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The Blender development infrastructure has been updated for the start of the Blender 2.7x release cycle. For a bird”s-eye view […]
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.
Thanks to the first Steam Workshop donation payment, we can now invest quality developer time for getting Blender work better […]
Blender”s ray-tracing engine “Cycles” has received wide acclaim as a production rendering system, for its quality, speed and having integrated […]
FBX is a popular 3D file format that was originally developed by Kaydara for MotionBuilder, acquired by Autodesk Inc in […]
Two years ago, we scheduled the 2.6x period to have a “branch migration” focus. In the past years, we”ve seen […]
Google has granted us 15 slots for the 2013 Summer of Code edition! During the next weeks the students have […]
Hello everyone. Last couple of days me and Morten Mikkelsen were working on extending baking from multi-resolution mesh with an […]
The Cycles render engine has two shader systems. SVM (Shader Virtual Machine) is the default shader system but the engine […]
This has been a frequently requested feature: To be able to control shader parameter over the lifetime of particles. A […]
The “Frame” node has been in trunk for a few months now, but it is still in a somewhat unfinished […]
Hello, everyone. Blender is becoming more and more big, developers who used to be active were kidnapped by their real […]