Blender (software): Difference between revisions
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{{short description|3D computer graphics software}} |
{{short description|3D computer graphics software}} |
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{{Multiple issues|{{Overly detailed|date=February 2022}} |
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{{Infobox software |
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{{Primary sources|date=February 2023}}}}{{Infobox software |
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| title = Blender |
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| title = Blender |
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| name = Blender |
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| logo = Logo Blender.svg |
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| logo_caption = Logo designed by [[Ton Roosendaal]] |
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| caption = Blender 2.90 on Linux |
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| logo_size = 200px |
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| author = [[Ton Roosendaal]] |
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| screenshot = Blender 3.5 beta screenshot.jpg |
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| developer = [[{{#property:P178}}]], community |
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| caption = Blender version 3.5.0 (2023) |
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| released = {{Start date and age|1994|1|2}}<ref name="25th">{{cite web |
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| author = [[Ton Roosendaal]] |
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| url = https://www.blender.org/press/blenders-25th-birthday/ |
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| developer = [[Blender Foundation]], community |
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| released = {{Start date and age|1994|1|2}}<ref name="25th">{{cite web|url=https://www.blender.org/press/blenders-25th-birthday/|title=Blender's 25th birthday!|website=blender.org|date=January 2, 2019|access-date=January 7, 2019}}</ref> |
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| website = blender.org |
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| programming language = [[C++]], [[Python (programming language)|Python]] |
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| date = January 2, 2019 |
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| operating system = [[Linux]], [[macOS]], [[Microsoft Windows|Windows]], [[IRIX]],<ref name="https://download.blender.org/release/Blender1.0/">{{cite web|title=Index of /release/Blender1.0//|url=https://download.blender.org/release/Blender1.0/|access-date=2024-11-04|website=download.blender.org}}</ref> [[BSD]],<ref>{{cite web|url=https://www.freshports.org/graphics/blender/|title=FreshPorts -- graphics/blender: 3D modeling/rendering/animation/gaming package|website=www.freshports.org}}</ref><ref>{{cite web|url=http://openports.se/graphics/blender|title=OpenPorts.se | The OpenBSD package collection|website=openports.se|access-date=2019-06-19|archive-date=2020-07-26|archive-url=https://web.archive.org/web/20200726075240/https://openports.se/graphics/blender|url-status=dead}}</ref><ref>{{cite web|url=http://pkgsrc.se/graphics/blender|title=pkgsrc.se | The NetBSD package collection|website=pkgsrc.se}}</ref><ref>{{cite web|url=https://github.com/DragonFlyBSD/DPorts|title=The dedicated application build system for DragonFly BSD: DragonFlyBSD/DPorts|date=July 23, 2019|via=GitHub}}</ref> [[Haiku (operating system)|Haiku]]<ref>{{cite web|url=https://github.com/haikuports/haikuports|title=GitHub - haikuports/haikuports: Software ports for the Haiku operating system.|date=July 27, 2019|via=GitHub}}</ref> |
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| accessdate = January 7, 2019}}</ref> |
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| latest release version = {{wikidata|property|preferred|references|edit|Q173136|P348|P548=Q2804309}} |
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| programming language = [[C (programming language)|C]], [[C++]], and [[Python (programming language)|Python]] |
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| latest release date = {{start date and age|{{wikidata|qualifier|preferred|single|Q173136|P348|P548=Q2804309|P577}}}} |
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| operating system = [[Microsoft Windows|Windows]], [[macOS]], [[Linux]], [[Android (operating system)|Android]],<ref>{{Cite web|title=Index of /demo/android/|url=https://download.blender.org/demo/android/|access-date=2020-09-23|website=download.blender.org}}</ref> [[FreeBSD]],<ref>{{cite web |
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| latest preview version = 4.4.0 |
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| url = https://www.freshports.org/graphics/blender/ |
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| latest preview date = {{start date and age|2024|10|02}} |
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| title = FreshPorts -- graphics/blender: 3D modeling/rendering/animation/gaming package |
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| size = 294–934 [[Mebibyte|MiB]] (varies by operating system)<ref>{{cite web|url=https://download.blender.org/release/Blender4.1/|title=Blender 4.1 Release Index|website=blender.org|access-date=June 6, 2024}}</ref><ref>{{cite web|url=https://www.blender.org/download/|title=Download — blender.org|website=blender.org|access-date=June 6, 2024}}</ref> |
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| website = www.freshports.org}}</ref> [[OpenBSD]],<ref>{{cite web |
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| language = Abkhaz, Arabic, Basque, Brazilian Portuguese, Castilian Spanish, Catalan, Croatian, Czech, Dutch, English (official), Esperanto, French, German, Hausa, Hebrew, Hindi, Hungarian, Indonesian, Italian, Japanese, Korean, Kyrgyz, Persian, Polish, Portuguese, Romanian, Russian, Serbian, Simplified Chinese, Slovak, Spanish, Swedish, Thai, Traditional Chinese, Turkish, Ukrainian, Vietnamese |
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| url = http://openports.se/graphics/blender |
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| language count = 36 |
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| title = OpenPorts.se | The OpenBSD package collection |
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| genre = [[3D computer graphics software]] |
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| website = openports.se}}</ref> [[NetBSD]],<ref>{{cite web |
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| license = [[GNU General Public License|GPL-2.0 or later]]<ref>{{cite web|url=https://www.blender.org/about/license/|title=License - blender.org|access-date=May 17, 2014}}</ref> |
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| url = http://pkgsrc.se/graphics/blender |
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| alexa = <!--{{Increase}} 3,605 {{small|{{nowrap|(Global, {{as of|2020|9|1|alt=Sept. 2020}})}}}}<ref>{{cite web|url=https://www.alexa.com/siteinfo/blender.org|title=blender.org Traffic, Demographics and Competitors|website=[[Alexa Internet]]|access-date=December 12, 2019}}</ref>--> |
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| title = pkgsrc.se | The NetBSD package collection |
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| website = {{Official URL}} |
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| url = https://github.com/DragonFlyBSD/DPorts |
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| title = The dedicated application build system for DragonFly BSD: DragonFlyBSD/DPorts |
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| date = July 23, 2019 |
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| via = GitHub}}</ref> [[Haiku (operating system)|Haiku]]<ref>{{cite web |
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| url = https://github.com/haikuports/haikuports |
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| title = GitHub - haikuports/haikuports: Software ports for the Haiku operating system. |
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| date = July 27, 2019 |
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| via = GitHub}}</ref> |
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| latest release version = <!-- Please edit the following template to change version information -->{{Latest stable software release/Blender (software)}} |
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| latest preview version = <!-- Please edit the following template to change version information -->{{Latest preview software release/Blender (software)}} |
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| size = 129–190 [[Mebibyte|MiB]] (varies by operating system)<ref>{{cite web |
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| url = https://download.blender.org/release/Blender2.80/ |
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| title = Blender 2.80 Release Index |
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| website = blender.org |
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| date = July 30, 2019 |
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| accessdate = July 30, 2019}}</ref> |
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| language = Abkhaz, Arabic, Basque, Brazilian Portuguese, Castilian Spanish, Catalan, Croatian, Czech, Dutch, English (official), Esperanto, French, German, Hausa, Hebrew, Hindi, Hungarian, Indonesian, Italian, Japanese, Korean, Kyrgyz, Persian, Polish, Portuguese, Romanian, Russian, Serbian, Spanish, Swedish, Thai, Turkish, Ukrainian, Vietnamese |
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| language count = 34 |
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| genre = [[3D computer graphics software]] |
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| license = [[GNU General Public License|GPLv2+]]<ref>{{cite web |
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| url = https://www.blender.org/about/license/ |
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| title = License - blender.org |
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| accessdate = May 17, 2014}}</ref> |
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| alexa = {{Increase}} 3,605 {{small|{{nowrap|(Global, {{as of|2020|9|1|alt=Sept. 2020}})}}}}<ref>{{cite web |
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| url = https://www.alexa.com/siteinfo/blender.org |
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| title = blender.org Traffic, Demographics and Competitors |
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| website = [[Alexa Internet]] |
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| access-date = December 12, 2019}}</ref> |
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| website = https://www.blender.org |
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}} |
}} |
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[[File:Blender 3.6-splash screen.png|alt=Art by Blender Studio|thumb|304x304px|Blender 3.6.0 LTS splash screen]] |
