
@YPAnimations
@YPAnimations 18 часов назад
As someone who has used blender for years that has worked with industry professionals, the main problem Blender has (according to studios) is that it just does things differently sometimes that cause it to not work well with other programs. As someone in vfx, one of its biggest flaws I have found is the lack of native ACEs support. Sure you can manually set it up it but it creates problems with lots of adddons and renderfarms. It’s kind of frustrating that they recently pushed the whole “AGX” profile when it doesn’t really get used outside of blender. Another big development that blender hasn’t jumped on is USD and MaterialX, which other programs and productions are now becoming fully dependent on.
@ggcom12345
@ggcom12345 17 часов назад
Using Blender in USD pipeline is pain as it will disrupt your scene graph and didn't support USD features like referencing and variations
@ДНПСИгрыИСервисы
@ДНПСИгрыИСервисы 7 часов назад
There is a survey on the blender website until October 22, about the direction of development and new functions. The questions also include a point about full support of USD
@scgstudio
@scgstudio 11 часов назад
First time I see not a "Blender Guru ultra hype - let's make a world in 3 minutes" video about Blender. There is another reason why Blender is not a replacement / standard in the CGI industry. It is pipeline stability. As for maya - it is highly dependent on python. Next version of maya can have different python version included which might lead to rewriting some tools to be compatible again. Not a big deal but usually those tools are developed in-house so there is always someone who will keep them up to date. Writing tools for max, houdini things are kinda better. Those two programs have excellent backwards compatibility. You write tools nearly "once" and later there is almost no maintenance caused by changing program to newer version. As an example tools / scripts written for max 2007 version work flawlessly on max 2025. In Blender you have LTS versions, which ( I hope ) keep this compatibility but it is also python related software. Also Blender API is also something which is evolving with "cutting tails" in mind. Which is a good thing as they do not create their technical debt too long. So from my semi personal experience, our tech pipeline team wrote custom exporter for Blender 2.81. Then Blender 2.82 came out and exporter stopped working. So they fixed it. Then Blender 3.0 came out. Guess what ? And then 3.2 and so on... Another bad thing is "3$" Blender addons. They work as long as their author has any reason to keep them on par with Blender progression. If big studio will buy them ( cheap !! ) and rely on them in their pipeline, they are sitting on a ticking bomb. Each move to newer Blender version will be a potential risk that those plugins they rely on, will not work AND their author will not support them anymore. Then you have to keep your internal tools updated AND those external written bu God-knows-who. Very GOOD and grounding video.
@ThisIsDownstate
@ThisIsDownstate 11 часов назад
clickbait title. we all know why, plus many studios incorporate blender and many other softwares.
@SilentPrayerCG
@SilentPrayerCG 4 часа назад
It's barely intuitive. I dunno what you talking about. As example, in 3dsmax if you select object than instanced, it's name will be in bold font. In Blender to understand if object is instanced, you need search specific tab, that will contain some kinda text field that have index number, if object have index number it's mean that it instance, you need to search that, it didn't marked in any way in object browser. (at least when I've checked last time) Also when you select object, it wont scroll object browser at all, you need to scroll it yourself, to search which entry is highlighted to understand which entry is object you selected. To make Pan Rotate work as it in 3dsmax, you need to do complicated re-configuration of keymapping, which key should be pressed and which released to do that and that, so you will able to rotate while you pan, and pan while you rotate, like in normal program, in default Blender you need to release pan at first, and only then you can rotate. Why they can make it normal? How many years should pass? It's intuitive if you never used normal soft. I'm sorry. it's have nice features, and now it's much better than that old version from the past, and it's free. But it still suffers from same stuff as Gimp as example, which NEVER will replace Photoshop by functionality, and it's doesn't look like anyone even tries to do that.
@beetledjuice3062
@beetledjuice3062 9 минут назад
I'm sorry, what?! I understand preference. But "not intuitive"? What version of blender have you used?
@Dilligff
@Dilligff 17 часов назад
Everything I heard so far tells me professionals are already using it at home, thus minimizing that 'learning curve'. Studios are already using it for Pre-Vis since it is faster and easier to pump out prelims when all the tools are available in the same box. Schools are beginning to teach it. It's biggest deterrent right now is its limited capacity for handling millions of poly's, but there are people poking at it under the hood to optimize that code so in the near future that may be a non issue as well. I don't think it'll ever become an industry 'standard', since they all use a variety of tools to begin with, but I do see it as being added to the pipeline more and more.
@pizzathehut2264
@pizzathehut2264 Час назад
The fact that it’s not “industry standard” makes all the better. Means that new people can discover the world of 3D without the steep price tag.
