Closed-source software seems to get... stuck. In the best case. Often, they regress: becoming buggier from version to version with less features. I think of Windows and the entire Microsoft suite of applications.
I think one exception is Gnome. Gnome loves removing features more than they love not implementing popular Wayland protocols.
i.e. of the $3k of community Blender plugins/add-ons we evaluated last year, only around 60% are still functional in stable blender releases. Additionally, many built-in core features like Fracture became broken in 4.x due to API permutations, and getting split into its own module.
In a production environment one must version lock Blender for the project. =3
I usually recommend these courses to users when the under $20 sale is active.
They cover a lot of Blenders non-intuitive workflows :3
"Complete Blender Creator: Learn 3D Modelling for Beginners"
https://www.udemy.com/course/blendertutorial/
* Basics of low-poly design in blender
"Blender Animation & Rigging: Bring Your Creations To Life"
https://www.udemy.com/course/blender-animation-rigging/
* Some more practice rigging
"The Ultimate Blender 3D Sculpting Course"
https://www.udemy.com/course/blender-3d-sculpting-course/
* Sculpting, Retopology, and VDM brushes
* basic anatomy
"The Ultimate Blender 3D Simulations, Physics & Particles"
https://www.udemy.com/course/blender-simulations-physics-par...
* Shader/Texture basics
* Geometry node basics
* Boid sprites
* Hair and physics simulation
* Camera FX, and post-render filters
* Instructions on how to export your assets to Unity 3D and Unreal game engines
At one time there was a Houdini-Engine Open Mesh Effect plugin, but no idea if that project survived.
Cheers =3
At the end of the day, an HDA is just a 'function' you define like what you do in a programming language. A function can call other functions etc. It might sound nothing special if you're a programmer, but Houdini is the only generic DCC that is built around this idea, making it more like a framework than an app.
Geometry node is quite a separate thing from what Blender already has. Last time I checked one couldn't even create vertex groups in geometry node, and there was no way to create an armature there either. (Not sure if it changed since I checked though)
I found the Entagma lab videos very helpful in understanding how to parse geometry with nodes. It is not obvious (unless you already get CLI pipes), but so worth it when things finally work... =3
The mini labs on Entagma's channel were very helpful for parametric surface operations =3
This can be solved with paid contributors, but FOSS organization don't have the most funding out there. So it can be challenging when trying to attract specialized talent.
The other problem is people Cowing anyone that may not agree with their personal opinions how projects should mature. QED: Our karma scores... lol =3
These plugins made Blender usable for a few projects, and I have personally found value in supporting for asset creation:
https://tinynocky.gumroad.com/l/tinyeye
https://sanctus.gumroad.com/l/SLibrary
https://polyhaven.com/plugins/blender
https://artell.gumroad.com/l/auto-rig-pro
https://fbra.gumroad.com/l/Faceit (for Unreal face mocap app with iPhone Pro Lidar)
Blender has always had the perpetual Beta problem, as many boring core design issues were never really given priority. Fine for developers, but a liability in commercial settings.
Houdini is interesting, but with Blender Geometry-nodes now working it is unclear how another proprietary ecosystem will improve workflows. =3
The Entagma channel covers a lot of Houdini and Blender bleeding-edge features with short lab tutorials:
https://www.youtube.com/@Entagma/videos