Author Archive
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...
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...
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...
Particle Info Node

Particle Info Node

This has been a frequently requested feature: To be able to control shader parameter over the lifetime of particles. A common use case for this is fading out particles toward the end of their life (or the opposite: prevent them from popping into view suddenly...
Node Editing Tweaks

Node Editing Tweaks

The “Frame” node has been in trunk for a few months now, but it is still in a somewhat unfinished state. So i’ve made a few additions that will make this node a lot more useful for organizing node layout. Thanks to Sebastian König for...
Improving node group interface editing

Improving node group interface editing

General remarks on node groups Node groups will hopefully get more attractive and useful in the future. A new asset manager is being worked on, which i hope will make it much easier to efficiently share and re-use complex node group setups too, in addition...
Paged Buffers for Particles

Paged Buffers for Particles

Many visual effects commonly implemented with particles are using systems which continuously “grow” and/or “shrink”, be it rain drops falling from clouds, dust kicked up from the group or abstract fluid particles flowing in and out of a simulation domain. New particles are emitted and...
How Node Groups can be made useful

How Node Groups can be made useful

Node groups are one of the largely neglected features in Blender. If done right, they could increase the power of node trees by magnitudes, because there are actually things you can do best, if not only, with groups. At this time, nodes in Blender have...