Graphic Blender

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Noah Casanova

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Aug 5, 2024, 2:32:27 AM8/5/24
to sungattresra
Iam actually using PIL to load images for BGL (to avoid the clumsy standard approach of loading them via the image editor using the existing Python API) and having this done natively by Blender sounds like a much better idea. I will take a look at the code and see if I can expose at least the loading part.

I assumed because you closed the task that you did not want for it to go further. I have to confess I am a bit confused about the whole Blender developer contribution process because I am new to it. But I am very interested into starting my own fork , I am to focus more on UI stuff but the image python api was one of my ideas so I dont have to use PIL and I can natively use Blender internal code. It would be better if things that are agreeable / acceptable from blender bf devs are contributed to blender source than to my own fork.


I was developing my own add on because I wanted to avoid modifying Blender source and maintaining my own fork but it became apparent that I was getting tired of the limitation of the Blender python api. Very powerful and well designed but not for what I wanted to do.


I am now in the process of decipher the blender source code (2.8 ui stuff mainly), I will take also a look at the image functions to see if I can make some small patches for contribution that will expose those c functions to python because I am definetly interested in extending the Blender Python API.


Please note I am new to this Python C API dance, so I reading documentation while trying to understand Blender code using VS debugger. Things are starting to make sense but still I am in an infant mode.


In any case I am now using the lite release and 10 seconds are good enough for now and see in the future if I could reduce it down to 1. But right now my priority is to learn the Blender code and be useful. So that 1 second build time will have to wait.


I have developed a small library for C++ for live coding, which essentially build a super minimal executable and keep everything in DLLs so it keeps compile times in under a second and it does rebuids in the background while code is saved, it also keeps memory intact which is also handled by the DLLs. It was not my idea, I was inspired by another developer that publishes the handmade hero tutorials on youtube. His goal was to use C++ as a scripting language instead of python, like Blender does with its addons. Unreal uses also a similar technique for reloading/rebuilding C++ code, real time, while in its editor.


Of course Blender is far more monolithic so I will have to adjust that library, but as I said thats not what my priority is right now and for now I only care to understand the basics of the code , hence my question.


Yeah I am rather strict how I name things, but my motivation for this question was to understand the intention. To better understand how Blende deals with such functionality. I thought there was more it, glad to see the explanation is simple enough.


About 4 days ago, I updated my Windows to 22H2 and every time I use Blender in Ortograhpic View with a Background image, I will get a weird visual glitch. It only happens when in Orthographic View + using any Background Image, other than that, everything is normal.

I have tried to update my Windows and my GPU Driver but still no luck

Does anyone have a solution for this?

My computer: RX 570 4GB (newest driver), Ryzen 3 2200G, Biostar A320MH, Gskill 16GB.






If you go under the Object Data Properties tab(the one with the circle and triangle inside a square), you'll see that the Depth is set to Back. That seems to be what is causing the issue, and turning it off ends the glitching effect. Unfortunately, turning that off also means that the image doesn't show up behind everything in your scene regardless of where it and objects are positioned, but I solved that issue personally by turning on the opacity and setting it to .5.


Blender and Cinema 4D are pretty tough competitors and have two very different target audiences when it comes to features in accessibility to these 3D programs. So how do you know which one you should be using and what are the big ticket features you need to know about each, such as rendering, modeling, community, and a lot more!


Blender is definitely harder to learn than Cinema 4D. If you are a more technically minded person, you may find yourself having a lot of fun with the node system and playing around with scripting in Blender. Cinema 4D is very well known for being pretty easy for beginners to pick up. I remember my first few tutorials and how easy it was to make something really cool with just one video. That is what inspired the way I teach Blender today.


In recent years, Blender has drastically improved the user interface. It went from being this clunky mess to a very well oiled machine that does a really good job of keeping your viewport from getting overly cluttered. It can definitely improve, but 3D programs have to juggle 1000 things


I would say Cinema 4D lacks in this area. Windows can take up more space than I think that they should, but you can find a good workflow with that. Overall I think Blender has a user interface that is much more approachable for a beginner, and Cinema 4D has one relatively streamlined for someone with a specific workflow.


The community for plug-ins in Blender is almost never ending. Because Blender is open source, people can just go in with an idea, turn that into a product, and sell it. More often than not, those plug-ins are free. On top of that, the paid plug-ins are generally more cost effective compared to Cinema 4D. If I'm being honest, I would prefer higher prices for some of these solo Blender add-on developers so that they can make a full-time living and continue making even better tools. Regardless of my opinion, if you like really cool fun plug-ins the Blender community will not disappoint .


While Cinema 4D plug-ins can be expensive, they are very very impressive and there are a lot of really cool developers out there. Both communities will not disappoint you on plug-ins but the Blender community will keep some money in your bank account.


Cinema 4D is king when it comes to motion graphics. I can say flat out, if your goal is to make industry standard motion graphics, you are going to want to use Cinema 4D. The cinema MoGraph System is simply superior. Blender can do most of what Cinema 4D can, it will just take you longer to pull off.


Modeling in Blender is very straightforward and pretty easy to get your mind around. The latest updates have created some pretty simplified controls for geometry manipulation and poly modeling. At this point, creating things such as hard surface robots and home interiors is a very clean, intuitive process. And if you add in some of the very popular plug-ins, it will make it even easier.


Both programs have a very sprawling tutorial community on YouTube. But I have to say for my own experience blender definitely has far more content and a more active community. Both communities are incredibly active and are full of incredible artists and people who love to learn the program. But I personally had a better time learning Blender on YouTube then when I was learning Cinema 4D on YouTube. And there is a plethora of professional paid courses, on the Blender side they are generally going to be much less expensive than Cinema 4D courses.


Most people will choose based on their current financial situation. Blender is free and it certainly will not limit you with the type of work you want to create. At times it may be more difficult than Cinema 4D, but there are dozens of movies and shows that use Blender in their pipeline. If you have the cash, I would say Cinema 4D currently is a better product!


Cinema does a much better job at making difficult tasks easier to do...especially When it comes to motion graphics and other tasks that need to be automated. However, with a dedicated development team and a robust community, it won't be long before Blender comes even with Cinema 4D.


Blender is a free and open-source 3D computer graphics software tool set that runs on Windows, MacOS, BSD, Haiku, and Linux. It is used for creating animated films, visual effects, art, 3D-printed models, motion graphics, interactive 3D applications, virtual reality, and, formerly, video games. Blender's features include 3D modelling, UV mapping, texturing, digital drawing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animation, match moving, rendering, motion graphics, video editing, Python scripting, and compositing.


On January 1, 1998, Blender was released publicly online as SGI freeware.[1] NeoGeo was later dissolved, and its client contracts were taken over by another company. After NeoGeo's dissolution, Ton Roosendaal founded Not a Number Technologies (NaN) in June 1998 to further develop Blender, initially distributing it as shareware until NaN went bankrupt in 2002. This also resulted in the discontinuation of Blender's development.[18]


The Blender Foundation initially reserved the right to use dual licensing so that, in addition to GPL 2.0-or-later, Blender would have been available also under the "Blender License", which did not require disclosing source code but required payments to the Blender Foundation. However, this option was never exercised and was suspended indefinitely in 2005.[23] Blender is solely available under "GNU GPLv2 or any later" and was not updated to the GPLv3, as "no evident benefits" were seen.[24] The binary releases of Blender are under GNU GPLv3 or later because of the incorporated Apache libraries.[25]


In 2019, with the release of version 2.80, the integrated game engine for making and prototyping video games was removed; Blender's developers recommended that users migrate to more powerful open source game engines such as Godot instead.[26][27]

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