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๐Ÿงต Untitled Thread

Anonymous No. 836215

What's the technical limit of blender quality wise?

Anonymous No. 836218

you can create AAA quality assets with blender, it's just needlessly painful

Anonymous No. 836254

>>836215
Very high, but you're probably better off using certain software for ceratin stuff, like ZBrush for sculpting.

Anonymous No. 836296

>>836215
Animation

Anonymous No. 836297

>>836296
What do you thinik is missing?

Anonymous No. 836298

>>836297
Compared with Autodesks and Houdini, it's lacking a lot of tool and quality. Especially motion graphics.

Anonymous No. 836327

>>836215
>how long is a piece of string?
fuck you

Anonymous No. 836333

>>836215
about 35

Anonymous No. 836335

>>836215
the user

Anonymous No. 836336

>>836215
eeh about tree fiddy +- several nanometers

Anonymous No. 836401

>>836215
Blender can do pretty much much anything you could do in Maya or Max or anything else. The difference is that it will take you more time and effort.

Most of Blender's weaknesses won't be an issue for the average hobbyist, except for the dogshit viewport performance which Pablo insists isn't a major problem, despite it being the most crippling issue there is.

Anonymous No. 836405

https://youtu.be/VrBN0XFyMGk

Anonymous No. 836406

>>836401
>Blender can do pretty much much anything you could do in Maya or Max or anything else.
There is this lie again.
Nope, you can't do anything. The proof is in the pudding. If you look at the elements in isolation than you might have almost a point, but the problem and the limitation is high end complexity.
I give you an example.
https://www.youtube.com/watch?v=phko9L8rktM
This was done in Maya rendered in Arnold. 20GB of geometry, took 45 minutes to open the scene with Maya, basically it was pushing Maya to its limit. Shortly after that Katana and Clarisse entered the stage and took over from Maya when it comes to final scene layout, shading, lighting and rendering.
That was in 2014.
It's 2021 now, and you still can't do that with Blender and Cycles.
That is one of its limitations - high complexity that the program has to brute force through. Try to open a scene with 5 GB of data in Blender and you'll see why.
There are other limitations that are similar but in other disciplines, like character animations - incredibly dense meshes rigged with tons of bones, with high end dynamic muscle systems and hair simulations reaching millions of simulated hairs.
You simply can't do that in terms of complexity, nor in terms of visual quality in Blender.
Same applies to textures and shaders.
Blender simply can't deal with this much data without breaking apart, nor do the systems give the same high end quality.
Maya, Max and Houdini have demonstrated a thousand times in production that they can deliver, Blender hasn't and that's because it counts as unproven. Nobody has been able to demonstrate that Blender can get a foot in the high end territory.
>Most of Blender's weaknesses won't be an issue for the average hobbyist
Absolutely true, but again the limitations are not on the level of hobbyists but on the professional level, since hobbyists and amateurs are not working in this area, they can't make the judgement about Blenders performance with high end stuff.

Anonymous No. 836413

>>836406
and there is absolutely no need to use it since there are workarounds to the watermarks on autodesk pirated software.

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Anonymous No. 836414

>>836215
No built-in auto retopo tools

Anonymous No. 836415

>>836406
blendets utterly btfo

Anonymous No. 836418

General threads are especially dead these days. You guys are the worst by constantly bumping a mentally ill person's threads and having same arguments for years.

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Anonymous No. 836486

>>836215
>blender
>python
>slow

Anonymous No. 836514

>>836297
I for one, am missing some tools in the graph editor, like the lattice tool and selecting multiple curve handles at the same time.
I much prefer Blender's instant move/rotate/scale though, because it's so much faster to work with than Maya's gizmo, even when screwing around with middle mouse button, it's so inefficient, slow and most of all inaccurate, especially when working on smaller pieces.
I wish performance would be better in blender. It suffers when working on more complex rigs and scenes.
Oh, I also love Blender's copy mirrored keyframe feature, something that you need a paid addon for Maya. It's so nice to not have to do it manually, especially if you are working on a complicated rig, where you might forget to select a bone etc.

Anonymous No. 836539

>>836335
he's cracked the code

Anonymous No. 836540

>>836539
Good thing about this board is that it's so small, that everything instantly becomes meta, and I could laugh my ass off at your post