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Blender needs more practical tools to be useful for studios as well as independent artists. Especially with regard to the work flow between the different software.

Let's agree on one point. Blender is VERY far from being able to meet all the needs of a production. On the other hand, he has tools that will interest more than one artist. It is therefore necessary to be able to have tools that allow you to work with different software. Here are two suggestions that could LARGE drastically answer this problem.

Importing attribute.

Apart from Cd attribute, blender cannot import attribute such as "width" for hair. Neither custom attributes for shader animation for example. Developing this tool will allow more professional artists to use Blender and therefore have more chance of having it in the studio.

Add proxies.

Blender does not have a proxy export and import system. What you have developed so far is NOT a proxy. A proxy is a "standin / ass" for maya / a "redshift proxy" / a "vray proxy" ect ..

If I create a particle system on Houdini. I can use the arnold for houdini plugin to export directly to ASS and thus import my particle system into my maya scene without the software having to open or read it. It will only be displayed at renderings. So I used a tool to export geometry from one software to a proxy for the rendering engine of another software. Same thing for the environment, I can import a tree into maya. Export my tree to ASS. Then import it into my set-dress scene as a proxy. It will therefore put an EMPTY bounding box in my viewer, but which will appear in my rendering. In the end, I will write a file specific to my rendering engine locally on my hard drive so that the software can read it when rendering.

This is what a proxy is, a basic system that has existed since 2004 but that Blender in 2021 has still not developed ...

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Development Status: Open

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lucas1
23 Aug 2021

1 Comment

sombrero76

I don't think main deveslopers are really intended to make it a professional tool for big studios. Blender is closed in its openness, this is why every effort was suppressed that aimed to interface with other systems and meet standards. Blender want to be the all in one super weapon for freelancers, hobbiists and small studios. Without native or near-native performance addons, without extensible modifier system and with a lot of hardcoded stuff that should be user cusomizable, the big ones never will adopt it as a part of their workflow. Maybe Blender 6.0 or Blender 7.0 will make steps in this direction.