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Review: Blender 3D

By Rui Campos on March 02, 2005 (8:00:00 AM)

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Imagine yourself making a Pixar movie and not paying a dime for the software needed to do it. That's the premise behind Blender 3D, a free fully featured 3D content creation suite. Open sourced under the GNU GPL since 2002, Blender has grown a lot since then. The current version, 2.36, is a real winner.

You can download Blender for all supported platforms (Microsoft Windows, Linux (i386), Mac OS X, FreeBSD 5.3 (i386), SGI Irix 6.5, and Sun Solaris 2.8 (SPARC), as well as the source code and several plug-ins. Bleeding edge users can download a Blender CVS compilation from the Blender Testing Builds forum. You can also grab the source from CVS and build it yourself.

For Windows users, Blender provides an installer program. If you have a *nix box you just have to unpack the contents of the install download to a folder of your choice.

Blender comprises two applications -- Blender (or blender.exe), the main application, and BlenderPlayer (or blenderplayer.exe), which in addition to their other functions you can use to play games made with the Blender Game Engine.

The interface

Compared to other 3D applications, Blender has a non-standard user interface, yet this UI improves user workflow in Blender. The flexibility of the UI allows users to clone other applications' UIs or create a personalized one.

Previous versions of Blender were shortcut-centric in operation; they relied heavily on the mouse and keyboard. While this remains the fastest way to use the app, beginners will appreciate that most functions are now available via menus or pop-up toolboxes. Rotating, scaling, and moving commands are also available as mouse gestures. There is also a brand-new complete undo/redo system that works for every change the user makes.

Modeling

On the modeling side, we find a huge set of 3D objects like polygons and NURBS, beziers and B-splines, metaballs and vector fonts. Even the Blender mascot, the monkey Suzanne, is provided as a 3D primitive!

Modeling in Blender is quite fun, especially if you're doing organic modeling and using Blender's Subdivision Surface option. You can use optimal iso-lines for mesh editing, which makes it easy on the eye. Add to this the option to model meshes using vertex, edge or face, selection mode, and many tools such as extrude, bevel, cut and spin, screw and warp, noise and smooth, subdivision, and much more, and you have a complete modeling toolkit.

Not every function is as good as the mesh modeling tools. Boolean functions in the meshes are still a bit clumsy compared to some other (commercial) packages.

Sub Surface Scattering would be a bonus for those wanting to achieve hyper-realistic skin, but this is only available as a set of Python scripts that fake the effect.

Beside the built-in tools, there is a huge range of extra tools to help you in modeling. Tools written in Python can be loaded in the built-in scripts window. A Python API for the Blender core provides enough functionality to build an infinite set of tools. Some of the best-known tools are MakeHuman for human body modeling, L-System for tree generation, World Forge for fractal terrain generation, and the aforementioned subsurf-scattering fake scripts.

The animation system

The animation system is also very capable. It sports a powerful constraints system. For bones you have an armature object, which provides forward and inverse kinematics. You can add the armature and enter pose mode for animation poses.

The current implementation of the character animation tools lacks a bit in refinement and speed. While they are capable of creating quite complex animations, they can be sluggish and daunting to use, even for intermediate users. The developers plan a total rewrite of the character animation tools for the next new version.

Lattice and curve deformations are also available.

One of the most used windows for the animation will probably be the function editor window. In it you can edit motion curves and key frames. You can also edit and mix animations in the action editor window, and the non-linear animation mixer, that can perform such miracles as editing, mixing and reusing animations as if they were video clips, and automating walkcycles along paths, with perfect non-slipping footsteps.

You can also mix audio inside Blender, and synchronize audio playback. Blender supports only WAV format; it would be nice to be able to use MP3 or OGG too.

The video sequencer reminds me of those audio editing applications with blocks to visualize the strips where you can add effects. It would be better to have something similar to most video editors, with image thumbnails and video pre-visualization on the sequencer itself to make it easier to know what is being edited.

Again you have a whole bunch of Python scripts that can help you with your animation. One of the best-known is Walk.O.Matic, a script for building 3D animation walkcycles. There are also non-Python plug-ins available to extend the sequence editor's capabilities, with effects such as depth blurring, selective glow, and interlaced scanlines similar to robocop vision.

