Jump to content

Sign in to follow this  

Blender 2.8 officially released!

Recommended Posts

2 hours ago, Bolos said:

Just to be clear, I'm talking about objects already made of multiple meshes. I know how to make instances of a single mesh but not "groups" (or meshes linked together).


I wanted to make copies of an animated wheelchair dude but didn't found any way. From memory and reading the doc, you'd have to create a proxy and then link that file into a new one. If you have some tips as someone who knows both packages, that would be cool.


On another side, Blender and Cycles seemed to be more extendable than RedShift cause I was able to mix some MatCaps (ArtShader) with real lights and did not find any way to do that with the latter. Also seemed more powerful than C4D in terms of character animation but did not tested it, I just saw a lot more (advanced) resources on the subject for Blender.


Rendering seemed to be quite slow too on macOS (but I've been told it was a bad idea to use it on this OS).

In Blender 2.80 groups were replaced by Collections. Collections are more organized and efficient than groups. So after creating a Collection and putting all the needed objects inside (this can be done through the Outliner as a visual feedback), in Object Mode, you goto Add>Collection Instance  and chose the name of the Collection you want to instance. This creates a Collection Instance that has an orange icon in the Outliner as a visual feedback. At this point you just need to use the regular duplicate command and it will create new instances. 

Share this post

Link to post
  • Topic Author
  • AMD ProRender v2 for Blender 2.8 is released today! Download it for free at


    • The Radeon ProRender for Blender plug-in has been completely rewritten for Blender 2.80. This includes many changes to artists workflows:
      • Blender native shader nodes are supported out of the box. Including the Blender Principled Shader node. Most common nodes are supported, but a few, noted in known issues, are not translatable.
      • Additionally, RPR nodes, particularly the Uber node is provided for a more “expert level” shader setup.
      • Viewport and final rendering are more robust and optimized.
    • AI-Accelerated Denoiser provides an extra denoiser based on machine learning technology. This is improved greatly with recent versions.
    • Adaptive Sampling allows the renderer to focus samples on areas of the render that are higher in noise, while ending early in areas without noise. This allows the artist to apply the maximum number of samples and achieve less noise without increasing render times as much.
    • Blender hair geometry is supported as well as “Halo” (sphere) particles.
    • A tiled rendering option allows rendering images by tiles, allowing higher resolution renders without using as much VRAM. Additionally, the size and order of tiles can be adjusted.
    • Object visibility options are expanded to include reflection/refraction/shadows, etc. Toggling with interactive rendering now works.
    • Blender Curve/Text/Meta objects are now rendered.
    • An "RPR" menu is added to the viewport to enable different render modes like Ambient Occlusion.
    • Volumes are rendered as well as principled volume shader.  Note that volume should be cached. Volumes might look blocky for now, as a temporary workaround may increase volume resolution.
    • Shader menu in "Add Nodes" now has RPR Uber, Principled, Emission, and a few other items. This is an optional feature and can easily be disabled in the render settings. 

    Share this post

    Link to post

    I am also looking in to blender i love some stuff but i miss procedural modeling  clones and mograph in general. Yes you can do som of the stuff in animation nodes but its far more complicated than just draging object in to cloner   and just plaing with effectors and  fields.

    Share this post

    Link to post

    Forgive the "which package should I marry" beginner neuroticism (as I've asked a few other people on this forum already) but coming from Modo+Rhino, I'm at a juncture where I'm trying to decide if I should go steady with either C4D or Blender.


    It's very easy to say, "Do both!" But I'm a generalist in the fullest sense of the word (at my job I also do a lot of copywriting and marketing strategy work), and don't have time to go deep with everything at once. I'd like to focus on one package, and admittedly feel kind of dumb for buying C4D recently when it looks like Blender might be best for my generalist needs/interests.


    Rhino covers all my precision CAD modeling needs, but when it comes to either C4D or Blender, I want a package that allows me to do stylized 3D animations and/or 2.5D animations. C4D's powerful toon-shading stuff (and sweet examples seen in the NYT and elsewhere) really got me excited. But as superficial as it sounds, I love the Blender UI and it's Grease Pencil functionality is super cool. Modo was great as an accessible generalist visualization package, but I simply cannot see it keeping pace in the future (what the heck is the future of Modo? No one knows!) So I have to relegate Modo to "legacy tools" so to speak.


    I guess my questions are:

    • Will C4D "always" (more or less) be relevant and good for generalists like myself if I were to stick with it, or will Blender invariably become a superior tool?
    • Or should I just go with Blender, since my main need is for simple animation projects that involve stylized (toon) rendering, and potentially 2.5D animation (2D hand-drawn animation in 3D environments)?

