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Bloggings about general development
Sixteen students are are now already working for a month of their Google summer of code project. We’ve combined their […]
Hello, everyone. Almost everybody knows about memory limitation of Blender’s baker – normals baking from sculpted mesh could easily run […]
Hey everyone, Today I am going to show you, how you can change settings globally. You want to make all […]
This year Google has been especially generous to Blender. We have the privilege of mentoring 17 students. Some will be […]
In May, I’m starting to work for the Blender Institute again. Besides maintenance, bug fixing, release work, etc, my big target […]
Creating effects such as fur, smoke and fluid simulations were always a bit time consuming to set up. Especially getting […]
Blender supports 4 different swap-buffers methods. The best future proof method is to use triple-buffer, which draws off-screen, and copies […]
Many visual effects commonly implemented with particles are using systems which continuously “grow” and/or “shrink”, be it rain drops falling […]
I already wrote about this development in my previous post, but now the refactoring is finally done! Check the video […]
If you have used “Shadows Only” material option, you probably have noticed how hard it is to get it rendered […]
Over the last week I have worked on our Python API docs, since there were many undocumented areas which are […]
For the past couple of weeks I’ve been working on some quite significant changes to particle fluids. Raul and Stephen […]