The renderers

The built-in scanline/ray-tracer hybrid renderer is one of the fastest I have tested. It has oversampling, motion blur, radiosity, and ambient occlusion, and supports environment maps, halos, lens flare, and fog. One of the greatest features is edge rendering for toon shading.

Not quite satisfied with the end result of the built-in ray-tracer? There is also full support for one of the best open source ray-tracers around, the Yafray global illumination renderer. Enabling the Yafray render adds several new options on the whole interface, including a new light source for Photon lights.

The Game Engine

The provided Game Engine is great for small games with few models and small textures, but it becomes really slow if you push it a lot. OGRE 3D engine is a nice open source engine, and in this author's opinion it would probably be better to use it instead of coding a new one from scratch.

Still, the Game Engine is nicely done. It features enhanced support for OpenGL, providing all OGL lighting modes. It has collision detection and dynamics simulation, as well as an advanced game logic module. You can use Python for AI (Artificial Intelligence) and control through a powerful API. Users don't need compilation or pre-processing to play games.

Room for improvement

Blender has several areas where it can improve. It lacks support for MP3 and OGG audio formats. A "Modifiers Stack" a la 3D Studio Max, for each 3D object would also be a nice improvement when modeling.

On the other hand, it is very stable, has one of the fastest ray-tracers I've seen and a really flexible user interface. Once you learn most of its shortcuts it becomes one of the fastest working tools around.

One of the best things about it is that it has great support; it might even be better than what most commercial applications have. For example, the Blender Web site features a bug tracker any user can post in. Most of the submitted bugs usually fixed within days, and new testing builds are available almost every week. There is also a great development forum where developers and users discuss ideas for new versions and questions related to specific development issues.

For new users, the Elysiun Forum should provide one of the best resources, along with the online documentation. New users should also drop by Blender's e-shop, where you will find a printed book on the product.

There are also numerous sites that provide tutorials for Blender, such as RealFxStudios Academy and a growing tutorials Web site.

Blender is a great 3D suite with a huge set of tools. Although it still lacks several features and needs some improvement, it is a powerful application that should appeal to animation designers.

Author's note: Special thanks to Bassam Kurdali and Ton Roosendaal for their help with this article.

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Comments

on Review: Blender 3D

Note: Comments are owned by the poster. We are not responsible for their content.

RealFX Studios Update

Posted by: Anonymous Coward on March 03, 2005 02:23 AM
The site has been updated and so has the link:
<A HREF="http://www.realfxstudios.hostmatrix.org/orangesplash/index_academy.htm" title="hostmatrix.org">http://www.realfxstudios.hostmatrix.org/orangespl<nobr>a<wbr></nobr> sh/index_academy.htm</a hostmatrix.org>


Or just go to the main site and press in Academy
<A HREF="http://www.realfxstudios.hostmatrix.org/" title="hostmatrix.org">http://www.realfxstudios.hostmatrix.org/</a hostmatrix.org>

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Blender... stable??

Posted by: Anonymous Coward on March 03, 2005 03:04 AM
>it is very stable

It ain't here. Do the following:
open blender, and immediately press "render". Then, move quickly the rendered little window. Over here, Blender crashes on both my machines.<nobr> <wbr></nobr>:P

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Re:Blender... stable??

Posted by: Anonymous Coward on March 03, 2005 03:50 AM
Nope, tried this under winxp on two different machines and did not see the behaviour your exhibit.

I use blender a lot and find it more stable than a lot of commercial software.

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Re:Blender... stable??

Posted by: Anonymous Coward on March 03, 2005 04:09 AM
what platform? i just tried that on linux and mac, works fine here too.

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Re:Blender... stable??

Posted by: hosh on March 03, 2005 04:32 AM
What version are you talking about? Have you checked to see if a bug has been filed. If you're using the newest version and no bug has been filed, maybe you should file one.

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Re:Blender... stable??

Posted by: Anonymous Coward on March 05, 2005 05:34 AM
I agree about the instability. Why, every time I open blender on my system and press control, alt, and delete simultaneously, my machine spontaneously reboots.

*shakes my head* Apparently , regardless of the quality or usability of the software they're given, some people are just looking for something to bitch about.

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Re:Blender... stable??

Posted by: Anonymous Coward on March 06, 2005 09:52 AM
No crash over here on Mdk 10.1 with an ATI Radeon 9800. Sounds like your graphics driver's OpenGL is buggy.