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'''Blender''' is a [[free and open-source]] [[3D computer graphics]] software toolset used for creating [[Animation|animated films]], [[visual effects]], art, [[3D printing|3D printed]] models, [[motion graphics]], interactive 3D applications, [[virtual reality]] and [[computer game]]s. Blender's features include [[3D modeling]], [[UV mapping|UV unwrapping]], [[Texture mapping|texturing]], [[Raster graphics editor|raster graphics editing]], [[Skeletal animation|rigging and skinning]], [[Fluid simulation|fluid and smoke simulation]], [[Particle system|particle]] simulation, [[Soft body dynamics|soft body]] simulation, [[Digital sculpting|sculpting]], [[Computer animation|animating]], [[match moving]], [[Rendering (computer graphics)|rendering]], [[motion graphics]], [[video editing software|video editing]], and [[compositing]]. |
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'''Blender''' is a [[Free and open-source software|free and open-source]] [[3D computer graphics]] software tool set that runs on [[Microsoft Windows|Windows]], [[macOS]], [[BSD]], [[Haiku (operating system)|Haiku]], [[IRIX]] and [[Linux]]. It is used for creating animated films, visual effects, art, [[3D printing|3D-printed]] models, [[motion graphics]], interactive 3D applications, [[virtual reality]], and, formerly, video games. |
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==History== |
==History== |
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[[File:Blender |
[[File:Cube in Blender Editor.png|250px|thumb|right|A cube in Blender (version 3.6.2)]] |
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Blender was initially developed as an in-house application by the Dutch animation studio NeoGeo (no relation to the [[Neo Geo|video game brand]]), and was officially launched on January 2, 1994.<ref>{{cite web|url=https://code.blender.org/2013/12/how-blender-started-twenty-years-ago/|title=How Blender started, twenty years ago…|website=Blender Developers Blog|publisher=Blender Foundation|language=en|access-date=2019-01-10}}</ref> Version 1.00 was released in January 1995,<ref name=":19">{{cite web|url=https://archive.blender.org/wiki/index.php/Doc:DK/2.6/Manual|title=Doc:DK/2.6/Manual - BlenderWiki|work=Blender.org|access-date=2019-01-11}}</ref> with the primary author being the company co-owner and software developer [[Ton Roosendaal]]. The name ''Blender'' was inspired by a song by the Swiss electronic band [[Yello]], from the album ''[[Baby (Yello album)|Baby]]'', which NeoGeo used in its [[showreel]].<ref name=":20">{{cite web|date=2021-10-19|title=Ton Roosendaal Reveals the Origin of Blender's name|url=https://www.blendernation.com/2021/10/19/ton-roosendaal-reveals-the-origin-of-blenders-name/|access-date=2021-10-20|website=BlenderNation|language=en-US}}</ref><ref>Archived at [https://ghostarchive.org/varchive/youtube/20211211/3CdA_NMw7lc Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20190216080628/https://www.youtube.com/watch?v=3CdA_NMw7lc&gl=US&hl=en Wayback Machine]{{cbignore}}: {{cite web|url=https://www.youtube.com/watch?v=3CdA_NMw7lc|title=NeoGeo — Blender|publisher=YouTube|date=2011-10-28|access-date=2019-06-11}}{{cbignore}}</ref><ref>{{cite web|url=http://www.mopi.nl/blogo/p1.html|title=Brief history of the Blender logo—Traces|last=Kassenaar|first=Joeri|date=2006-07-20|access-date=2010-01-22|archive-url=https://web.archive.org/web/20100122234804/http://www.mopi.nl/blogo/p1.html|archive-date=2010-01-22|url-status=dead}}</ref> Some design choices and experiences for Blender were carried over from an earlier software application, called Traces, that Roosendaal developed for NeoGeo on the [[Amiga|Commodore Amiga]] platform during the 1987–1991 period.<ref>{{cite web|url=http://zgodzinski.com/blender-prehistory/|title=Blender's prehistory - Traces on Commodore Amiga (1987-1991)|website=zgodzinski.com}}</ref> |
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On January 1, 1998, Blender was released publicly online as [[Silicon Graphics|SGI]] freeware.<ref name="25th"/> NeoGeo was later dissolved, and its client contracts were taken over by another company. After NeoGeo's dissolution, Ton Roosendaal founded Not a Number Technologies (NaN) in June 1998 to further develop Blender, initially distributing it as [[shareware]]<!--did the c-key make it shareware?--> until NaN went bankrupt in 2002. This also resulted in the discontinuation of Blender's development.<ref>{{cite web|url=https://www.blender.org/foundation/history/|title=Blender History|website=Blender.org|access-date=March 29, 2018}}</ref> |
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The [[Netherlands|Dutch]] animation studio NeoGeo (not associated with the [[Neo Geo]] video game hardware brand) started to develop Blender as an in-house application, and based on the [[timestamp]]s for the first [[source code|source files]], January 2, 1994 is considered to be Blender's birthday.<ref>{{cite web |url=https://code.blender.org/2013/12/how-blender-started-twenty-years-ago/ |title=How Blender started, twenty years ago… |website=Blender Developers Blog |publisher=Blender Foundation |language=en |access-date=2019-01-10}}</ref> The version 1.00 was released in January 1995,<ref>{{cite web|url=https://archive.blender.org/wiki/index.php/Doc:DK/2.6/Manual|title=Doc:DK/2.6/Manual - BlenderWiki|work=Blender.org|date= |accessdate=2019-01-11}}</ref> with the primary author being company co-owner and software developer [[Ton Roosendaal]]. The name ''Blender'' was inspired by a song by the Swiss electronic band [[Yello]], from the album ''[[Baby (Yello album)|Baby]]'' which NeoGeo used in its [[showreel]].<ref>{{cite web|url=https://www.youtube.com/watch?v=3CdA_NMw7lc |title=NeoGeo — Blender |publisher=YouTube.com |date=2011-10-28 |accessdate=2019-06-11}}</ref><ref>{{cite web |url=http://www.mopi.nl/blogo/p1.html |title=Brief history of the Blender logo — Traces |last=Kassenaar |first=Joeri |date=2006-07-20 |accessdate=2010-01-22 |archive-url=https://web.archive.org/web/20100122234804/http://www.mopi.nl/blogo/p1.html |archive-date=2010-01-22 |url-status=unfit}}</ref> Some of the design choices and experiences for Blender were carried over from an earlier software application, called Traces, that Roosendaal developed for NeoGeo on the Commodore Amiga platform during the 1987–1991 period.<ref>{{Cite web|url=http://zgodzinski.com/blender-prehistory/|title=Blender's prehistory - Traces on Commodore Amiga (1987-1991)|website=zgodzinski.com}}</ref> |
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In May 2002, Roosendaal started the non-profit [[Blender Foundation]], with the first goal to find a way to continue developing and promoting Blender as a community-based open-source project. On July 18, 2002, Roosendaal started the "Free Blender" campaign, a crowdfunding precursor.<ref>{{cite web|url=http://www.linuxtoday.com/infrastructure/2002072201226OSBZCY|title=Blender Foundation Launches Campaign to Open Blender Source|publisher=Linux Today|access-date=2017-01-22|archive-date=2020-11-28|archive-url=https://web.archive.org/web/20201128082249/https://www.linuxtoday.com/infrastructure/2002072201226osbzcy|url-status=dead}}</ref><ref>{{cite web|url=http://www.blender3d.com/campaign.html|archive-url=https://web.archive.org/web/20021010045558/http://www.blender3d.com/campaign.html|url-status=dead|archive-date=2002-10-10|title=Free Blender campaign|date=2002-10-10|access-date=2017-01-22}}</ref> The campaign aimed at open-sourcing Blender for a one-time payment of €100,000 (USD 100,670 at the time), with the money being collected from the community.<ref>{{cite web|url=http://www.blender3d.com/members.html|archive-url=https://web.archive.org/web/20021010174347/http://www.blender3d.com/members.html|url-status=dead|archive-date=2002-10-10|title=members|date=2002-10-10|access-date=2017-01-22}}</ref> On September 7, 2002, it was announced that they had collected enough funds and would release the Blender [[source code]]. Today, Blender is free and open-source software, largely developed by its community as well as 26 full-time employees and 12 freelancers employed by the Blender Institute.<ref name=":13">{{cite web|url=https://www.blender.org/institute/|title=Blender.org About|location=Amsterdam|access-date=2021-02-01}}</ref> |
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On January 1, 1998, Blender was released publicly online as [[Silicon Graphics|SGI]] freeware.<ref name="25th"/> NeoGeo was later dissolved and its client contracts were taken over by another company. After NeoGeo's dissolution, Ton Roosendaal founded Not a Number Technologies (NaN) in June 1998 to further develop Blender, initially distributing it as [[shareware]]<!--did the c-key make it shareware?--> until NaN went bankrupt in 2002. This also meant, at the time, discontinuing the development of Blender.<ref>{{cite web |url=https://www.blender.org/foundation/history/ |title=Blender History|website=Blender.org |accessdate=March 29, 2018}}</ref> |
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The Blender Foundation initially reserved the right to use [[Multi-licensing|dual licensing]] so that, in addition to [[GNU General Public License|GPL 2.0-or-later]], Blender would have been available also under the "Blender License", which did not require disclosing source code but required payments to the Blender Foundation. However, this option was never exercised and was suspended indefinitely in 2005.<ref>{{cite web|url=https://www.blender.org/BL/|title=Blender License|access-date=January 19, 2007|last=Roosendaal|first=Ton|date=June 2005|archive-url=https://web.archive.org/web/20160304090101/https://www.blender.org/BL/|archive-date=March 4, 2016|url-status=dead}}</ref> Blender is solely available under "GNU GPLv2 or any later" and was not updated to the [[GPLv3]], as "no evident benefits" were seen.<ref name="libredwg-gplv3-opinion">{{cite web|url=http://libregraphicsworld.org/blog/entry/whats-up-with-dwg-adoption-in-free-software|title=What's up with DWG adoption in free software?|last=Prokoudine|first=Alexandre|date=26 January 2012|access-date=2015-12-05|publisher=libregraphicsworld.org|quote=[Blender's Ton Roosendaal:] Blender is also still 'GPLv2 or later'. For the time being we stick to that, moving to GPL 3 has no evident benefits I know of. My advice for LibreDWG: if you make a library, choosing a widely compatible license (MIT, BSD, or LGPL) is a very positive choice.|url-status=dead|archive-url=https://web.archive.org/web/20161109103037/http://libregraphicsworld.org/blog/entry/whats-up-with-dwg-adoption-in-free-software|archive-date=9 November 2016}}</ref> The binary releases of Blender are under GNU GPLv3 or later because of the incorporated Apache libraries.<ref>{{Cite web |last=Foundation |first=Blender |title=License |url=https://www.blender.org/about/license/ |access-date=2024-06-17 |website=blender.org |language=en}}</ref> |
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In May 2002, Roosendaal started the non-profit [[Blender Foundation]], with the first goal to find a way to continue developing and promoting Blender as a community-based [[Open-source software|open-source]] project. On July 18, 2002, Roosendaal started the ''"Free Blender"'' campaign, a [[crowdfunding]] precursor.<ref>{{cite web|url=http://www.linuxtoday.com/infrastructure/2002072201226OSBZCY |title=Blender Foundation Launches Campaign to Open Blender Source |publisher=Linux Today |date= |accessdate=2017-01-22}}</ref><ref>{{cite web|url=http://www.blender3d.com/campaign.html|archive-url=https://web.archive.org/web/20021010045558/http://www.blender3d.com/campaign.html |url-status=dead |archive-date=2002-10-10 |title=Free Blender campaign |date=2002-10-10 |accessdate=2017-01-22}}</ref> The campaign aimed at open-sourcing Blender for a one-time payment of €100,000 (US$100,670 at the time), with the money being collected from the community.<ref>{{cite web|url=http://www.blender3d.com/members.html|archive-url=https://web.archive.org/web/20021010174347/http://www.blender3d.com/members.html |url-status=dead |archive-date=2002-10-10 |title=members |date=2002-10-10 |accessdate=2017-01-22}}</ref> On September 7, 2002, it was announced that they had collected enough funds and would release the Blender [[source code]]. Today, Blender is [[free software|free]] and open-source software, largely developed by its community as well as 15 employees employed by the Blender Institute.<ref>{{cite web |url=https://www.blender.org/about/ |title=Blender.org About |location=Amsterdam |accessdate=2019-10-26}}</ref> |