@MegaDjscooter
@MegaDjscooter 13 часов назад
Honestly, too much importance is given to VFX studios. There are many artists who don't care about working in these environments and live decently using Blender. People must learn to not care about commercial decisions especially if they come from studios with conflicts of interest with Autodesk. Personally, I am of the opinion that today's cinema has terribly worsened. Blockbusters can appeal to a young audience, but an adult interested in the story and well-woven dialogues, doesn't care about explosions or super-realistic monsters.... so no, this statement makes absolutely no sense.
@user-hl7pk7rg8h
@user-hl7pk7rg8h 7 часов назад
It’s because companys dont like open source software
@ajtatosmano2
@ajtatosmano2 23 часа назад
For modelling I think it's really the best tool right now. it's regular modelling tools, hard surface addons, subd and the easy switch between modelling and sculpting makes it superior to the competition in this area. personally I think the biggest obstacle is that the internet is flooded with very good, but not top tier professional works done in blender and that makes pros think that it's because of blender's limited capabilities. in reality, it's because professionals get good by doing professional jobs in professional studios...and as a consecquence, they use other softwares. but ofc simulations, animations, rigging and texturing has better tools are the job of houdini, maya, and mari/substance.
@myxsys
@myxsys 18 часов назад
You should try Modo
@LanCST
@LanCST 17 часов назад
3dsmax is the best tool for polygons,
@FutureRules
@FutureRules 14 часов назад
"addons" lmao, that's the problem. You have to buy addons to make stuff work out of the box.
@royaldarkness8453
@royaldarkness8453 13 часов назад
@@FutureRulesat least it would still way cheaper than subscribe to Maya or similar here while those blender add-on only need to buy one time (check the video that compare the cost between blender with needed add-on and other software, then try to scale it for each computer your company need to use, and you will see how damn costly it is both short and long term. Of course that doesn’t mean you need to thrown out all the other tool, just one or two with Maya or similar so they at least can open or convert old projects -customer file there)
@JojoJoget
@JojoJoget 13 часов назад
@@FutureRules you don’t need them, they just make your life easier, the expansion option with an open source program like Blender is endless
@douglaslassance
@douglaslassance 7 часов назад
Studios also spent a lot of money in custom tooling that they don't want to rewrite.
@CatZoooGameDev
@CatZoooGameDev 15 часов назад
I really liked the way this video was made it was educational, informative and was not boring at the same time
@ALINAGORI
@ALINAGORI 11 часов назад
6:00 yes this is the only real reason , support and stability + well planned roadmap
@mind_of_a_darkhorse
@mind_of_a_darkhorse 19 часов назад
Workflow and their pipeline come first. Blender, while getting better all the time, is not worth restarting the process as you stated. The good news is that smaller studios are using Blender for a specific reason, such as price! Future generations are learning it and eventually, there is a good chance that eventually it will be used more!
@moravianlion3108
@moravianlion3108 5 часов назад
I jumped into Blender wagon as a completely new person to 3D. I was quite a rough start, as it was a bit overwhelming and I couldn't find the type of tutorials I'd want to use results from and I'd be able to keep up with at that time. But I have to say, the amount of overall progress since 2.8 is absolutely amazing. I work extensively with geometry nodes and with each update, I get more and more excited about new possibilities and optimisations. Most recently, I ended up "stealing" workflows from various AAA studios and just applying them to Blender environment. Nuts.
@jm_r245
@jm_r245 18 часов назад
this video needs more views. Its such an interesting topic
@PeterJansen
@PeterJansen 22 часа назад
I think hobbyists might not understand how many features are missing from Blender that will cause a you to hit a brick wall in professional production. I'm a compositor and the lack of AOV options and deep pixel rendering makes Cycles kinda just... Dead in the water. I'm talking about features that you might not use every day, but then one day you REALLY need it. Deep is an example one of those things, sometimes there isn't really an alternative without massively sacrificing efficiency and/or quality. There are HUNDREDS of these seemingly little pitfalls that Blender has, that a hobbyist probably doesn't even know is a thing, but they'll trip up professional production.
@carlomdlf
@carlomdlf 19 часов назад
by deep pixel rendering you mean the multiple different render passes? Blender has that and all the .exr stuff so, is that what you mean?