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Blender UI Needs Help

Posted by: on March 03, 2005 07:45 AM
I'd love to have an open-source 3D program to use, but after having played with 3dsmax, Maya, even Moray with POV-Ray, the only thing I can get Blender to do is raise my blood pressure. I don't mind reading manuals (when I have the time), but shouldn't the interface be at least a LITTLE intuitive?

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Blender [vision] Needs Help

Posted by: Anonymous Coward on March 03, 2005 09:25 AM
The interface is the least of the issues.

"Imagine yourself making a Pixar movie and not paying a dime for the software needed to do it. That's the premise behind Blender 3D, a free fully featured 3D content creation suite."

For those who have used the big packages. You all know Blender isn't it. Plus for those who are in the industry. A lot of tools used in making movies are custom jobs.

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Re:Blender [vision] Needs Help

Posted by: Anonymous Coward on March 03, 2005 10:27 AM
I think you're premise is a little biased. Is blender _the_same_ as , say XSI, or Maya? No. Is it comparable? Yes! Abiword (for instance) is not identical to MSWord, but, you can write a document, even a book in both.
So The key to understanding the sentence is "Yourself". You are probably _Not_ Pixar if you are looking for an open source tool, but if you are anybody ranging from a hobbiest, individual artist, freelancer, or even company with specialized 3D needs, blender can fill a niche very nicely- In fact it has been used in all of the above successfully- heck, even some of the previz for spiderman II was done in blender.

Oh, and by the by, I've used Max, A:M, XSI and blender. Each has its strengths and weaknesses, and I'd say the original statement is accurate.

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Re:Blender [vision] Needs Help

Posted by: Anonymous Coward on March 06, 2005 07:42 PM
Not the current Pixar movie, but you could certainly make something like their older shorts.

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Re:Blender UI Needs Help

Posted by: Anonymous Coward on March 03, 2005 08:13 PM
Blender's interface is actually quite intuitive when you learn it. The buttons aren't exactly arranged in the most obvious manner, but this is being reworked for the next release.<nobr> <wbr></nobr>:)

The thing that makes Blender's interface intuitive is that it relies heavily on shortcut keys and a very customizable layout.

The program does have a steep learning curve, but doesn't that apply every 3D program? It's especially difficult to learn one 3D program after you just learnt a completely different one.

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Re:Blender UI Needs Help

Posted by: Ian Christie on March 04, 2005 04:25 AM
Yes, it is intuitive when you learn how it works. But it's not intuitive in the sense of being able to figure most of the operation without having to read tutorials. But then again, Maya, 3ds and others aren't intuitive in that sense either. They only seem to be because, either the person has learned them or they use a common methodology.

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Re:Blender UI Needs Help

Posted by: Anonymous Coward on March 04, 2005 08:51 PM
Well I thought every 3d program has a steep learning curve until I tried wings3d (http://www.wings3d.com/) it really is a little miracle. Now I mostly model in wings3d and import models to blender for texturizing&rendering.

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Re:Blender UI Needs Help

Posted by: Anonymous Coward on March 06, 2005 07:50 PM
I think that at the moment Blender compares to Wings 3D in the same way Gimp compares to Inkscape. One beeing the do-it-all package and the other exceling in a certain area. That is not ment as a critism to Blender or Gimp -- and one package that ties together the specific ones.

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Re:Blender UI Needs Help

Posted by: Anonymous Coward on March 03, 2005 08:56 PM
Blender actually has a revolutionary non-blocking interface design. In fact, modo, the up and coming modeler of choice, uses many of the very same concepts to make it what it is. Look for it in future applications but remember Blender has done it since the 90's<nobr> <wbr></nobr>;) Intuitive? Ask Jeff Raskin (RIP). Its designed on principles he authored.

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Re:Blender UI Needs Help

Posted by: Anonymous Coward on March 04, 2005 06:37 PM
That's nice that it is revolutionary. I hope every new application implements a new and different revolutionary user interface, so we can spend all of our days learning the "intuitive" vagaries of each, instead if getting some work done.

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Re:Blender UI Needs Help

Posted by: Anonymous Coward on March 04, 2005 08:09 PM
Name a 3D modeling app that uses a non-custom interface.

3DSMax, Maya, XSI, Lightwave, they ALL use obscure interfaces that require you to study a manual just to get started.

Actually, I've heard many 3DS and Maya users claim that when understood the blender GUI is far better and the workflow is quicker and easier.