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In 2019, with the release of version 2.80, the integrated [[Blender Game Engine|game engine]] for making and prototyping video games was removed; Blender's developers recommended that users migrate to more powerful open source game engines such as [[Godot (game engine)|Godot]] instead.<ref name="bge-removed">{{cite web|title=rB159806140fd3|url=https://developer.blender.org/rB159806140fd33e6ddab951c0f6f180cfbf927d38|website=developer.blender.org|access-date=2019-02-28}}</ref><ref name="OSgodotRec">{{cite web|title=Blender 2.80 release|url=https://www.blender.org/download/releases/2-80/|website=blender.org|access-date=2020-01-16}}</ref> |
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The Blender Foundation initially reserved the right to use [[dual license|dual licensing]], so that, in addition to [[GPLv2]], Blender would have been available also under the ''Blender License'' that did not require disclosing source code but required payments to the Blender Foundation. However, they never exercised this option and suspended it indefinitely in 2005.<ref>{{cite web |url=https://www.blender.org/BL/ |title=Blender License |accessdate=January 19, 2007 |last=Roosendaal |first=Ton |date=June 2005 |archive-url=https://web.archive.org/web/20160304090101/https://www.blender.org/BL/ |archive-date=March 4, 2016 |url-status=dead }}</ref> Blender is solely available under "GNU GPLv2 or any later" and was not updated to the [[GPLv3]], as "no evident benefits" were seen.<ref name="libredwg-gplv3-opinion">{{cite web |url=http://libregraphicsworld.org/blog/entry/whats-up-with-dwg-adoption-in-free-software |title=What's up with DWG adoption in free software? |last=Prokoudine |first=Alexandre |date=26 January 2012 |accessdate=2015-12-05 |publisher=libregraphicsworld.org |quote=''[Blender's Ton Roosendaal:] "Blender is also still "GPLv2 or later". For the time being we stick to that, moving to GPL 3 has no evident benefits I know of. My advice for LibreDWG: if you make a library, choosing a widely compatible license (MIT, BSD, or LGPL) is a very positive choice."'' |url-status=dead |archiveurl=https://web.archive.org/web/20161109103037/http://libregraphicsworld.org/blog/entry/whats-up-with-dwg-adoption-in-free-software |archivedate=9 November 2016 }}</ref> |
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==Suzanne== |
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In 2019, with the release of version 2.80, the integrated [[Blender Game Engine|game engine]] for making and prototyping video games was removed; Blender's developers recommended users migrate to more powerful [[open source]] game engines such as [[Godot (game engine)|Godot]] instead.<ref name="bge-removed">{{cite web|title=rB159806140fd3|url=https://developer.blender.org/rB159806140fd33e6ddab951c0f6f180cfbf927d38|website=developer.blender.org|access-date=2019-02-28}}</ref><ref name="OSgodotRec">{{cite web|title=Blender 2.80 release|url=https://www.blender.org/download/releases/2-80/|website=blender.org|access-date=2020-01-16}}</ref> |
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[[File: Suzanne.stl|250px|thumb|right|Preset Low poly 3D mesh]] |
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In February 2002, the fate of the Blender software company, NaN, became evident as it faced imminent closure in March. Nevertheless, one more release was pushed out, Blender 2.25. As a sort of [[Easter egg (media)|Easter egg]] and last personal tag, the artists and developers decided to add a 3D model of a chimpanzee head (called a "monkey" in the software). It was created by Willem-Paul van Overbruggen (SLiD3), who named it Suzanne, after the orangutan in the [[Kevin Smith]] film ''[[Jay and Silent Bob Strike Back]]''.<ref>{{Cite web |title=Meet Suzanne, the Blender Monkey |url=https://www.dummies.com/article/technology/software/animation-software/blender/meet-suzanne-the-blender-monkey-142918/ |access-date=2024-01-22 |website=dummies |language=en}}</ref> |
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Suzanne is Blender's alternative to more common test models such as the [[Utah Teapot]] and the [[Stanford Bunny]]. A [[Low poly|low-polygon model]] with only 500 faces, Suzanne is included in Blender and often used as a quick and easy way to test materials, animations, rigs, textures, and lighting setups. It is as easily added to a scene as [[Geometric primitive|primitives]] such as a cube or plane.<ref>{{Cite web|title=Primitives — Blender Manual|url=https://docs.blender.org/manual/en/latest/modeling/meshes/primitives.html#monkey|access-date=2023-08-26|website=docs.blender.org}}</ref> |
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[[File:Suzanne.stl|thumb|200px|Suzanne as a 3D model]] |
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The largest Blender contest gives out an award called the '''Suzanne Award''',<ref>{{cite web|author=Blender Foundation|url=https://conference.blender.org/2019/festival/|title=Suzanne Awards 2019|publisher=Conference.blender.org|date=2019|accessdate=2022-07-19}}</ref> underscoring the significance of this unique 3D model in the Blender community. |
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===Suzanne, the "monkey" mascot=== |
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In January–February 2002 it was clear that NaN could not survive and would close its doors in March. Nevertheless, they put out one more release, 2.25. As a sort-of [[Easter egg (media)|easter egg]], and last personal tag, the artists and developers decided to add a [[3D model]] of a [[Common chimpanzee|chimpanzee]] head, although it is called a "[[monkey]]" in the software. It was created by Willem-Paul van Overbruggen (SLiD3), who named it '''Suzanne''' after the [[orangutan]] in the [[Kevin Smith]] film ''[[Jay and Silent Bob Strike Back]]''. |
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Suzanne is Blender's alternative to more common [[List of common 3D test models|test models]] such as the [[Utah Teapot]] and the [[Stanford Bunny]]. A low-polygon model with only 500 faces, Suzanne is included in Blender and often used as a quick and easy way to test materials, animations, rigs, textures, and lighting setups. The largest Blender contest gives out an award called the Suzanne Award. |
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== Releases == |
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Official releases of Blender for [[Microsoft Windows]], {{nowrap|[[MacOS]]}} and [[Linux]],<ref name="download">{{cite web|title=Download – blender.org – Home of the Blender project – Free and Open 3D Creation Software|url=https://www.blender.org/download/|publisher=[[Blender Foundation]]|accessdate=July 30, 2014}}</ref> as well as a [[Porting|port]] for [[FreeBSD]],<ref>{{cite web|title=FreeBSD Ports: Graphics|url=https://www.freebsd.org/ports/graphics.html#blender-2.79_6|last=|first=|date=March 16, 2018|website=FreeBSD|publisher=The FreeBSD Project|accessdate=March 16, 2018}}</ref> are available in both [[32-bit]] and [[64-bit computing|64-bit]] versions. Blender is available for Windows 7 and above, Mac OS X 10.6 and above, and Linux. Blender 2.76b is the last supported release for Windows XP and version 2.63 was the last supported release for [[PowerPC]].<ref name="system-requirements">{{cite web|title=System Requirements|url=https://www.blender.org/download/requirements/|date=|website=Blender.org|accessdate=March 29, 2016}}</ref> In 2013, Blender was released on [[Android (operating system)|Android]] as a demo but hasn't been updated it since.<ref>{{Cite web|title=Index of /demo/android/|url=https://download.blender.org/demo/android/|access-date=2020-09-23|website=download.blender.org}}</ref> |
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===Hardware requirements=== |
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{| class="wikitable" |
|||
|+Blender hardware requirements<ref name="system-requirements" /> |
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! Hardware |
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! Minimum |
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! Recommended |
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! Production-standard |
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|- |
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! Processor |
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| 64-bit dual core 2 GHz CPU with [[SSE2]] support |
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| 64-bit quad core CPU |
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| 64-bit eight core CPU or More |
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|- |
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! Memory |
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| 4 [[Gigabyte|GB]] [[RAM]] |
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| 16 [[Gigabyte|GB]] [[RAM]] |
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| 32 [[Gigabyte|GB]] [[RAM]] or More |
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|- |
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! Graphics card |
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|[[OpenGL|OpenGL 3.3]] compatible card with 1 GB [[video RAM]] |
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|[[OpenGL|OpenGL 4]] or Higher compatible card with 4 GB [[video RAM]] |
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|[[OpenGL|OpenGL 4]] or Higher compatible cards with 12 GB [[video RAM]] |
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|- |
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! Display |
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| 1280×768 pixels, [[24-bit color]] |
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| 1920×1080 pixels, [[24-bit color]] |
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| Dual FHD 1920×1080 pixels, WQHD or UHD, [[24-bit color]] or [[High-dynamic-range rendering|HDR]] with 30-bit color |
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|- |
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! Input |
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| Mouse or trackpad |
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| Three-button mouse |
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| Three-button mouse and [[graphics tablet]] |
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|- |
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! OpenGL version |
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| 3.3 or higher (Blender 2.80 up to actual) |
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|} |
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===Release history=== |
|||