@PeterJansen
@PeterJansen 19 часов назад
@@carlomdlf No, deep data is data used in compositing (with Nuke) to simplify complex layering. A normal render might have a zDepth pass which tells you the depth of that one pixel, but it can only describe the depth of the whole pixel (it's aliased, when the RGB is anti aliased). You can't use AA on a zDepth, because it'll give you incorrect depth on anti aliased edges. Deep images however, store multiple depth samples per pixel, containing information about each samples opacity, colour and depth. The deep engine in Nuke will automatically layer these samples when you merge multiple deep images together. Nuke can create deep data for comp stuff like projections and 2d elements (smoke, fire for example) on 3d cards, and then seamlessly layer them with deep renders from CG software. It really simplifies complex layering in compositing. It originated at Weta and is now extensively used in VFX. en.m.wikipedia.org/wiki/Deep_image_compositing
@chaosmachines934
@chaosmachines934 23 часа назад
yeah i am happy that blender is not industry standards because the industry freaking sucks at the moment and its hard to get too or out anyway
@brenolad
@brenolad 21 час назад
So it’s Autodesk’s fault no one can get work?
@saynapolygons
@saynapolygons 15 часов назад
@@brenolad its kids fault , they are working for free for portfolio. And people from poor countries because they do work for 3 dollars
@zinAab79
@zinAab79 13 часов назад
no correlation
@redotix9952
@redotix9952 13 часов назад
@@saynapolygons sorry for needing to put food on my table lol
@RTU_GAMES
@RTU_GAMES 5 часов назад
​@@saynapolygonssorry for living in a poor country ig
@grogcito
@grogcito 15 часов назад
I think you're missing an important aspect and it is that blender devs are full of shit sometimes. People would report that really important features you'd have in maya or maybe another big 3d software aren't available in blender, or it can't be done, and they would tell you "that's intended" and close your thread. Let's not forget how they thought making right click select the only option was a good idea for like 15 years... if it weren't for Andrew Price we would still have another unusable piece of shit FOSS program. Which is sad because blender has a lot of potential to become industry standard, even more with addons created by its community, often for free or really cheap.
@thedarkmatterplanet
@thedarkmatterplanet 14 часов назад
Agree with you on the Dev stuff. they do fix bugs pretty fast. Texture paint is a prime example of ignoring user feedback for a long time. The right click select was conceptually a good idea but in the end i'm glad they finally let it die. Lets hope they don't eliminate the 3d cursor to placate the masses. Its keyboard shortcut heavy workflow and infinitely configurable UI are things i miss in every other program. Oh and pie menus!
@cbnewham5633
@cbnewham5633 5 часов назад
A bit click baity title. Studios don't "hate" Blender. Blender just doesn't come into their equations for the reasons outlined. Blender is for use by small studios with tight budgets and individuals. I don't see anything wrong with any of this setup. One day it may change, with each succeeding generation having used Blender more in their spare time. But big software companies aren't going away any time soon.
@villain42
@villain42 День назад
did you ever work in a vfx company? did you ever talk about this topic with someone who works in vfx? vfx companies don't hate blender, and many use them to some extent. and many of the experienced 3d artists like it, it has it's strong points. some of your assumptions are right like bulk licensing, jack of all trades master of none, missing support (although autodesk support is pretty bad :) ) but you miss the big picture: production means many steps, pipeline, integration, developing scripts and plug-ins, finding blender users with production experience. also, last time i checked the docs it was missing a lot (maybe it's better now, i dont know). in short it's a totally different world compared to a one (-2-3) man team doing some nice stuff at home. everyone sees that blender develops insanely fast, has some great features and in my experience many people in vfx like it. i'm not a pipeline td but what i saw and heard blender has some inherent problems which are hard, maybe impossible to fix, but it's tools are getting better all the time.
@villain42
@villain42 23 часа назад
ahh! and "industry standard" is a stupid term! industry standard for what?
@Dr.W.Krueger
@Dr.W.Krueger 9 часов назад
@@villain42 Our standard, pleb.
@villain42
@villain42 9 часов назад
@@Dr.W.Krueger your standard for what? you spoke but didn't say anything apart from scolding me, moron. :D it's a stupid and childish "answer" from someone hwo is probably smart (if your name is not a lie)
@RomboutVersluijs
@RomboutVersluijs 21 час назад
I find the 1.76m for those 2 months to learn blender a bit weird. Yes, it will cost money. But after that, you never pay for any new version or release since it's free. It's mostly because some state, it doesn't fit in their pipeline. Or it doesn't have professional support. I do wonder though. How faster blender does updates and fixes stuff. It's insane compared to payed programs, at least what I've read about it
@brandosbucket
@brandosbucket 6 часов назад
I started a vfx gig a few weeks ago. They asked what software I'd be using other than Nuke, I said Blender and I got a real condescending laugh back. They settled down and are all cool with it now. It's not in their rendering pipeline or anything so it's not really an issue.