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Re:Blender UI Needs Help

Posted by: Anonymous Coward on March 04, 2005 09:20 PM
i am no professional but i have used 3dsmax, maya and blender. blender has the best ui and workflow.

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Re:Blender UI Needs Help

Posted by: Anonymous Coward on March 06, 2005 09:54 AM
The only intuitive interface is the nipple. After that, EVERYTHING is learned.

  Try the video tutorials. They were a huge help to me.

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Re:Blender UI Needs Help

Posted by: Anonymous Coward on March 09, 2005 05:38 PM
Absolutely correct. It IS possible to make UI's that are easy to learn and understand right from the start. Blender does not have such a UI.

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Re:Blender UI Needs Help

Posted by: Anonymous Coward on March 16, 2005 10:39 AM
The blender UI takes a little getting used to, but six months ago, i started using blender (i had never used a 3d program before) and now im pretty good at it, and Maya and other programs seem really weird. Even if I could afford 3ds max i would use blender because its good enough for my purposes and intuitive (and really efficient) once you get the hang of it

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Good article, good points.

Posted by: Anonymous Coward on March 06, 2005 02:38 AM
This article does a good job of hitting most of the high points of blender, as well as several of the short-comings.

As for the introductory statement, one poster replied that the comparison was false: that you couldn't make a Pixar-caliber animation with blender. I don't think that's so, or at least it's misleading, for two reasons:

The first is that you (and I, for that matter) are _not_ Pixar. Pixar is made of dedicated, talented professionals that have honed their craft for years. They could probably use any tool and produce something impressive. Still, with time and practice, you or I could use blender to create something impressive, too, and for free, both as in speech and as in beer, which was the real point. If you or I put in as much talent, dedication, time and practice as the Pixar crew does, we could also produce animation every bit as good as Pixar's with blender, free and freely. The tools are up to it if you are.

The second reason is that, as yet another poster pointed out, most high-end professional FX and CGI houses use custom software to work their art. Blender provides for that posibility by providing both the open and extensible native code base, and also by providing a Python API. Python is particularly powerful stuff. LucasFilms used Python extensively in creating the CGI for the Star Wars films (including, I'm sorry to say, Jar-jar). Whatever your opinion of the appropriateness or usefulness of those effects, you have to admit they looked good...

Anyway, the point is that blender can allow you to create to the best of your ability, with creative, intellectual, and financial freedom.

One significant feature that the article didn't mention is support for creating and using normal maps. Normal maps are a new technology used extensively in recent games like Doom 3, Riddick, and (I think) Half-Life 2. I don't know of any movies that use it, but then the turn-around time on feature films is much longer, and this is relatively new stuff. A normal map is a texture with extra information embedded in it for creating "pseudo-geometry", increasing surface detail without adding polygons. It's like a bump map, but explicitly detailing how reflections will go, and it can really increase realism dramatically.

As for the interface, I had a very hard time with it myself at first, for a long time. I cut my 3D teeth on Caligari's trueSpace, widely known for it's excellent interface, so I gave up on blender at first. Then, after several years with trueSpace, then 3D Studio MAX, Amapi, and a little bit of Maya, I came back to blender to find it greatly improved, as was my general understanding of 3D gestalt. I became proficient fairly quickly with the (sometimes odd) hotkeys, once I mapped out in my mind how their functions matched to those in other 3D suites. I've found that 3D programs pretty much all do the same things; with differing degrees of ease or efficiency, perhaps, but there's only so many things you can do to polygons, and as each product incorporates a new operation, the others are likely to do something similar.

From using 3D MAX, I'd gotten kind of used to just using one hand on the mouse to do my work, so I could definitely see where MAX users would be uncomfortable at first with blender, because you really do need to use both hands to use blender at full speed. trueSpace had extensive hotkey support, which I used a lot, so I was kinda used to it, but I could see where some would have trouble adjusting.

For those trying blender out for the first time, I'd suggest paying attention to the tooltips, which were conspicuously absent when I first tried blender, but are quite helpful now.

All in all, an excellent article for those new to blender, and blender itself is an excellent program for those with some experience with 3D.

Another interesting link, for those who want to know more, is <A HREF="http://www.blender.org/" title="blender.org">http://www.blender.org/</a blender.org>, where you can watch and/or get involved with blender development.

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