The following table lists notable developments during Blender's release history: green indicates the current version (2.90), yellow indicates currently supported versions, and red indicates versions that are no longer supported (though many later versions can still be used on modern systems).{{Citation needed|date=May 2020}} |
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{| class="wikitable collapsible" |
|||
|+ |
|||
! Version |
|||
! scope="col" style="width: 9.5em;" | Release Date<ref>{{cite web |url=http://download.blender.org/source/ |title=Index of /source/ |website=blender.org |access-date=October 13, 2010}}</ref> |
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! Notes and key changes |
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|- |
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| {{Version|o|2.03}} |
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| 2002 |
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| Handbook ''The official Blender 2.0 guide''. |
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|- |
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| {{Version|o|2.25}} |
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| October 13, 2002 |
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| First ever free version.<ref>{{Cite web|url=https://www.blender.org/foundation/history/|title=History|first=Blender|last=Foundation}}</ref> |
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|- |
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| {{Version|o|2.30}} |
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| November 22, 2003 |
|||
| New [[GUI]]; edits are now revertible. |
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|- |
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| {{Version|o|2.32}} |
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| February 3, 2004 |
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| [[Ray tracing (graphics)|Ray tracing]] in internal renderer; support for [[YafaRay]]. |
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|- |
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| {{Version|o|2.34}} |
|||
| August 5, 2004 |
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| LSCM-UV-Unwrapping, object-particle interaction. |
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|- |
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| {{Version|o|2.37}} |
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| May 31, 2005 |
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| Simulation of elastic surfaces; improved subdivision surface. |
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|- |
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| {{Version|o|2.40}} |
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| December 22, 2005 |
|||
| Greatly improved system and character animations (with a non-linear editing tool), and added a fluid and hair simulator. New functionality was based on ''[[Google Summer of Code]]'' 2005.<ref>{{cite web|url=http://www.blender.org/development/release-logs/blender-240/ |title=Blender 2.40 |website=blender.org |access-date=December 23, 2005 |url-status=dead |archiveurl=https://web.archive.org/web/20070304080023/http://www.blender.org/development/release-logs/blender-240/ |archivedate=March 4, 2007 }}</ref> |
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|- |
|||
| {{Version|o|2.41}} |
|||
| January 25, 2006 |
|||
| Improvements of the game engine (programmable vertex and pixel shaders, using Blender materials, split-screen mode, improvements to the physics engine), improved UV mapping, recording of the [[Python (programming language)|Python]] scripts for sculpture or sculpture works with the help of grid or mesh (mesh sculpting) and set-chaining models. |
|||
|- |
|||
| {{Version|o|2.42}} |
|||
| July 14, 2006 |
|||
| The film ''[[Elephants Dream]]'' resulted in high development as a necessity. In particular, the [[Node graph architecture|Node-System]] (Material- and Compositor) has been implemented. |
|||
|- |
|||
| {{Version|o|2.43}} |
|||
| February 16, 2007 |
|||
| ''Sculpt-Modeling'' as a result of ''[[Google Summer of Code]] 2006''. |
|||
|- |
|||
| {{Version|o|2.46}} |
|||
| May 19, 2008 |
|||
| With the production of ''Big Buck Bunny'', Blender gained the ability to produce grass quickly and efficiently.<ref>{{cite web |url=http://www.heise.de/newsticker/meldung/108160 |title=3D-Software Blender 2.46 zum Download freigegeben |website=heise.de |language=de |access-date=May 20, 2008}}</ref> |
|||
|- |
|||
| {{Version|o|2.48}} |
|||
| October 14, 2008 |
|||
| Due to development of ''[[Yo Frankie!]]'', the game engine was improved substantially.<ref>{{cite web|url=http://www.blender.org/development/release-logs/blender-248/ |title=Blender 2.48 |website=blender.org |access-date=December 25, 2008 |url-status=dead |archiveurl=https://web.archive.org/web/20090120083347/http://www.blender.org/development/release-logs/blender-248 |archivedate=January 20, 2009 }}</ref> |
|||
|- |
|||
| {{Version|o|2.49}} |
|||
| June 13, 2009 |
|||
| New window and file manager, new interface, new [[Python (programming language)|Python]] API, and new animation system.<ref>{{cite web|url=http://www.blender.org/development/release-logs/blender-249/ |title=Blender 2.49 |website=blender.org |access-date=June 21, 2009 |url-status=dead |archiveurl=https://web.archive.org/web/20090611183623/http://www.blender.org/development/release-logs/blender-249/ |archivedate=June 11, 2009 }}</ref> |
|||
|- |
|||
| {{Version|o|2.57}} |
|||
| April 13, 2011 |
|||
| First official stable release of 2.5 branch: new interface, new window manager and rewritten event — and tool — file processing system, new animation system (each setting can be animated now), and new Python API.<ref>{{cite web |url=http://www.blender.org/development/release-logs/blender-257/ |title=Blender 2.57 |website=blender.org |access-date=April 13, 2011 |archive-url=https://web.archive.org/web/20131030043004/http://www.blender.org/development/release-logs/blender-257/ |archive-date=October 30, 2013}}</ref> |
|||
|- |
|||
| {{Version|o|2.58}} |
|||
| June 22, 2011 |
|||
| New features, such as the addition of the warp modifier and render baking. Improvements in sculpting.<ref>{{cite web | url = https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.58 | title = Blender 2.58 release notes | accessdate = 2019-01-14 | author = blenderfoundation | date = 2011-07-09 | publisher = blender.org}}</ref> |
|||
|- |
|||
| {{Version|o|2.58a}} |
|||
| July 4, 2011 |
|||
| Some bug fixes, along with small extensions in GUI and [[Python (programming language)|Python]] interface.<ref>{{cite web | url = https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.58/Bug_Fixes/2.58a | title = Blender 2.58a update log | accessdate = 2019-01-14 | author = blenderfoundation | date = 2011-07-09 | publisher = blender.org}}</ref> |
|||
|- |
|||
| {{Version|o|2.59}} |
|||
| August 13, 2011 |
|||
| 3D mouse support. |
|||
|- |
|||
| {{Version|o|2.60}} |
|||
| October 19, 2011 |
|||
| Developer branches integrated into the main developer branch: among other things, B-mesh, a new rendering/shading system, [[Non-uniform rational B-spline|NURBS]], to name a few, directly from [[Google Summer of Code]]. |
|||
|- |
|||
| {{Version|o|2.61}} |
|||
| December 14, 2011 |
|||
| Render-Engine Cycles, [[Motion capture|Motion Tracking]], Dynamic Paint, and Ocean Simulator. |
|||
|- |
|||
| {{Version|o|2.62}} |
|||
| February 16, 2012 |
|||
| Motion tracking improvement, further expansion of UV tools, and remesh modifier. The first version to include the Cycles render engine. |
|||
|- |
|||
| {{Version|o|2.63}} |
|||
| April 27, 2012 |
|||
| Bug fixes, B-mesh project: completely new mesh system with n-corners, plus new tools: dissolve, inset, bridge, vertex slide, vertex connect, and bevel. |
|||
|- |
|||
| {{Version|o|2.64}} |
|||
| October 3, 2012 |
|||
| [[Chroma key|Green screen]] keying, node-based compositing. |
|||
|- |
|||
| {{Version|o|2.65}} |
|||
| December 10, 2012 |
|||
| Over 200 bug fixes, support for the [[Open Shading Language]], and fire simulation. |
|||
|- |
|||
| {{Version|o|2.66}} |
|||
| February 21, 2013 |
|||
| Rigid body simulation available outside of the game engine, dynamic topology sculpting, hair rendering now supported in Cycles. |
|||
|- |
|||
| {{Version|o|2.67}} |
|||
| May 7–30, 2013 |
|||
| Freestyle rendering mode for non-photographic rendering, [[subsurface scattering]] support added, the motion tracking solver is made more accurate and faster, and an add-on for 3D printing now comes bundled. |
|||
|- |
|||
| {{Version|o|2.68}} |
|||
| July 18, 2013 |
|||
| Rendering performance is improved for [[CPU]]s and GPUs, support for [[NVIDIA]] Tesla K20, GTX Titan and GTX 780 GPUs. Smoke rendering improved to reduce blockiness.<ref>{{cite web|url=https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.68|title=Dev:Ref/Release Notes/2.68 - BlenderWiki|website=blender.org|access-date=2019-01-14}}</ref> |
|||
|- |
|||
| {{Version|o|2.69}} |
|||
| October 31, 2013 |
|||
| Motion tracking now supports plane tracking, and hair rendering has been improved. |
|||
|- |
|||
| {{Version|o|2.70}} |
|||
| March 19, 2014 |
|||
| Initial support for [[volume rendering]] and small improvements to the user interface. |
|||
|- |
|||
| {{Version|o|2.71}} |
|||
| June 26, 2014 |
|||
| Support for baking in Cycles and volume rendering branched path tracing now renders faster. |
|||
|- |
|||
| {{Version|o|2.72}} |
|||
| October 4, 2014 |
|||
| Volume rendering for GPUs, more features for sculpting and painting. |
|||
|- |
|||
| {{Version|o|2.73}} |
|||
| January 8, 2015 |
|||
| New fullscreen mode, improved Pie Menus, 3D View can now display the world background.<ref name="past-releases">{{cite web |url=http://www.blender.org/features/past-releases/ |title=Past Releases |website=blender.org |access-date=November 13, 2015}}</ref> |
|||
|- |
|||
| {{Version|o|2.74}} |
|||
| March 31, 2015 |
|||
| Cycles got several precision, noise, speed, memory improvements, and a new Pointiness attribute.<ref name="past-releases"/> |
|||
|- |
|||
| {{Version|o|2.75a}} |
|||
| July 1, 2015 |
|||
| Blender now supports a fully integrated Multi-View and Stereo 3D pipeline, Cycles has much awaited initial support for AMD GPUs, and a new Light Portals feature.<ref name="past-releases"/> |
|||
|- |
|||
| {{Version|o|2.76b}} |
|||
| November 3, 2015 |
|||
| Cycles volume density render, [[Pixar]] OpenSubdiv mesh subdivision library, node inserting, and video editing tools.<ref name="past-releases"/> |
|||
|- |
|||
| {{Version|o|2.77a}} |
|||
| April 6, 2016 |
|||
| Improvements to Cycles, new features for the Grease Pencil, more support for OpenVDB, updated [[Python (programming language)|Python]] library and support for Windows XP has been removed.<ref>{{cite web |url=https://www.blender.org/features/2-77/ |title=Blender 2.77|publisher=blender.org |date=March 19, 2016 |accessdate=March 29, 2016}}</ref> |
|||
|- |
|||
| {{Version|o|2.78c}} |
|||
| February 28, 2017 |
|||
| Spherical stereo rendering for virtual reality, Grease Pencil improvements for 2D animations, Freehand curves drawing over surfaces, Bendy Bones, Micropolygon displacements, and Adaptive Subdivision. Cycles performance improvements.<ref>{{cite web |url=https://www.blender.org/features/2-78/ |title=Blender 2.78b Release Logs|publisher=blender.org |date=February 16, 2017 |accessdate=September 30, 2016}}</ref> |
|||
|- |
|||
| {{Version|o|2.79b}} |
|||
| September 11, 2017 |
|||