@faynkid
@faynkid 6 часов назад
this video sponsored by autodesk
@stevenlitvintchouk3131
@stevenlitvintchouk3131 5 часов назад
A Blender issue that used to hurt me a lot was compatibility. Blender has to live in a world dominated by 3dsmax, Maya, and so on and show that it can handle what those other programs produce. For years, I had major problems trying to import 3dsmax models into Blender without suffering major glitches and bizarre-looking meshes in the conversion process. This hurt my ability to continue working with other artists' 3dxmax models or use off-the-shelf models from Turbosquid and elsewhere. Even today, the materials and textures don't always convert properly. That's what happens with any competing program. You have to be able to import Microsoft Word documents into LibreOffice and import Photoshop files into Affinity Photo without conversion errors too. These alternative programs at least *claim* to be compatible with Word files and Photoshop files. Blender doesn't even try because its developers know it isn't.
@ramgladore
@ramgladore 15 часов назад
I think the biggest factor is probably customer support for Blender to which there isn't. With a license with the other software, you get technical support from the developer. But with Blender, you have to ask the community and even then, you may not find what you're looking for. But still I think Blender serves a purpose, allowing anyone with a computer to get their start in 3D modeling and animation and it don't cost you a dime.
@paulthir
@paulthir День назад
It is not conjecture, it is a very real and very common practice to make those sort of commercial deals for client retention purposes.
@SvetlinNikolovPhx
@SvetlinNikolovPhx 7 часов назад
I've been a plugin developer for 3ds Max and Maya for 11 years and in this video I hear something that I've thought before, but which later changed: I thought we needed to make big studios switch to our software. This DID happen, but very slowly, very little. But through the years, new studios popped up and gained momentum while using my software from the beginning. And this was an "aha!" moment for me :) I was around as these folks grew and got better and it was a great pleasure to see them become big. So with Blender, it might be something with delayed effect that kicks in after 5-10 years. Through which the software needs to survive, though. And there's one more thing - with Blender, I, personally, never managed to do the things I tried to do - I wanted some averagely complicated things, and I always hit a wall of bugs or missing implementation. And since people lived through the same disappointment with my software and we managed to change it, I know for sure this is also just a matter of time, but also - of good prioritization and motivation.
@thereal_nsxdavid
@thereal_nsxdavid 7 часов назад
We use to be a big 3DS Max user, but we transitioned to Blender at my studio without hesitation and never looked back.
@IanHollis
@IanHollis 15 часов назад
Here's the full quote: "A jack of all trades, a master of none, but often times better than a master of one."
@_S_P_A_C_E_M_A_N_
@_S_P_A_C_E_M_A_N_ 4 часа назад
That doesn't apply in this context though
@simonnordon8421
@simonnordon8421 19 часов назад
I believe blender is growing within the industry. The issue is that Autodesk creates tight ecosystems that make it hard to escape.
@kalidesu
@kalidesu 10 часов назад
And you can never own Maya, no matter how much you pay Autodesk.
@vhs-videohorsservice3095
@vhs-videohorsservice3095 20 часов назад
Actually, Studios DOES use Blender... I know, I helped around five big studios to Blender. I can't say wich for legal reason, but I can tell you that studio does use it!
@markflakezCG
@markflakezCG 11 часов назад
Stop ragebaiting. Nobody hates blender, just some parts of their annoying community.
@gtakoth
@gtakoth 2 часа назад
I am sure that big VFX studios won't switch to Blender, but what I am certain about is that Game Development studios will use Blender.
@Yami_3D
@Yami_3D 22 часа назад
Probably the best video I've seen on this topic. So many videos seem to ignore that even the most junior artists cost at minimum 10x as much as a maya licence.
@LEDs
@LEDs День назад
3:44 Hasty generalization. Despite being the "swiss army knife" of 3D software, Blender is the clear winner for 3D modeling in particular. If you look at any surveys or polls on the matter, it's not even close. And calling it "garbage" for professional use is an insult to those who create stunning artwork with it.
@filmstop7828
@filmstop7828 День назад
I'm primarily a blender user. I've used it both professionally and privately and it's awesome; it can do everything I need it to. But the shear size of the blender community will skew any public pole in its favor. But I do appreciate your feedback!
@damonfedorick
@damonfedorick 23 часа назад
@@filmstop7828 i dont think he has ever studied the, Berkeley gender bias case of 1973. Aka the Simpson's Paradox.
