Latest entries

Anamorphic Bokeh

Cycles allows for photo-realistic rendering. Part of the realism comes from the simulation of photography parameters, such as lens, aperture size, and depth of field. When simulating anamorphic lens, there is something Cycles still miss which is anamorphic bokeh. Generally speaking “bokeh” is the shape...

New Game Engine Publishing Addon

One of the common complaints with the Blender Game Engine is with publishing games. While there are many issues related to publishing with the BGE, one issue is the lack of a simple, user-friendly way to publish to multiple platforms. Steps are being taken to...

Supporting Game Developers with Blender 2.71

For the 2.71 release, we’ve been working on improving support for game developers using Blender with external engines. To this end, Bastien Montagne has been working on a new FBX exporter, and I have been evaluating workflows to various external engines. Dalai Felinto has also...
OpenSubdiv GPU Tessellation WIP

OpenSubdiv GPU Tessellation WIP

Just a quick update on what’s happening in the opensubdiv-modifier branch in the Blender Git repository. This is an initial integration of GPU tessellation in Blender, it’s totally not final and still loads of work to be done to make this project master-ready. But there...

Google Summer of Code 2014

Google has granted us 7 slots for the 2014 Summer of Code edition! The program is already running for a while and all the students met with everyone and got familiar to our projects. Official code work started today already. Everyone’s invited to feedback and monitor...
Cycles Baking

Cycles Baking

Baking is a popular ‘technique’ to flat down your shading work into easy to use images (textures) that can be applied to your 3d models without any concerns with lighting calculation. This can help game development, online visualization, 3d printing, archiviz animations, and many other...
How Blender started, twenty years ago...

How Blender started, twenty years ago…

I’ve managed to find the oldest backup of Blender, a snapshot of the first code I wrote to start a new project to replace the in-house tool “Traces”. This started in the Christmas / New Year holidays of 1993, and with the first code working...
Plans for 2014-2015

Plans for 2014-2015

In the past 6 months, I’ve only had time for a handful of tiny commits to the Blender code. As much as I love coding and work on Blender itself, I’m also quite useful for other tasks – especially to help the Blender project to...
New Development Infrastructure

New Development Infrastructure

The Blender development infrastructure has been updated for the start of the Blender 2.7x release cycle. For a bird’s-eye view of the development process and infrastructure, and for how to get involved, see the new blender.org development page.
(Re)defining Blender

(Re)defining Blender

It’s a recurring event for a lively project like Blender that the UI, usability, design, focus or other important principles  pop up as topics for discussion. It’s all about passion for making a great 3d tool here, and working with this kind of “open source...
Valve Steam Workshop donations - 2 devs get hired

Valve Steam Workshop donations – 2 devs get hired

Thanks to the first Steam Workshop donation payment, we can now invest quality developer time for getting Blender work better in game creation pipelines. I’m happy to announce that Blender developers Dalai Felinto and Bastien Montagne have accepted a 6 month contract to work half-time...
Cycles render engine released with permissive license

Cycles render engine released with permissive license

Blender’s ray-tracing engine “Cycles” has received wide acclaim as a production rendering system, for its quality, speed and having integrated industry standard libraries. As of today the Cycles source code license has been changed from GNU GPL to the Apache License version 2.0. This is...