Latest entries
Proposal for Caching, Nodes and Physics Development in Blender 2.8

Proposal for Caching, Nodes and Physics Development in Blender 2.8

The work-in-progress proposal for the Blender 2.8 version plans for caching, nodes and physics is progressing steadily. If you are an experienced artists or coder or just want to have a sneak-peek, you can download a recent version from the link at the bottom. Feedback...
New Cycles Benchmark

New Cycles Benchmark

Blender Institute prepared six Blender files for testing Cycles rendering with CPU/GPU, using various settings and design styles but based on actual production setups. On the links below you can inspect the spreadsheet with results, and load the .blend file collection. The goal is to have an overview of systems that...
Updated 01/16 - Test Build - Live Reloading & Relocating Of Libraries

Updated 01/16 – Test Build – Live Reloading & Relocating Of Libraries

So, finally got something that seems to be kind of working in id-remap branch (see also the associated design task), and hence made some test builds available (updated 2016/01/16, see log below). WARNING: Those builds are highly experimental, do not use them in production, nor...
2.8 project developer kickoff meeting notes

2.8 project developer kickoff meeting notes

At the 2015 blender conference the attending developers sat down to discus things we as a group wanted the 2.8 project to be a software engineering perspective.  The things discussed below are intended to become effective with the 2.8 project and any changes in supported...
Debugging Python code with PyCharm

Debugging Python code with PyCharm

During the Ask a Developer session at the Blender Conference last weekend, there was a request for easy debugging of Python code. Fortunately, with PyCharm or Eclipse/PyDev, this is quite easy. Personally I use PyCharm, but the process should be pretty similar for Eclipse/PyDev. Besides...
Current Asset Project Status & Plans

Current Asset Project Status & Plans

This article tries to summarize the more complete design doc and presents current state of the “Asset Project” in Blender. Core Concepts The main idea of current work is to keep Blender’s library system and build asset management over it, using “Asset Engines”, which will...
The Custom Manipulator Project (Widget Project)

The Custom Manipulator Project (Widget Project)

It seems like it’s still unclear what the widget project actually is and what it means, so it’s really time to make things a bit more clear. Especially, to justify why this project is important for the Blender user interface.   Sidenote: Since I’m currently...
Force Fields and Turbulence

Force Fields and Turbulence

Turbulence in Blender can cause serious problems, due to the fact that it is not a fluid-like turbulence field: The forces are essentially random, which means they are not divergence-free. A true fluid flow velocity field (derived from the pressure gradient) would instead always be...
Blender 2.8 - the Workflow release

Blender 2.8 – the Workflow release

This is a proposal for work focus on blender.org for the coming year. I’ve written this because we keep missing bigger development targets – we don’t have enough time for larger projects. Instead too much time goes to releases, bug fixing, reviews, maintenance and support...
Eurographics Symposium on Rendering

Eurographics Symposium on Rendering

Last week (23rd – 26th June), Cycles developers Sergey Sharybin, Thomas Dinges and Lukas Stockner visited the EGSR in Darmstadt, a conference where new rendering papers and technologies are presented. It was great to meet other rendering people and get up to speed with latest...
Optimizing blender's real time mesh drawing, part 1

Optimizing blender’s real time mesh drawing, part 1

Warning, this will get very technical, very quickly. Not for the faint of brain. You have been warned. Reusing vertex data with indexed drawing Blender uses tessellation to convert quads and ngons to triangles, the only diet a GPU can consume. Currently blender writes all...
Spherical Stereoscopic Panoramas

Spherical Stereoscopic Panoramas

This week I visited the Blender Institute and decided to wrap up the multiview project. But since I had an Oculus DK2 with me I decided to patch multiview to support Virtual Reality gadgets. There is something tricky about them. You can’t just render a...