@Axiasart
@Axiasart 22 часа назад
Maybe because there are more blender users than any other software?? Blender is great but in modeling it’s not much better than Maya imo I just prefer the workflow but that’s a biased opinion not an objective fact
@litjellyfish
@litjellyfish 21 час назад
Yes only issue is who is making those polls and who is answering them. Its a good modeler for sure it just have a bit performance problems with larger polysets
@Foxfire-chan
@Foxfire-chan 20 часов назад
@LEDs , Blender even for its strongest suit being 3D modeling isn’t the best program at doing it while still very good for most people’s general use. I’ve heard that a lot of companies will port things from Maya into stuff like z-brush if they want super hyper realistic detailing and cloth work for games like overwatch 2 and even the new street fighter games as some general examples which is a real strong suit of that program before moving it back into Maya. The other potential reason why pro companies might not want to use it may depend on file type as well, if the file type doesn’t match or causes issues when switching between programs and makes the pipeline more complicated than the software wouldn’t be a good candidate in their eyes. The other issue is when it comes to training employees who already know a specific software already. Most companies don’t want to spend millions of dollars trying to train their workers on a new program and find it easier to simply have new students learn the programs they already use before they enter the industry. While there are many parts of the pipeline where you can get away with maybe using a different than conventional program, it largely depends on the production but also whether the software can still integrate back into the full pipeline and the onus is on the individual to know the software and troubleshoot it on their own in their free time. I don’t think there’s anything really wrong with what Filmstop is saying here and don’t think it’s really productive to shoot the messenger so to speak, take it up with the companies themselves if you have an issue. All he’s doing is nicely explaining the situation as it stands so that the rest of us can understand it, not that he somehow thinks blender is the worst program in the world (he’s literally stated it himself that he loves to work in the program despite the drawbacks for pros in the industry)
@degibocu
@degibocu День назад
They use these softwares primarily because they have contracts that they respect. Additionally, they have a customized version of, for example, Maya, which is significantly different from the default one. It has been tailored by a team to meet the specific needs of the studio. "Now this: For a teenager who is only 3 years old, using Blender, and who probably still lives in their parents' house, calling Blender "garbage" is quite arrogant."
@pwhv
@pwhv День назад
Finally somebody said it
@fabersoul
@fabersoul 10 часов назад
brilliant video
@filmstop7828
@filmstop7828 8 часов назад
Thank you! I really appreciate that
@mosog8829
@mosog8829 День назад
Bender is a "Jack Of All Trade And A Master Of None" For texturing: Substance Painter, Mari, 3D coat Animation: Maya, Effect: Houdini, 3dsmax and plugins
@ttmayor
@ttmayor 23 часа назад
Its a master of just pure modeling. Its leagues better than maya and comparable to max only faster. Also UVing in blender is much better than in either max or maya
@ASchnacky
@ASchnacky 23 часа назад
lol 3dcoat (ukraine) is unregulated; mari is for movies who use like 16 udims not for game assets, marmoset toolbag better for game assets than mari
@RyoMassaki
@RyoMassaki 23 часа назад
@@ttmayor You know nothing about "Uving" if you think Blender is better than Max or Maya. As a matter of fact UVing inBlender is worse than it is in any other 3D program. Saying Blender is comparable to Max is another sign of your incompetence. It may be faster but it isn't comparable - Leagues better than Maya? Another lie - you probably have never modeleld in Maya. Stop it with your bullshit, it makes you look like an ignorant fanboy who is suffering from delusions.
@teneesh3376
@teneesh3376 23 часа назад
However, blender is a lot more stable than Maya. That alone makes me use blender over maya
@Axiasart
@Axiasart 22 часа назад
@@teneesh3376having made the switch, blender crashed more on me than Maya, the main reason i switched is because modeling and rigging is easier to learn and do in blender but for animation I still believe Maya is better
@YOMARTINPRODUCTIONS
@YOMARTINPRODUCTIONS 3 часа назад
As a Maya user that firstly started with Blender, I gladly admit that Maya is way better and more comfortable for animation. There's so many tools, especially AnimBot plugin, that makes the animation workflow so fluid
@Film_Homage
@Film_Homage 7 часов назад
Hi, just another Blender user here...
@RomboutVersluijs
@RomboutVersluijs 21 час назад
That remark @8:00 is just bs. I mean, those assets they all made them themselves out bought them. Same as you ca buy or make them for blender. Its just an awkard intro for the sponsor
@Apheleion
@Apheleion 6 часов назад
I think blender is great for 3d artist starting out, they can learn all the skills need in production, but as you get into the industry every company has its own pipelines for each program and building a whole new pipeline around blender is just too expensive and time consuming, I don't use blender personally but I love that it is a program in the industry i think it helps to keep these other companies innovating and keeps competition going. I use to really hate blender mostly because when i posted on forums asking a specific question about a specific program i would get spammed by people saying have you tried blender.