    Blender 2.80 looks awesome (watching tutorials now)... it's hard for me to say though, what is the better choice.


    Thanks for your thoughts! If these questions should be in a different thread, let me know and I will delete/repost elsewhere.

    Share this post

    Link to post
  • Topic Author
  • I guess it depends on your needs. If you are at all interested in a package that seamlessly integrates 2d animation tools in a 3d environment, then Blender is the only option out there. Nothing else can compare to Grease Pencil.


    Cycles and Eevee are hard to beat as far as GPU rendering goes, and the new viewport in 2.8 allows for some pretty neat real-time animation stuff.


    And Blender does toon rendering as well with Freestyle. Rendering a 2.5 toon render with Eevee is now possible, reducing rendering times drastically.

    Here is a toon render from Blender:




    Now imagine combining this with hand-drawn grease pencil drawings and animations. Something which is impossible in any other 3d package.

    Plus if you are doing animations, the built-in compositor in Blender will come in handy.


    That said, C4D's sketch and toon is very good. It depends on your needs as far as 2d/2.5d animation goes. Blender's Freestyle does strokes, but no toon shading, for which you would need to assign the toon shader and play around with it.


    I do know for certain Blender's 2d animation features will only grow and grow from this point forward. I can't see similar functionality being integrated into C4D any time soon - it's not what its core audience wants or needs.


    PS these guys created a nice Eevee real-time toon shader, which combines well with Freestyle strokes. Example files are available on their page.



    Share this post

    Link to post

    @hvanderwegen Thanks so much for the information here -- I think I'm going to dive into Blender 2.80's Grease Pencil functionality for my next project, using it as an opportunity to get my feet wet with Blender in general. I'll keep my C4D license, just incase, but sadly I have barely broken the ice with it (and we'll see if I ever do).


    A friend in LA who is established in the VFX/animation-house scene barely even knew what Blender was, and claimed "You gotta learn C4D if you want to do any kind of industry motion-graphics". I don't disagree, but frankly: that's not a career path I aspire for -- I am a generalist (who does 2D animation too) and to that end, it seems like Blender is a better time-investment for me.


    Again, thanks for providing some resolution to my questions -- I can always lean on Rhino for my CAD needs, and frankly good ol'Modo for my viz-dev needs at least until I get good enough with Blender to retire Modo.

    Share this post

    Link to post
  • Topic Author
  • The beauty of grease pencil drawings: they can not only be used for frame-by-frame drawing, but also rigged with bones and make use of Blender's rigging and animation for easy cut-out animation.


    And both C4d and Blender are great apps. Keep your license of C4D.

    I still use my very old C4D version for the odd thing. MoGraph comes to mind, for example.

    Share this post

    Link to post

    @hvanderwegen Absolutely keep it all -- and again, I really appreciate your knowledge+advice here. I'm sure down the road I will work on a team that requires me to jump into C4D (at which point, I'll have to follow their lead since I'm a newb in it) but I'm definitely gonna keep it. Same with Modo and Rhino -- the time I've spent in them has been very valuable.


    But moving forward, Blender seems really suited for my ilk -- since I do 2D animation/illustration and 3D work as well. Woo!

    Share this post

    Link to post
    On 7/31/2019 at 4:17 AM, MauricioPC said:

    The only issue with Blender is the commercial plugins. Like Octane ... if you want to use it, you need to use the Otoy Blender fork. If Chaos Group starts investing in VRay for Blender again and want to have it really fast, they'll need to do their own fork and so on.


    You may end up with 3/4 blender forks to be able to use some commercial plugins. Kind of tricky.

    Are the forks entirely different .exe/versions of the code? Or is it where modules get swapped out? I'm not familiar with "forks" relative to Blender.


    Edit: ah...I see it's a completely different executable based on open source core. Yikes. So third party renders must seriously go the extra mile.

    Share this post

    Link to post

    Is not a fork, it's RC3, release candidate 3, a stable beta version before 2.8 was officially released. Usually a fork exists to help developers test new features, like a beta beta (sculpting fork from Pablo dobarro, everything nodes fork from Jacques luque), once they are finished and stable most likely they are merged with 2.8 and Blender becomes 2.81


    You don't need to use a fork, ever. There are of course forks specialized in different areas - as it is open source people expand the parts they want to work, like bforartists (an enhanced UI version, but 2.8 feels better in my opinion)


    As I don't use octane , because blender already have eevee and cycles gpu/cpu, I don't know if octane works in 2.8 final.

    Share this post

    Link to post

    Join the conversation

    You can post now and register later. If you have an account, sign in now to post with your account.

    Reply to this topic...

    ×   Pasted as rich text.   Paste as plain text instead

      Only 75 emoji are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.

    Sign in to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    • Create New...