With the changes they did on the new Blender3D 2.80, I have decided to give it a try again. They have finally decided to make it easier for people coming from other programs, by making the interface less alien. I kind of liked how it is now. The interface is still not as good as in 3DSMAX, but it's miles better than it used to be. I have followed a tutorial to create a doughnut, complete with modeling, sculpting details, building shaders, and painting textures.
I just went WOW, this used to be a pain to do anything, but now it's very usable. The denoiser for Cycles still sucks big time, washing out details and blotching out colors. However, someone found a way to use nVidia's "OptiX AI-accelerated denoiser" in Blender, with a plugin called D-Noise. I just went WOW again, because this actually works nicely with Cycles. Some of the best free denoisers I have ever seen, and it doesn't require a license from nVidia.
Blender's shader "room" is pretty similar to Poser's advanced Material Room, so I had no trouble creating shaders there. The new Eevee real-time preview mode is now fully integrated with viewports, so we can actually see the shader results as we build them. Of course, not everything will work in real-time, but it's still better than rendering over and over to see what we are doing. For example, bump and normal shows in Eevee, but vector displacement I have used below doesn't. Cycles can also be used in viewports in those cases, and it's way faster than what we have in Poser because it was updated many times since Poser 11 was released.
Below is the final result of the Youtube tutorial, showing the doughnut with and without the pink icing and sprinkles. I especially enjoyed the sculpting and texture painting tools in Blender 2.80. However, one very disappointing issue was that Blender still doesn't fully support 3D mice. It can only rotate or translate, but not both at the same time like we do in Poser, DS, or 3DSMAX. It's still better than zBrush, which doesn't support 3D mice at all.
The nice part about this tutorial is that it covers various parts of the pipeline process, to include a particle system to spread the sprinkles, and shader nodes to dynamically set their colors. It was fun, but I still felt handicapped due to the limitations on 3D mice support. It was like modeling with one of my arms tied behind me.
The Cycles render below has used only 2 lights (key + fill). Took about 30 seconds in GPU CUDA mode, plus a final D-Noise pass at the end, which takes about 2 seconds. I just wish Cycles renders in Poser would look as good as this.