@redotix9952
@redotix9952 13 часов назад
one other thing I want to add is that most high level VFX / digital art schools teach max, maya, zbrush and not blender. So if a company is looking for qualified artists, its much more likely they will be maya users than blender. But at the end of the day the choice is on the artists end. Most of this software has interchangeable file formats for import and export, nothing is stopping you from modeling in blender, and than move that model over to maya to integrate it into their pipeline, even better, its possible to develop your own plugins for blender to smoothly transition into any pipeline. This is what I do, my studio has lots of proprietary tools made for maya that are needed to export into our custom game engine, but I still use blender for the majority of the work I do because I am just more comfortable and faster with it.
@marcosmanilla9383
@marcosmanilla9383 Час назад
Blender is the best of the best, Sir.....with Honors!!!!
@element1111
@element1111 5 часов назад
Studios ofc can't ditch the old software, but I also think Blender is a bit much of a muchness, if you know what I mean. It's has modelling, unwrapping, sculpting, vfx, texture painting, rendering, compositing, video editing and so on. So perhaps studios are unwilling to bite the bullet when the commercial pipeline on their machines for the most part exceeds the capability of blender in each domain, outside of 3d modelling. If you have Max, Zbrush, Houdini, RizomUV, Marmoset and some high end rendering engine installed, do you boot Max out in favour of Blender for just modelling? The costs of annual license renewal and labour might be large enough so as to render the switch to the open source alternative constitute a small % of the overall figure. Max might be expensive, but ditching it could perhaps save you a few percentage points at most of the overall cost, and that's not factoring in hidden costs that may be associated with the free alternative. Anyhow, just my 2c.
@4kvfx189
@4kvfx189 12 часов назад
They hate Blender becoz its Free.....
@Dr.W.Krueger
@Dr.W.Krueger 9 часов назад
It's only "free" if you don't value your time
@beetledjuice3062
@beetledjuice3062 17 минут назад
I think it really boils down to Blender being a jack of all trades. It will never be better than software designed for one specific thing. Big studios can afford the specific software they need for each stage of production while smaller studios/creators can do it all within blender, albeit not as refined, maybe, and that's fine. I learned 3DS Max in college and eventually switched to Blender because it is just chiller to use.
@kyu8152
@kyu8152 4 часа назад
As I 3D art student and who attend every studio visit as much as I can, they do not hate it, infact they literally use Blender. Some studios including CD Project Red claims that it is better for modelling then other modelling softweres like maya and 3dmax.
@eren_ackerman12
@eren_ackerman12 17 часов назад
??? For an individual or with a team of 5 or 10 (makes content on YT) who wants to get results close to movie level, is it worth for us to go with blender? Where budget is also a concern. We don't care whether something is Industry std or YT standard all we care is - Is it possible to get results close to movie level with Blender? Even if it's to achieve in a difficult way.
@GabrielMendezC
@GabrielMendezC 21 час назад
3dsMax for the win. TyFlow, Vray and Forestpack make 3dsMax an Environment Art beast. Prove me wrong.
@XEROXAYUKI
@XEROXAYUKI 14 часов назад
Another reason I have seen is how .blend file isnt supported in some of the softwares but Maya files do. They would need to create a new pipleline from blender to other softwares. Which they dont wanna risk it.
@razorshark2146
@razorshark2146 21 час назад
Blender is a great tool with an awesome community, but, why is it not industry standard ? Very simple : Its Geometry Nodes and VFX capabilities will never be better then Houdini Its Sculpting capabilities will never be better then ZBrush Its Clothing Design capabilities will never be better then Marvelous Designer Its UV mapping capabilities will never be better then Rizom UV Mapping Its Animation capabilities will never be better then Cascadeur/Maya/3DSMax Its Texturing capabilities will never be better then Mari Its Video Editing capabilities will never be better then Adobe Premiere / Davinci Resolve Average Fanboy: But in the future.....after lots of updates.....you'll see!..... nope, still no go, they will need to build things from the ground up again if Blender really wants to compete with all those specialized tools. But other then that for small studios on a budget and people trying to earn a bit more income through online work/projects, its an awesome (and cheap) tool nonetheless. And yes i say Blender is cheap because you'll still be buying plugins to somewhat be able to work with it. 🙂
@Dolson2023
@Dolson2023 11 часов назад
Never say never 🙂
@millie2079
@millie2079 8 часов назад
A common switch is archviz artists hating Max and seeing how much easier a lot of things are in Blender but then realising that Corona is the deal breaker. Then there are the Maxon subscribers that are spending £3000 a year and realising the geo nodes is as good as Maxon's tools but there's no Redshift or Octane. Blender will keep progressing there can be no doubt about that, but there are many things that still dissuade full switching.