| Cycles denoiser, improved OpenCL rendering support, Shadow Catcher, Principled BSDF Shader, Filmic color management, improved UI and Grease Pencil functionality, improvements in Alembic import and export, surface deformities modifier, better animation keyframing, simplified video encoding, [[Python (programming language)|Python]] additions and new add-ons.<ref>{{Cite web|url=https://wiki.blender.org/wiki/Dev:Ref/Release_Notes/2.79|title=Reference/Release Notes/2.79 - Blender Developer Wiki|website=wiki.blender.org}}</ref> |
|||
|- |
|||
| {{Version|o|2.80}} |
|||
| July 30, 2019 |
|||
| Revamped UI, added a dark theme,<ref>{{Cite web|url=https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/UI|title=Reference/Release Notes/2.80/UI - Blender Developer Wiki|date=26 June 2019|website=Blender Developer Wiki|access-date=11 July 2019}}</ref> EEVEE realtime rendering engine on OpenGL, Principled shader,<ref>{{Cite web|url=https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/EEVEE|title=Reference/Release Notes/2.80/EEVEE - Blender Developer Wiki|date=9 July 2019|website=Blender Developer Wiki|access-date=11 July 2019}},</ref> Workbench viewport<ref name="auto">{{cite web|url=https://twitter.com/tonroosendaal/status/991709311293448192|title=Ton Roosendaal on Twitter|website=Twitter|access-date=May 24, 2018}}</ref> Grease Pencil 2D animation tool,<ref>{{Cite web|url=https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/|title=Drawing 2D Animation in Blender 2.8 - Blender Developers Blog|date=12 December 2017|website=Blender Developers Blog - Developer musings on Blender|access-date=11 July 2019}}</ref> multi-object editing, collections, GPU+CPU rendering, Rigify.<ref>{{Cite web|url=https://www.blender.org/download/releases/2-80/|title=2.80 - Blender.org|date=11 July 2019|website=blender.org - Home of the Blender project - Free and Open 3D Creation Software|access-date=11 July 2019}}</ref> |
|||
|- |
|||
| {{Version|o|2.81a}} |
|||
| November 21, 2019 |
|||
| OpenVDB voxel remesh, transparent BSDF, brush curves preset in sculpting, [[WebM]] support.<ref>{{Cite web|url=https://www.blender.org/download/releases/2-81/|title=2.81 blender.org|date=18 August 2019|access-date=19 August 2019}}</ref> |
|||
|- |
|||
| {{Version|o|2.82}} |
|||
|February 14, 2020 |
|||
| Improved fluid and smoke simulation (using Mantaflow), [https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv/workflows/udims.html UDIM] support, [[Universal Scene Description|USD]] export<ref>{{Cite web|url=https://www.blender.org/download/releases/2-82/|title=2.82|access-date=15 February 2020}}</ref> and 2 new sculpting tools. |
|||
|- |
|||
| {{Version|co|2.83}} |
|||
|June 3, 2020<ref>{{Cite web|last=Foundation|first=Blender|title=2.83 LTS|url=https://www.blender.org/download/releases/2-83/|access-date=2020-06-10|website=blender.org|language=en}}</ref> |
|||
| Improved performance and user interface with the grease pencil tool, added VR capability, hair simulation uses same physics as cloth simulation, cloth self-collision has been optimized with 15-20% performance increase, bug fixes and usability improvements for fluid systems, new cloth brush added, new clay thumb brush, layer brush was redesigned, voxel remesh can be previewed, voxel mode added for remesh modifier, multiresolution rewritten to resolve artifacts, adaptive sampling for cycles, Eevee supports more passes to make it more viable for final renders. |
|||
|- |
|||
| {{Version|c|2.90}} |
|||
|August 31, 2020<ref>{{Cite web|title=2.90|url=https://www.blender.org/download/releases/2-90/|access-date=2020-09-01|website=blender.org|language=en}}</ref> |
|||
| Built-in Nishita realistic sky texturing, completely rewritten Eevee motion blur, viewport denoising with OpenImageDenoise, new shadow terminator offset which fixes some shading artifacts, the Multires Modifier can now rebuild lower subdivisions levels and extract its displacement, new scale/translate and squash & stretch pose brushes, extrude manifold tool removes adjacent faces when extruding inwards, bevel custom profile now supports bezier curve handle types, spray direction maps in ocean modifier, automatic UV adjustment when editing mesh, updated search UI showing location for menu items, UI improvements like feature headings and more readable checkbox layouts, reordering the modifier stack, and more stats display options. |
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|} |
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==Features== |
==Features== |
||
===Modeling=== |
|||
[[File:Steps of forensic facial reconstruction - Virtual Mummy - cogitas3d.gif|right|194x194px|thumb|Forensic facial reconstruction of a mummy by [[Cícero Moraes]]]]Blender has support for a variety of geometric primitives, including [[polygon mesh]]es, [[Bézier curve]]s, [[Non-uniform rational B-spline|NURBS]] surfaces, [[metaballs]], [[icosphere]]s, text, and an n-gon modeling system called B-mesh. There is also an advanced [[Polygonal modeling|polygonal modelling]] system which can be accessed through an edit mode. It supports features such as extrusion, [[Chamfer|bevelling]], and subdividing.<ref>{{cite web|title=Editing — Blender Manual|url=https://docs.blender.org/manual/en/latest/modeling/surfaces/editing/|access-date=2022-03-18|website=docs.blender.org}}</ref> |
|||
=== |
====Modifiers==== |
||
Modifiers apply non-destructive effects which can be applied upon rendering or exporting, such as [[subdivision surface]]s. |
|||
[[File:Steps of forensic facial reconstruction - Virtual Mummy - cogitas3d.gif|right|194x194px|thumb|Forensic facial reconstruction of a mummy by [[Cícero Moraes]]]] |
|||
==== Primitives ==== |
|||
Blender has support for a variety of geometric primitives, including [[polygon mesh]]es, fast [[subdivision surface]] modeling, [[Bezier curve]]s, [[Nonuniform rational B-spline|NURBS surfaces]], [[metaballs]], [[icosphere]]s, text, and an n-gon modeling system called B-mesh. |
|||
==== |
====Sculpting==== |
||
Blender has multi-resolution digital sculpting, which includes dynamic topology, "baking", remeshing, re-symmetrization, and decimation. The latter is used to simplify models for exporting purposes (an example being game assets). |
|||
Modifiers apply non-destructive effects. |
|||
==== |
====Geometry nodes==== |
||
[[File:Pebble scattering - Blender Geometry Nodes fields.png|thumb|Geometry Nodes Editor in Blender 3.2]] |
|||
Blender has multi-res [[digital sculpting]], which includes dynamic topology, maps baking, remeshing, re-symmetrize, and decimation. |
|||
Blender has a [[Node graph architecture|node graph system]] for [[Procedural generation|procedurally]] and non-destructively creating and manipulating geometry. It was first added to Blender 2.92, which focuses on object scattering and instancing.<ref>{{cite web|title=Blender 2.92 Release Notes|url=https://www.blender.org/download/releases/2-92/|url-status=live|website=blender.org|archive-url=https://web.archive.org/web/20210225175316/https://www.blender.org/download/releases/2-92/|archive-date=2021-02-25}}</ref> It takes the form of a modifier, so it can be stacked over other different modifiers.<ref>{{cite web|title=Geometry Nodes Modifier — Blender Manual|url=https://docs.blender.org/manual/en/2.93/modeling/modifiers/generate/geometry_nodes.html|access-date=2021-10-08|website=docs.blender.org}}</ref> The system uses object attributes, which can be modified and overridden with string inputs. Attributes can include [[Position (geometry)|positions]], [[Normal (geometry)|normals]] and [[UV mapping|UV maps]].<ref>{{cite web|title=Attributes — Blender Manual|url=https://docs.blender.org/manual/en/2.93/modeling/geometry_nodes/attributes_reference.html|access-date=2021-10-08|website=docs.blender.org}}</ref> All attributes can be viewed in an attribute spreadsheet editor.<ref>{{cite web|title=Spreadsheet — Blender Manual|url=https://docs.blender.org/manual/en/2.93/editors/spreadsheet.html|access-date=2021-10-08|website=docs.blender.org}}</ref> The Geometry Nodes utility also has the capability of creating primitive meshes.<ref>{{cite web|title=Mesh Primitive Nodes — Blender Manual|url=https://docs.blender.org/manual/en/2.93/modeling/geometry_nodes/mesh_primitives/index.html|access-date=2021-10-08|website=docs.blender.org}}</ref> In Blender 3.0, support for creating and modifying curves objects was added to Geometry Nodes;<ref name=":7">{{cite web |last=Foundation |first=Blender |title=Procedural Curves in 3.0 and Beyond |url=https://code.blender.org/2021/09/procedural-curves-in-3-0-and-beyond/ |access-date=2021-09-27 |website=Blender Developers Blog |language=en}}</ref> in the same release, the Geometry Nodes workflow was completely redesigned with fields, in order to make the system more intuitive and work like shader nodes.<ref name=":8">{{cite web |last=Foundation |first=Blender |title=Attributes and Fields |url=https://code.blender.org/2021/08/attributes-and-fields/ |access-date=2021-10-02 |website=Blender Developers Blog |language=en}}</ref><ref name=":9">Archived at [https://ghostarchive.org/varchive/youtube/20211211/Yci5ouEmnLI Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20211002130722/https://www.youtube.com/watch?v=Yci5ouEmnLI Wayback Machine]{{cbignore}}: {{Citation|title=Geometry Nodes Fields: Explained!| date=30 September 2021 |url=https://www.youtube.com/watch?v=Yci5ouEmnLI|language=en|access-date=2021-10-02}}{{cbignore}}</ref> |
|||
=== |
===Simulation=== |
||
[[File:Cloth on suzanne.ogv|alt= A cloth simulation made in Blender|thumb| |
[[File: Cloth on suzanne.ogv|alt= A cloth simulation made in Blender|thumb|Cloth simulation]]Blender can be used to simulate smoke, rain, dust, cloth, fluids, hair, and [[Rigid body dynamics|rigid bodies]].<ref>{{cite web|title=Introduction to Physics Simulation — Blender Reference Manual|url=https://www.blender.org/manual/physics/introduction.html#introduction-to-physics-simulation|website=www.blender.org|access-date=2015-12-02}}</ref> |
||
====Fluid simulation==== |
====Fluid simulation==== |
||
[[File:Physics-Fluid-Simulation-Blender.gif|thumb|Physics fluid simulation]]The [[Fluid simulation|fluid simulator]] can be used for simulating liquids, like water |
[[File:Physics-Fluid-Simulation-Blender.gif|thumb|Physics fluid simulation]]The [[Fluid simulation|fluid simulator]] can be used for simulating liquids, like water being poured into a cup.<ref>{{cite web|title=Create a Realistic Water Simulation – Blender Guru|url=http://www.blenderguru.com/tutorials/create-a-realistic-water-simulation/|website=Blender Guru|date=9 November 2011 |access-date=2015-12-02}}</ref> It uses [[Lattice Boltzmann methods]] (LBM) to simulate fluids and allows for plenty of adjustment of particles and resolution. The particle physics fluid simulation creates particles that follow the [[smoothed-particle hydrodynamics]] method.<ref>{{cite web|title=Fluid Physics — Blender Reference Manual|url=https://www.blender.org/manual/physics/particles/physics/fluid.html|website=www.blender.org|url-status=dead|archive-url=https://web.archive.org/web/20151208070913/https://www.blender.org/manual/physics/particles/physics/fluid.html|archive-date=2015-12-08|access-date=2015-12-02}}</ref> |
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Blender has simulation tools for [[soft-body dynamics]], including mesh [[collision detection]], LBM [[fluid dynamic]]s, smoke simulation, [[Bullet (software)|Bullet]] rigid-body dynamics, an ocean generator with waves, a particle system that includes support for particle-based hair, and real-time control during physics simulation and rendering. |
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In Blender 2.82 a new fluid |
