Latest entries
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...
More Dependency Graph Tricks

More Dependency Graph Tricks

The new dependency graph enables several corner cases that were not possible in the old system, In part by making evaluation finer grained – and in part by enabling driving from new datablocks. A nice image to illustrate this is the data block popup in...
Animation System Roadmap - 2015 Edition

Animation System Roadmap – 2015 Edition

Hi there! It’s probably time to make this somewhat official: Here is a selection of the most pressing “big ticket” animation related developments currently on my todo list. Do note that this is not an exhaustive list (for which there are many other items), but...
Blender Dependency Graph Branch for users

Blender Dependency Graph Branch for users

Hello! I”m visiting here to talk about work being done by Sergey, Joshua, Lukas and others updating Blender”s dependency graph. Anyone can test it by building the depsgraph_refactor branch from git. How? To make things interesting I”m testing on Elephants Dream files. To do this,...
Assets - FileBrowser Preliminary Work - Experimental Build II

Assets – FileBrowser Preliminary Work – Experimental Build II

So, as some of you may know already, since December 2014 and my three weeks spent in Amsterdam at BI, I’ve started working on the asset topic. So far, I did not do anything really directly related to assets (except early designing) – rather, I’ve...
Future viewport, the design

Future viewport, the design

As outlined in the previous post there are some technical and feature targets we want to achieve. Recapping here: 1) Performance boost for drawing code. Make sure we use the best drawing method always to pass data to the GPU/Support features that are only available...
Viewport project - targets, current state of the code

Viewport project – targets, current state of the code

Encompassing a broad issue with decentralized code such as real time drawing under the umbrella of the “Viewport” project, might be slightly misleading. The viewport project, essentially encapsulates a few technical and artistic targets such as: Performance improvement in viewport drawing, allowing greater vertex counts...
Hair System Roadmap

Hair System Roadmap

The Blender hair system will get a number of improvements for the Gooseberry project. Especially the hair dynamics have to be improved and integrated better into the set of artistic tools to allow animators to control and tweak the hair system efficiently. We have a...