Latest entries

Google Summer of Code 2013

Google has granted us 15 slots for the 2013 Summer of Code edition! During the next weeks the students have to time to meet with everyone and get familiar to our projects. Official start for work will be June 17th. Everyone”s invited to feedback and...
AO baking from multires

AO baking from multires

Hello everyone. Last couple of days me and Morten Mikkelsen were working on extending baking from multi-resolution mesh with an ambient occlusion baking. Here I would want to briefly describe go\\how to use it, show some results and most important part would be comparison of...
Open Shading Language in Cycles

Open Shading Language in Cycles

The Cycles render engine has two shader systems. SVM (Shader Virtual Machine) is the default shader system but the engine also has support for OSL (Open Shading Language). The OSL shader system was working on a basic level back in April 2011 when Cycles got...
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...
Orphaned areas help call

Orphaned areas help call

Hello, everyone. Blender is becoming more and more big, developers who used to be active were kidnapped by their real life and they can not spend much time on Blender development anymore, which lead to some orphaned areas which are not currently maintained or in...
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...
Cycles Roadmap

Cycles Roadmap

Now that Cycles is in a Blender release, the next step is to extend it further and improve performance. Remember that Cycles is intended to be a render engine for individuals / small studios, aimed primarily at rendering animations, and this goal is what we...
Remesh Modifier

Remesh Modifier

The dual-contouring remesh modifier is now in trunk. This modifier is based of code contributed to Blender by Tao Ju back in March. It implements the algorithm described in his paper “Dual Contouring of Hermite Data”. The general purpose of the modifier is to generate...
Blender binary size

Blender binary size

I’m old enough to vividly remember floppy discs – and Blender fitting on it! That was Blender 2.04, in 2000. For fun here’s a graph showing the growth of 32 bit download zips (the release binaries). It’s a graph growing nicely with Moore’s Law. Roughly...
Dynamic Topology Sculpting

Dynamic Topology Sculpting

Hi all, Past couple months I’ve been working on implementing dynamic-topology sculpting for Blender. The implementation is based off the paper Freestyle: Sculpting meshes with self-adaptive topology by Lucian Stãnculescua, Raphaëlle Chainea, and Marie-Paule Canic. It’s getting stable enough to where people might find it...
COLLADA momentum

COLLADA momentum

Open letter to everyone involved with managing/using COLLADA as proposed open 3d exchange format: This is a follow-up on the discussion I had with Khronos at Siggraph, especially on getting COLLADA supported better. In some ways things – on Blender side – improve steadily. But...