In Blender 2.82, a new fluid simulation system called Mantaflow was added, replacing the old FLIP system.<ref>{{cite web|title=Reference/Release Notes/2.82 - Blender Developer Wiki|url=https://wiki.blender.org/wiki/Reference/Release_Notes/2.82|access-date=2020-06-10|website=wiki.blender.org}}</ref> In Blender 2.92, another fluid simulation system called APIC, which builds on Mantaflow,{{citation needed|date=October 2021}} was added. Vortices and more stable calculations are improved from the FLIP system. |
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=== |
====Cloth Simulation==== |
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Cloth simulation is done by simulating vertices with a rigid body simulation. If done on a 3D mesh, it will produce similar effects as the soft body simulation. |
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Keyframed animation tools including [[Inverse kinematic animation|inverse kinematics]], [[skeletal animation|armature (skeletal)]], hook, curve and [[lattice-based deformation]]s, [[shape animation]]s, non-linear animation, constraints, and [[vertex weighting]]. |
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=== |
===Animation=== |
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Blender's Grease Pencil tools allow for 2D animation within a full 3D pipeline. |
Blender's keyframed animation capabilities include [[inverse kinematics]], [[skeletal animation|armatures]], hooks, curve- and [[lattice-based deformation]]s, [[Morph target animation|shape keys]], non-linear animation, constraints, and [[vertex weighting]]. In addition, its Grease Pencil tools allow for 2D animation within a full 3D pipeline. |
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=== |
===Rendering=== |
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[[File:Architectural render 02 (Blender).jpg|thumb|An architectural render showing different rendering styles in Blender, including a photorealistic style using Cycles]] |
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[[File:Lone House.jpg|thumb|Rendering of a house]] |
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Blender includes three render engines since version 2.80: EEVEE, Workbench and Cycles. |
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Internal render engine with [[scanline rendering]], indirect lighting, and [[ambient occlusion]] that can export in a wide variety of formats; A [[Path tracing|path tracer]] render engine called Cycles, which can take advantage of the [[GPU]] for rendering. Cycles supports the [[Open Shading Language]] since Blender 2.65.<ref>{{cite web|title=Cycles support OpenSL shading|url=https://www.blender.org/development/release-logs/blender-265/|publisher=blender.org|url-status=dead|archive-url=https://web.archive.org/web/20130125141121/https://www.blender.org/development/release-logs/blender-265/|archive-date=January 25, 2013|accessdate=January 26, 2013}}</ref> |
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Cycles is a [[path tracing]] render engine. It supports rendering through both the CPU and the [[GPU]]. Cycles supports the [[Open Shading Language]] since Blender 2.65.<ref>{{cite web|title=Cycles support OpenSL shading|url=https://www.blender.org/development/release-logs/blender-265/|publisher=blender.org|url-status=dead|archive-url=https://web.archive.org/web/20130125141121/https://www.blender.org/development/release-logs/blender-265/|archive-date=January 25, 2013|access-date=January 26, 2013}}</ref> |
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Eevee is a new [[physically based rendering|physically based]] real-time renderer. It works both as a renderer for final frames, and as the engine driving Blender's realtime viewport for creating assets. Blender Internal was removed in 2.8. |
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Cycles Hybrid Rendering is possible in Version 2.92 with Optix. Tiles are calculated with GPU in combination with CPU.<ref>{{cite web|url=https://developer.blender.org/rBbfb6fce6594e|title=RBbfb6fce6594e}}</ref> |
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==== Texture and shading ==== |
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Blender allows procedural and node-based textures, as well as [[3D paint tool|texture painting]], projective painting, [[vertex painting]], [[weight map painting|weight painting]] and dynamic painting. |
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EEVEE is a new [[physically based rendering|physically based]] real-time renderer. While it is capable of driving Blender's real-time viewport for creating assets thanks to its speed, it can also work as a renderer for final frames. |
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=== Post-production === |
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Blender has a node-based compositor within the rendering pipeline accelerated with [[OpenCL]].[[File:Blender 28 Editing Workspace.png|alt=|thumb|250x250px|The Video Sequence Editor (VSE)]] |
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Workbench is a real-time render engine designed for fast rendering during modelling and animation preview. It is not intended for final rendering. Workbench supports assigning colors to objects for visual distinction.<ref>{{Cite web|author=Blender Documentation Team|title=Rendering - Workbench - Introduction|url=https://docs.blender.org/manual/en/latest/render/workbench/introduction.html|access-date=2023-02-07|website=Blender Manual}}</ref> |
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Blender also includes a non-linear video editor called the Video Sequence Editor (VSE), with support for effects like [[Gaussian blur]], [[color grading]], fade and wipe transitions, and other video transformations. However, there is no multi-core support for rendering video with the VSE. |
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====Cycles==== |
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=== Plugins/addons and scripts === |
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[[File:Rendering using Cycles in Blender.webm|thumb|Rendering of different materials using the Cycles render engine]] |
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Blender supports [[Python (programming language)|Python]] scripting for creation of custom tools, prototyping, game logic, importing/exporting from other formats and task automation. This allows for integration with a number of external render engines through plugins/addons. |
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Cycles is a [[Path Tracing|path-tracing]] [[Rendering (computer graphics)|render engine]] that is designed to be interactive and easy to use, while still supporting many features.<ref name="manual-cycles-intro">{{cite web|title=Introduction — Blender Reference Manual|url=http://www.blender.org/manual/render/cycles/introduction.html|website=www.blender.org|access-date=2015-10-18}}</ref> It has been included with Blender since 2011, with the release of Blender 2.61. Cycles supports with AVX, [[AVX2]] and [[AVX-512]] extensions, as well as CPU acceleration in modern hardware.<ref>{{Cite web|last1=Jaroš|first1=Milan|last2=Strakoš|first2=Petr|last3=Říha|first3=Lubomír|title=Rending in Blender Cycles Using AVX-512 Vectorization|url=https://www.ixpug.org/documents/1520629330Jaros-IXPUG-CINECABlender5.pdf|access-date=March 2, 2023}}</ref> |
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=== |
=====GPU rendering===== |
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Cycles supports [[GPU]] rendering, which is used to speed up rendering times. There are three GPU rendering modes: [[CUDA]], which is the preferred method for older [[Nvidia]] graphics cards; [[OptiX]], which utilizes the hardware ray-tracing capabilities of Nvidia's [[Turing (microarchitecture)|Turing architecture]] & [[Ampere (microarchitecture)|Ampere architecture]]; [[Heterogeneous-compute Interface for Portability|HIP]], which supports rendering on [[Advanced Micro Devices|AMD]] [[Radeon]] graphics cards; and [[oneAPI (compute acceleration)|oneAPI]] for [[Intel]] and [[Intel Arc]] GPUs. The toolkit software associated with these rendering modes does not come within Blender and needs to be separately installed and configured as per their respective source instructions. |
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The [[Blender Game Engine]] was a built-in real-time graphics and logic engine with features such including [[collision detection]], a dynamics engine, and programmable logic. It also allowed the creation of stand-alone, real-time applications ranging from architectural visualization to [[video game]]s. In April 2018 it was removed from the upcoming Blender 2.8 release series, having long lagged behind other game engines such as the open-source [[Godot (game engine)|Godot]], and [[Unity (game engine)|Unity]].<ref name="bge-removed" /> In the 2.8 announcement, the Blender team specifically mentioned the Godot engine as a suitable replacement for migrating Blender Game Engine users.<ref name="OSgodotRec" /> |
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Multiple GPUs are also supported (with the notable exception of the EEVEE render engine<ref>{{cite web|title=Limitations — Blender Manual|url=https://docs.blender.org/manual/en/latest/render/eevee/limitations.html#multiple-gpu-support|website=www.blender.org|access-date=2023-01-12}}</ref>) which can be used to create a [[render farm]] to speed up rendering by processing frames or tiles in parallel—having multiple GPUs, however, does not increase the available memory since each GPU can only access its own memory.<ref>{{cite web|title=GPU Rendering — Blender Reference Manual|url=http://www.blender.org/manual/render/cycles/gpu_rendering.html|website=www.blender.org|access-date=2015-10-18}}</ref> Since Version 2.90, this limitation of [[Scalable Link Interface|SLI]] cards is broken with Nvidia's [[NVLink]].<ref>{{cite web|url=https://www.blender3darchitect.com/blender-cycles/blender-2-90-cycles-updates-in-multi-gpu-nvlink/|title=Blender 2.90: Cycles updates in Multi GPU (NVLink) • Blender 3D Architect|date=10 August 2020}}</ref> |
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Blender Internal, a biased ''[[Rendering (computer graphics)#Scanline rendering and rasterisation|rasterization]] engine'' / [[Scanline rendering|scanline renderer]] used in the previous versions of Blender was also removed for the 2.80 release, in favor of the new Eevee renderer, a realtime PBR renderer.<ref name="bi-removed">{{Cite web|title=Blender Internal renderer removed from 2.8|url=https://www.blendernation.com/2018/04/19/blender-internal-renderer-removed-from-2-8/|date=April 19, 2018|website=BlenderNation}}</ref> |
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Apple's Metal API got initial implementation in Blender 3.1 for Apple computers with [[Apple M1|M1]] chips and [[AMD graphics processing units|AMD graphics cards]].<ref>{{cite web|url=https://wiki.blender.org/wiki/Reference/Release_Notes/3.1/Cycles|title=Reference/Release Notes/3.1/Cycles - Blender Developer Wiki}}</ref> |
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=== File format === |
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Blender features an internal file system that can pack multiple scenes into a single file (called a "'''.blend'''" file). |
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* Most of Blender's ".blend" files are forward, backward, and cross-platform compatible with other versions of Blender, with the following exceptions: |
