Blender is good, but...
As a beginner of Blender and i'm come from Cinema4d, I have to say that UX and UI in C4D is so clear to understand for Beginner. Thus, I think blender cound be better if we can improve something like:
- Camera control: it's so clear in C4D to learn. Until, Blender 2.9, i have to google it to figure out how to control camera and from viewport.
- Undock the Tab or windows: Surely, it's like Adobe product or C4D, people may get familiar with Burger menu or something like that. Especially, it's effective work with 2 monitor. Ya, i know you can separate Blender's workspace but floating windows and stick to bezel of monitor maybe better :D
- Apple metal render support: A Gift to Apple user :D hope to see in version 3
Thank you for reading!
13 Comments
Coming from Cinema 4D too, actually now after a while I find camera controls in Blender much more comfortable rather than Cinema's. I realized that a lot of thing that were uncomfortable for me at the beginning was that because I just get used for them to be different. For me Blender lacking in other fields like when you want to apply a material or modifier to a bunch of different objects at the same time.
* @Reaper * Agreed. It's unintuitive and unfindable, but it exists.
Make five cubes. Apply a red material and bevel modifier to 1 cube. Select 4 white cubes then select the red cube last. Ctrl+L > material and then Ctrl+L > modifiers.
I don't understand the sudden influx of people making complaints here (instead of actual proposals) for things that are easily googled and frequently shown in blender tutorials and workflow videos on youtube.
Please try using the program for a few more months before making "proposals" here. Join the Blender Artists forum and the BlenderHelp subreddit to ask for help when you don't know where in the UI to find something.
* @thinsoldier * I probably made my point not very clear. I know that it exist, I'm using Blender now for about 4 months for a reason, because I like it very much and I don't want go back to C4D
I were saying that there's an actual difference between software lacking something and when you expect it to behave the way you used to. I have a few colleagues now trying Blender, they right away changing hotkeys to the ones they used to etc. which ofc leads them to struggling and I'm tired of explaining to them that it isn't a C4D with a different interface.
Just to clarify a little about applying a materials and modifiers - I like that you can have in C4D just one material at the top of hierarchy and it'll be applied to children automatically, it'll be inherited even if placed to a null at the top. Same goes for modifiers, they're a separate objects there (it's an advantage and disadvantage at the same time), you can have one modifier, let's say displacer, that will affect the whole hierarchy with a variety of objects.
But in the end I guess all of that is irrelevant now with "Everything nodes" project coming, that's the one I really looking forward to.
Apple metal will not be suported i think its apple's own choise to ignore opengl which i find strange since originally it was a platform for creative people. However blender will go vulcan, and other forces (in the game industry) plan to write vulcan drivers for apple as well.
Camera control, well maybe you try a few youtube's there is so much you can do with blender in this area, bind focus to empty animate the empty, add noise to the movement.. the ease of just pressing i and loc its position on a frame (while a constrain keeps it to a focus object), then be able to curve adjustments of those i 'framed' positions.
As for any 3D application once you get used to them their clear, but learning a new one takes a bit of time. many years ago i went from max3d to blender i never regret it. But at the time i remind lots of key changes to remember.
you guys should donate 120 $ per month and you have more features in blender. don't forget they dont have so many developers hires as maxon
This isn't a proposal. It's 2 vague complaints and a technical feature request that is already being worked on (They are doing vulkan support first and then will look for a vulkan to metal translatation layer and if a good one cannot be found they'll make one from scratch).
Please separate your bullet points into individual posts with an actual proposal and mockups of how you think the proposed changed would look.
c4d has the best UI so clean and easy ,no doubt about that .
I've never used C4D but I've watched dozens of videos of people using it recently. I have no idea how its camera controls work. I've shown several people who have never touched any other 3d program how to use Blender and they have no complaints abou the camera after 5 minutes.
What problems are you having?
Well well, camera control in blender is a serious pain. If you have multiple cameras I have no idea how to switch. And move the point of view is a feature hidden in a sub menu. View/view/view lock/camera to view It's not a good and easy button to find and use.
* @thinsoldier *
In 3 minutes is absolutely impossible to find how to move the camera without searching on Google. It's just impossbile.* @riccardo.cambo *
* @riccardo.cambo * I don't disagree. But I've found any time I use a program I've never used before I spend a lot of time googling for things that should be obvious or things that became obvious only after googling, like "how did I miss that?"
* @riccardo.cambo *
Click the camera icon on the right of the camera name to set it as the active scene render camera.
In the Scene Properties tab select the desired camera from the list.
The active camera will always have a solid triangle.
Lots of useful things are hidden in menus. Use Quick Favorites to access them easier or learn the keyboard shortcuts or install addons that change the UI to be more to your liking or change the keyboard shortcuts to be more to your liking.
I have never used "View/view/view lock/camera". Are you sure that's the right menu item?
When looking through the camera and the camera is selected the commands for moving the camera object are the same as moving any other object.
Want to move the camera up? G, Z, move mouse, click.
Want to move the camera along it's local Z axis to zoom closer or further away? G, Z, Z, move mouse, click.
Want more freedom in moving the camera while looking through the camera? View > Navigation > Walk Navigation (or shift + ~). Now you can use first person shooter controls (WASD) to fly around the scene and fine tune the position of the camera. TAB to toggle gravity. Space to teleport to the geometry directly under your crosshairs. Click to confirm final position and return to normal camera controls.
And there's always the option of opening another 3d viewport so in one you look through the camera and in the other you look AT the camera object and can use the move and rotate widgets to position it.
* @riccardo.cambo * In 15 minutes it was impossible to find how to open the hood on a car I rented. Google didn't help. Random stranger couldn't find it either. Luckily another guy who had once owned the same type of car came along and showed me how to do it.