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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 […]
Hi everybody and I want to present next patch for sculpting on deformed meshes. Now sculpting is not limited with […]
Hi everybody, last few weeks I’ve been working under problem with sculpting on deformed mesh and here is first patch […]
Node groups are one of the largely neglected features in Blender. If done right, they could increase the power of […]
(by Tamito Kajiyama) In December 2009, we defined a list of things that should be finished before the merge into the […]