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** Loading animations stored in post-2.5 files in Blender pre-2.5. This is due to the reworked animation subsystem introduced in Blender 2.5 being inherently incompatible with older versions. |
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** Loading meshes stored in post 2.63. This is due to the introduction of BMesh, a more versatile mesh format. |
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** Blender 2.8 ".blend" files are no longer fully backwards compatible, causing errors when opened in previous versions. |
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* All scenes, objects, materials, textures, sounds, images, post-production effects for an entire animation can be stored in a single ".blend" file. Data loaded from external sources, such as images and sounds, can also be stored externally and referenced through either an absolute or relative pathname. Likewise, ".blend" files themselves can also be used as libraries of Blender assets. |
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* Interface configurations are retained in the ".blend" files. |
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A wide variety of import/export scripts that extend Blender capabilities (accessing the object data via an internal [[Application programming interface|API]]) make it possible to interoperate with other 3D tools. |
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Blender organizes data as various kinds of "data blocks", such as Objects, Meshes, Lamps, Scenes, Materials, Images and so on. An object in Blender consists of multiple data blocks – for example, what the user would describe as a polygon mesh consists of at least an Object and a Mesh data block, and usually also a Material and many more, linked together. This allows various data blocks to refer to each other. There may be, for example, multiple Objects that refer to the same Mesh and making subsequent editing of the shared mesh result in shape changes in all Objects using this Mesh. Objects, meshes, materials, textures etc. can also be linked to from other .blend files, which is what allows the use of .blend files as reusable resource libraries. |
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====Import and export==== |
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The software supports a variety of 3D file formats for import and export, among them [[Alembic (computer graphics)|Alembic]], [[Autodesk 3ds Max|3D Studio]] (3DS), Filmbox ([[FBX]]), Autodesk ([[DXF]]), [[Scalable Vector Graphics|SVG]], [[STL (file format)|STL]] (for 3D printing), UDIM, [[Universal Scene Description|USD]], [[VRML]], [[WebM]], [[X3D]] and [[Wavefront .obj file|Obj]]. |
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== User interface == |
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[[File:Blender Version 2.570.jpg|300px|thumb|Blender's user interface underwent a significant update during the 2.5x series, and again with the release of Blender 2.80]] |
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=== Commands === |
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Most of the commands are accessible via [[Keyboard shortcut|hotkeys]]. There are also comprehensive graphical menus. Numeric buttons can be "dragged" to change their value directly without the need to aim at a particular widget, as well as being set using the keyboard. Both sliders and number buttons can be constrained to various step sizes with modifiers like the {{mono|Ctrl}} and {{mono|Shift}} keys. [[Python (programming language)|Python]] expressions can also be typed directly into number entry fields, allowing mathematical expressions to specify values. |
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=== Modes === |
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Blender includes many modes for interacting with objects, the two primary ones being ''Object Mode'' and ''Edit Mode'', which are toggled with the {{mono|Tab}} key. Object mode is used to manipulate individual objects as a unit, while Edit mode is used to manipulate the actual object data. For example, Object Mode can be used to move, scale, and rotate entire [[polygon mesh]]es, and Edit Mode can be used to manipulate the individual vertices of a single mesh. There are also several other modes, such as Vertex Paint, Weight Paint, and Sculpt Mode. |
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=== Workspaces === |
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The Blender GUI builds its own tiled windowing system on top of one or multiple windows provided by the underlying platform. One platform window (often sized to fill the screen) is divided into sections and subsections that can be of any type of Blender's views or window-types. The user can define multiple layouts of such Blender windows, called screens, and switch quickly between them by selecting from a menu or with keyboard shortcuts. Each window-type's own GUI elements can be controlled with the same tools that manipulate 3D view. For example, one can zoom in and out of GUI-buttons using similar controls, one zooms in and out in the 3D viewport. The GUI viewport and screen layout are fully user-customizable. It is possible to set up the interface for specific tasks such as video editing or UV mapping or texturing by hiding features not used for the task. |
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==Rendering engines== |
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[[File:Architectural render 02 (Blender).jpg|thumb|An architectural render showing different rendering styles in Blender, including a photorealistic style using Cycles]] |
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=== Cycles === |
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Cycles is a [[Path Tracing|path-tracing]] [[Rendering (computer graphics)|render engine]] that is designed to be interactive and easy to use, while still supporting many features.<ref name="manual-cycles-intro">{{cite web|title = Introduction — Blender Reference Manual|url = http://www.blender.org/manual/render/cycles/introduction.html|website = www.blender.org|accessdate = 2015-10-18}}</ref> It has been included with Blender since 2011, with the release of Blender 2.61. |
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====GPU rendering==== |
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Cycles supports [[GPU]] rendering, which is used to speed up rendering times. There are three GPU rendering modes: [[CUDA]], which is the preferred method for older [[Nvidia]] graphics cards; [[OptiX]], which utilizes the hardware ray-tracing capabilities of Nvidia's [[Turing (microarchitecture)|Turing architecture]] & [[Ampere (microarchitecture)|Ampere architecture]]; and [[OpenCL]], which supports rendering on [[Advanced Micro Devices|AMD]] [[Radeon|graphics cards]]. |
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Multiple GPUs are also supported, which can be used to create a [[render farm]] – although having multiple GPUs doesn't increase the available [[Memory (computer)|memory]], because each GPU can only access its own memory.<ref>{{cite web|title = GPU Rendering — Blender Reference Manual|url = http://www.blender.org/manual/render/cycles/gpu_rendering.html |website = www.blender.org |accessdate = 2015-10-18}}</ref> |
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{| class="wikitable" |
{| class="wikitable" |
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|+Supported features<ref>{{cite web |
|+Supported features <ref>{{cite web|url=https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html|title=GPU Rendering — Blender Manual}}</ref> |
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! Feature |
! Feature |
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! CPU |
! CPU |
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! CUDA |
! CUDA |
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! OPTIX <ref>{{Cite web|url=https://projects.blender.org/blender/blender/issues/69800|title=Cycles Optix feature completeness|website=Blender Projects}}</ref> |
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! OpenCL |
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! HIP |
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!OPTIX |
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! oneAPI |
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! Metal |
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|- |
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| Hardware Minimum for 3.0 |
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| x86-64 and other 64-Bit<ref>{{Cite web|url=https://packages.debian.org/search?keywords=blender|title=Debian -- Package Search Results -- blender|website=packages.debian.org}}</ref> |
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| Cuda 3.0+: Nvidia cards Kepler to Ampere (CUDA Toolkit 11.1+)<ref>{{cite web|url=https://wiki.blender.org/wiki/Building_Blender/CUDA|title=Building Blender/CUDA - Blender Developer Wiki}}</ref> |
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| OptiX 7.3 with driver 470+: Full: Nvidia RTX Series; Parts: Maxwell+ |
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| AMD RDNA architecture or newer, Radeon Software Drivers (Windows, Linux) |
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| Intel Graphics Driver 30.0.101.3430 or newer on Windows, OpenCL runtime 22.10.23904 on Linux |
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| Apple Computers with Apple Silicon in MacOS 12.2, AMD Graphics Cards with MacOS 12.3 |
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|- |
|- |
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| Basic shading |
| Basic shading |
||
| {{yes}} |
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| {{yes}} |
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| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
Line 403: | Line 130: | ||
|- |
|- |
||
| Shadows |
| Shadows |
||
| {{yes}} |
|||
| {{yes}} |
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| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
Line 409: | Line 138: | ||
|- |
|- |
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| [[Motion blur]] |
| [[Motion blur]] |
||
| {{yes}} |
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| {{yes}} |
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| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
Line 415: | Line 146: | ||
|- |
|- |
||
| Hair |
| Hair |
||
| {{yes}} |
|||
| {{yes}} |
|||
| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
Line 423: | Line 156: | ||
| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
| {{yes}} |
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| {{yes}} |
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|- |
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| Smoke and fire |
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| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
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Line 433: | Line 162: | ||
|- |
|- |
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| [[Subsurface scattering]] |
| [[Subsurface scattering]] |
||
| {{yes}} |
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| {{yes}} |
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| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
Line 438: | Line 169: | ||
| {{yes}} |
| {{yes}} |
||
|- |
|- |
||
| [[Open Shading Language]] (OSL) |
| [[Open Shading Language]] (1.11) (OSL 1.12.6 in 3.4) |
||
| {{yes}} |
| {{yes}} |
||
| {{no}} |