@marsmotion
@marsmotion 7 часов назад
i work for a large studio in games. blender is being used for its unique plugins like decal machine and hops and machine tools etc in the creation of 3d assets for the environment on a new game. in games we are cur seeing lots of studios turn to unreal now. why? user base...why? because the larger the user base the easier to find future employees who can hit the ground running. i think were only at the beginning of blenders giant user base becoming a force in the industry. the smart studio that will be a new studio will embrace it and enjoy this rich pool of people they can work with. last point, we use alot of software and its always being re-evaluated. no one package is an all or nothing in the cur pipe. more studios are going agnostic and using file formats to talk to their proprietary or rendering softs. usd for one, fbx for another. so package is less important now.
@paintingsofpalashdigital9346
@paintingsofpalashdigital9346 День назад
As a Studio's point of view these points might be correct. but as an artist's point or from someone who is learning 3d, essentially starting with blender the person can get grasp of all the essential concepts and tools which are similar in high-end paid software's. Which then eventually help them to transition to any software later while working in a studio environment. Plus an efficient open-source software is a great advantage for new studio's coming up or even new film makers. It's also not just about how much support studios get, they can actually invest in the insane hardware required for massive 3d rendering and work. I believe it's more sooner than expected for studios to adapt to blender then partnering with these huge giants who just want to maintain a monopoly for an outdated crashing and bug filled software. (Excluding Houdini.. it's at another level) mainly Autodesk Suit.
@GlassesAndCoffeeMugs
@GlassesAndCoffeeMugs 20 часов назад
The studio I work for uses Maya for one simple reason: They have licenses to use it. Their pipeline depends on plugins like Ornatrix which does not have a blender port. If Ornatrix released a Blender port they would have no reason to stay in Maya.
@Soldier4USA2005
@Soldier4USA2005 19 часов назад
This video is so clickbait.
@xmetron5266
@xmetron5266 День назад
Pro Studios have their systems in place with the major 3d software. They don't want to spend money or change that system that could cause slowdown to get the job done.
@saynapolygons
@saynapolygons 16 часов назад
to be honest i worked at big animation studio in Poland Our team was 15 people and we were working on 3ds max but we had one person who was working on blender just for some features that blender has.
@Darealartobunga
@Darealartobunga 9 часов назад
What matter is blender loved its community while other software mostly only for money
@nickydeduck255
@nickydeduck255 17 часов назад
I had to check the calendar, I thought it was 2020 for a sec 🙄
@mattsinibaldi7337
@mattsinibaldi7337 3 часа назад
You can't get in a jam and call someone at Blender for support. Waiting hours or days for a forum response could cost thousands of dollars to a production.
@AdhiHargo
@AdhiHargo 9 часов назад
The kind of video (+ title and thumbnail) that made me wish RU-vid give users a block button.
@Metarig
@Metarig 23 часа назад
Bro, honestly, Blender isn’t better than paid software in any way, it’s all just hype. Professionals don’t push that hype online because they’re a small percentage of CGI artists. Blender’s user base is way bigger than, say, Maya’s because it’s free, so a lot of people download it just because they’ve heard of it. But only about 5% of CGI enthusiasts are actual professionals using Maya. The price of software isn’t a big deal for big studios; they don’t care about it compared to the results they get. Studios stick with other software, not Blender, because it’s just not as good. For freelancers, it doesn’t make sense either because Maya Indie is only $250 a year, and you can deduct that from your taxes. Plus, professionals who make money need to pay taxes, so the cost is no big deal. Also, Blender isn’t really free. To do anything serious with it, you have to buy plugins, and those can end up costing more than Maya. The plugins don’t always work well together either, which can cause problems. Why would any studio want to deal with that?
@zynun6140
@zynun6140 9 часов назад
Nice clickbait, not even bother watching the video because of that hideous thumbnail. Not a Blender fanboy though. I can use any software that the studios require. But this software wars content is disgusting tbh.
@macycollier4542
@macycollier4542 5 часов назад
Don’t judge a book by its cover
@Taz_Olson
@Taz_Olson 12 часов назад
though I don't believe Blender will cause many studios to switch, I do believe over time, more and more of them will simply just adjust and adapt to using it as more new talent with primarily Blender experience comes in as well as Blender improving along the way as lets be honest, it moves dramatically faster than any of the other tools do in terms of improvement and added features
@mikebrave-makesgames5365
@mikebrave-makesgames5365 7 часов назад
Blender's UI still needs a lot of work. I've started trying to learn blender like 100 times, and I can barely make some low poly stuff, the hotkeys and UI is still not that great, meanwhile the first time I try to learn Maya it makes sense right away.
@annekedebruyn7797
@annekedebruyn7797 8 часов назад
3:59 this isn't even that wrong. Lots of studios stay in Maya for smaller to mid scale sims.
