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Does anyone know, what is still missing, to wide professional adoption of blender in the industry?

Is it at this point mostly momentum of Maya etc. or are there still many small things, that a professional designer miss in blender?

Or is it bigger? Some time ago, I heard the renderer of blender did not hold up to the rest, but that has changed?

Some time ago, the blender ren



Depends entirely on how you use it. But for many many things it is already used professionally.

I used Maya as a 3D freelancer for some while and switched to Blender when Cycles got introduced. I never really regreted that decision. Odly enough the one point that I liked the most about Blender was its user interface – yeah it was weird, but it was consistent. If "g" moves things in the 3D window it moves things also in a timeline and in a compositor.

What does Blender need? I think 2.80 has done a lot of what the industry needs, especially in terms of 2D animation and performance improvements. My major caveat is, that Compositing with video sources is just slow.


Ubisoft just announced they're moving at least in part to using Blender, as one example of professional adoption seemingly picking up: https://www.blender.org/press/ubisoft-joins-blender-developm...




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