If your position is to make all developments free of charge, even if it means waiting until it is financially possible, then it is your responsibility to assume your choices by clearly opposing the business model made available to addon developers by the blendermarket, and to do without their (small) contribution.
Im not certain here, but i would imagine that a developer or developer team could easily change how they make their addons. Make it on platforms like kikstarter and indiegogo where people can fund your team if they like your add on for blender. And then when its developed they charge for each download meaning there are less direct losses from people downloading it once and reselling the download or spreading it for free
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Do you really think that forcing the GPL liscence on addons is really a good idea ? It look more of shooting ourself in the foot to me. No offence, but screaming everywhere on twitter that every plugin ever made for blender should be free at the first place and could be stolen and shared witouth any consequences look like a stupid decision. Tons of great addons could see the light of day. We need to preserve as much as possible their purchasable status, this whole GPL condition for addons need to stay discrete as much as possible.
One thing thought I would not like to see the blender add-ons going down is the yearly licensing fee. I think that model is not good. Thankfully, I have not seen that (maybe there are a few exception). Another thing I love about blendermarket and the add-ons they sell there is once you buy it you get upgrades for free. This encourages me to further support devs as they push out more content.
Let me give a concrete example (3 actually)1. I was the maintainer of the RenderMan for blender add-on. The way this worked is you had to download the python add-on, which was gpl compliant. And download RenderMan seperately. Then prman was launched as a separate process that the addon talked to through text files and pipes. By any reading I can find of the gpl this is fine. Because there was clear separation and runtimes. But it was limiting in both performance and user friendly installation
Keeping everything about using blender free makes it completely accessable to everyone and offers a level playing field no matter if you are a AAA company making games or just some solo person trying to get started.
This is a step-by-step modeling and rendering tutorial on how to create the Hex Cyber Muscles seen in the cover above. The tutorial runs at normal speed with real-time narration of every action, starting from a blank scene to the final product image. Although Armored Colony (the creator of this tutorial) used a paid addon for Blender called Curve Basher to generate the cables coming out of the tips, you can still follow along using this vanilla blender technique.
Follow along with this video tutorial from Chuck CG for creating buildings with displacement maps in blender using Adaptive Subdivision. This asset consists of 2 displacements to create 3D buildings with Japanese signs (as seen in the preview image) and the 40964096 textures, with color, roughness, emissive and displacement maps included.
That was his undoing. He got in the way of the second wave and was swallowed up like a leaf in a torrent. For a moment I saw a red face and a loud-checked suit, and the rest was silence. He was carried on over the hill, or rolled into an enemy trench, but anyhow he was lost to my ken.
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