@CanyonR1111
@CanyonR1111 21 час назад
Glad your back to posting 👍
@unaimb
@unaimb Час назад
Hi! 👋 I’m a Pipeline Developer for a VFX and Animation studio. Apparently Blender licensing is a legal nightmare when it comes to capitalising on proprietary IP, so that’s why we don’t use it 🤷
@filmstop7828
@filmstop7828 Час назад
Interesting, thanks for adding to the discussion
@turbojuusto7153
@turbojuusto7153 11 часов назад
it is cheaper to pay subscriptions than re-train staff and make all in-house plugins again. sad but true :)
@mikehattias5837
@mikehattias5837 17 часов назад
I see it as an artist's tool, yes its not a full-featured professional product in the same way Maya or Houdini is but it being open source is it's appeal since you can make your own plug-ins and builds. What Blender lacks in reliability and features, it makes up for it in other ways. I can see professional 3D modelers using Blender as an experimental and supplemental tool rather than its own standalone 3D suite. The community is pretty huge and active since its free, too.
@rosskoss1153
@rosskoss1153 13 часов назад
It's strange to hear in 2024 that big studios ignore Blender. As I saw in some vacancies of big studios, they added somewhere that needs to know Blender as one of the software. Blender will not replace any program from the pipeline, but it already added as additional software in the pipeline. It's already used and will used more. Just not in all processes.
@chickenmasterman
@chickenmasterman 12 часов назад
Different strenghts between softwares. I personally use Maya for animation/rigging, 3ds max for modeling, and blender for weightpainting. Im a hobbyist though as i never could get a foot in the industry despite 4 years of effort. I mainly do animation. Im part of a mod project for TWW3 and we use maya for the humanik system primarily, but also because we all can help eachother. I occasionally do 3D modeling if i need objects in 3ds max for personal projects. Blender was the last thing i taught myself, and i found the weightpaint far easier.
@MitchTube
@MitchTube 9 часов назад
In my experience, no studio pays for any software. We all have to bring our own hardware and software.
@ДНПСИгрыИСервисы
@ДНПСИгрыИСервисы 8 часов назад
3:01 Such salaries are only in the US and a few other countries. I am a 3D artist from Armenia, my salary was about 450 dollars - per month
@kloa4219
@kloa4219 21 час назад
it's because studios build and use plug-ins for industry standard software. removing it would be difficult
@AinurEru
@AinurEru 20 часов назад
One huge reasons that wasn't mentioned: Plugins(!) Big studios may use Maya mostly as a hub for a suite of their own in-house developed plugins which are what they actually use (often as substitutes to existing features in the off-the-shelf software that are bettern suited for their own productions). Over time, that library of plugins and their code grows very large. So it is not just about content which may-or-may-not be migratable. Many in-house plugins would need huge investments of time, money and human resources to port to another package, and many may not even be portable at all, because they depend on feature the other software simply lacks. In Blender's case, this gets even way worst, for non-technical reasons - the law(!) Legally speaking, because of Blender's licensing choice, any change or extension to Blender MUST be also free and open source - that is simply a non-starter in a competitive propriatary landscape. Weta, for example, at some periods aimed to license some of their in-house technologies. With Blender, that would have been unprofitable at-best, just even to migrate their code. There are technical ways around that, but they add lots of complications and raise the development cost even higher, for no good technical reason, only to work around the legality issue.
@andikatjacobdennis
@andikatjacobdennis 2 часа назад
Blender started the material design from Google with their new cycle render. So its work is everywhere.
@Gigaloader
@Gigaloader 19 часов назад
This video came about 10 years too late. Almost every studio is now also using Blender in addition to the standard software. Especially Netflix show productions do a lot with blender. They just don’t make a big deal about it. Why would they limit themselves if the budget allows it. Many independent studios are actually using Blender exclusively for that reason.
@monocore
@monocore 4 часа назад
Blender is growing fast. The biggest crutch it has is its renderer, is not production ready (and also arguably its community rampant cringe). I can see blender taking over the modeling stuff really fast. For everything else, not so much. Its so refreshing to see an actual self aware blender user, lmao.
@kompaktkat
@kompaktkat 13 часов назад
I feel like Blender is good for amateurs and hobbyist, but the program honestly leaves a lot to be desired. A lot of the modules are denied. Sure, they're getting better, but very very slowly. Animation tools, texturing tools, even the modeling tools. Lately, they've seemed to only focus on geometry nodes, which might be great if you're into motion graphics, but it's a big learning curve and most likely not the reason people use Blender. The deeper you dive into Blender, the more you realize how lacking the tools are. Blender is still a great tool, but the biggest reason people use it is cause it's free.
@muser7935
@muser7935 3 часа назад
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