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| {{partial}}<ref>{{cite web|url=https://docs.blender.org/manual/en/latest/render/shader_nodes/osl.html|title=Open Shading Language - Blender 4.1 Manual}}</ref> |
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| {{no}} |
| {{no}} |
||
| {{no}} |
| {{no}} |
||
Line 445: | Line 178: | ||
|- |
|- |
||
| Correlated multi-jittered sampling |
| Correlated multi-jittered sampling |
||
| {{yes}} |
|||
| {{yes}} |
|||
| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
Line 450: | Line 185: | ||
| {{yes}} |
| {{yes}} |
||
|- |
|- |
||
| Bevel and AO shaders |
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| Branched path integrator |
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| {{yes}} |
|||
| {{yes}} |
|||
| {{yes}} |
|||
| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
| {{no}} |
|||
|- |
|- |
||
| Baking <ref>{{cite web|url=https://docs.blender.org/manual/en/latest/render/cycles/baking.html|title=Render Baking — Blender Manual}}</ref> |
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| Bevel and AO shaders |
|||
| {{yes}} |
|||
| {{yes}} |
|||
| {{yes}} |
|||
| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
| {{no}} |
|||
|- |
|- |
||
| Can use CPU memory |
| Can use CPU memory |
||
| {{ |
| {{Clear}} |
||
| {{yes}} |
| {{yes}} |
||
| {{yes}} |
| {{yes}} |
||
| {{yes}} |
|||
| {{yes}} |
|||
| {{yes}} |
|||
|- |
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| Distribute memory across devices |
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| {{yes}} render farm <ref>{{cite web|url=https://rentaflop.com|title=rentaflop}}</ref><ref>{{cite web|url=https://www.sheepit-renderfarm.com/index.php|title=SheepIt Render Farm}}</ref> |
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| {{yes}} with NVLink |
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| {{yes}} with NVLink |
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| {{no}} |
|||
| {{no}} |
|||
| {{no}} |
| {{no}} |
||
|- |
|- |
||
! colspan=" |
! colspan="67" |Experimental features |
||
! |
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|- |
|- |
||
| Adaptive [[Subdivision surface|subdivision]] |
| Adaptive [[Subdivision surface|subdivision]]<ref>{{cite web|url=https://docs.blender.org/manual/en/latest/render/cycles/object_settings/adaptive_subdiv.html|title=Adaptive Subdivision — Blender Manual}}</ref> |
||
| {{table-experimental}} |
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| {{table-experimental}} |
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| {{table-experimental}} |
| {{table-experimental}} |
||
| {{table-experimental}} |
| {{table-experimental}} |
||
Line 478: | Line 228: | ||
|} |
|} |
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====Integrator==== |
=====Integrator===== |
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The |
The integrator is the core [[rendering algorithm]] used for [[Rendering equation|lighting computations]]. Cycles currently supports a [[path tracing]] integrator with direct light sampling. It works well for a variety of lighting setups, but it is not as suitable for [[Caustic (optics)|caustics]] and certain other complex lighting situations. [[Ray tracing (graphics)|Rays are traced]] from the camera into the scene, bouncing around until they find a light source (a lamp, an object material emitting light, or the world background), or until they are simply terminated based on the number of maximum bounces determined in the light path settings for the renderer. To find lamps and surfaces emitting light, both indirect light sampling (letting the ray follow the surface [[Bidirectional scattering distribution function|bidirectional scattering distribution function, or BSDF]]) and direct light sampling (picking a light source and tracing a ray towards it) are used.<ref>{{cite web|title=Integrator — Blender Reference Manual|url=http://www.blender.org/manual/render/cycles/settings/integrator.html#integrator|website=www.blender.org|access-date=2015-10-18|archive-url=https://web.archive.org/web/20151009124836/http://www.blender.org/manual/render/cycles/settings/integrator.html#integrator|archive-date=2015-10-09|url-status=dead}}</ref> |
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The default path tracing integrator is a "pure" path tracer. This integrator works by sending several [[light rays]] that act as [[photon]]s from the camera out into the scene. These rays will eventually hit either: a light source, an object, or the world background. If these rays hit an object, they will bounce based on the angle of impact, and continue bouncing until a light source has been reached or until a maximum number of bounces, as determined by the user, which will cause it to terminate and result in a black, unlit pixel. Multiple rays are calculated and averaged out for each pixel, a process known as "sampling". This sampling number is set by the user and greatly affects the final image. Lower sampling often results in more noise and has the potential to create "fireflies" (which are uncharacteristically bright pixels), while higher sampling greatly reduces noise, but also increases render times. |
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=====The two types of integrators===== |
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The alternative is a branched path tracing integrator, which works mostly the same way. Branched path tracing splits the light rays at each intersection with an object according to different surface components,{{Clarify|reason=|date=December 2019}} and takes all lights into account for shading instead of just one. This added complexity makes computing each ray slower but reduces noise in the render, especially in scenes dominated by direct (one-bounce) lighting. This was removed in Blender 3.0 with the advent of Cycles X, as improvements to the pure path tracing integrator made the branched path tracing integrator redundant <ref>{{cite web |title=Cycles X |url=https://code.blender.org/2021/04/cycles-x/#deprecation |website=Blender Developer Blog |access-date=2024-07-16 |archive-url=https://web.archive.org/web/20240706015139/https://code.blender.org/2021/04/cycles-x/#deprecation |archive-date=2024-07-06}}</ref> |
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# The default path tracing integrator is a "pure" path tracer. This integrator works by sending a number of [[light rays]] that act as [[photon]]s from the [[camera]] out into the scene. These rays will eventually hit either: a light source, an object, or the world background. If these rays hit an object, they will bounce based on the angle of impact, and continue bouncing until a light source has been reached or until a maximum number of bounces, as determined by the user, which will cause it to terminate and result in a black, unlit pixel. Multiple rays are calculated and averaged out for each individual pixel, a process known as "sampling". This sampling number is set by the user and greatly affects the final image. Lower sampling often results in more noise and has the potential to create "fireflies" (which are uncharacteristically bright pixels), while higher sampling greatly reduces noise, but also increases render times. |
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# The alternative is a ''branched path tracing'' integrator, which works mostly the same way. Branched path tracing splits the light rays at each intersection with an object according to different surface components,{{Clarify|reason=|date=December 2019}} and takes all lights into account for shading instead of just one. This added complexity makes computing each ray slower, but reduces noise in the render, especially in scenes dominated by direct (one-bounce) lighting. |
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====Open Shading Language==== |
=====Open Shading Language===== |
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Blender users can create their own [[Node (computer science)|nodes]] using the [[Open Shading Language]] (OSL), |
Blender users can create their own [[Node (computer science)|nodes]] using the [[Open Shading Language]] (OSL); this allows users to create stunning materials that are entirely procedural, which allows them to be used on any objects without stretching the texture as opposed to image-based textures which need to be made to fit a certain object. (Note that the shader nodes editor is shown in the image, although mostly correct, has undergone a slight change, changing how the UI is structured and looks. <ref>{{cite web|url=https://docs.blender.org/manual/en/latest/render/shader_nodes/index.html|title=Shader Nodes — Blender Manual}}</ref> |
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[[File: |
[[File:Blender shader node editor showcasing a Moldy Gold Materiel.png|thumb|400x400px|Using the node editor to create a moldy gold material]] |
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====Materials==== |
=====Materials===== |
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Materials define the look of [[polygon mesh|meshes]], [[Non-uniform rational B-spline|NURBS curves]], and other geometric objects. They consist of three [[shader]]s to define the mesh's surface appearance, volume inside, and surface displacement.<ref name="manual-cycles-intro" /> |
Materials define the look of [[polygon mesh|meshes]], [[Non-uniform rational B-spline|NURBS curves]], and other geometric objects. They consist of three [[shader]]s to define the mesh's surface appearance, volume inside, and surface displacement.<ref name="manual-cycles-intro" /> |
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The ''surface shader'' defines the light interaction at the surface of the mesh. One or more bidirectional scattering distribution functions, or [[Bidirectional scattering distribution function|BSDFs]], can specify if incoming light is reflected, refracted into the mesh, or absorbed.<ref name="manual-cycles-intro" /> The [[Alpha compositing|alpha value]] is one measure of translucency. |
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=====Surface shader===== |
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The ''surface shader'' defines the light interaction at the surface of the mesh. One or more bidirectional scattering distribution functions, or [[Bidirectional scattering distribution function|BSDFs]], can specify if incoming light is [[Light reflection|reflected]], [[refracted]] into the mesh, or [[Light absorption|absorbed]].<ref name="manual-cycles-intro" /> The [[Alpha compositing|alpha value]] is one measure of translucency. |
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=====Volume shader===== |
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When the surface shader does not reflect or absorb light, it enters the volume (light transmission). If no volume shader is specified, it will pass straight through (or be refracted, see [[Refractive index|refractive index or IOR]]) to another side of the mesh. |
When the surface shader does not reflect or absorb light, it enters the volume (light transmission). If no volume shader is specified, it will pass straight through (or be refracted, see [[Refractive index|refractive index or IOR]]) to another side of the mesh. |
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If one is defined, a ''volume shader'' describes the light interaction as it passes through the volume of the mesh. Light may be |
If one is defined, a ''volume shader'' describes the light interaction as it passes through the volume of the mesh. Light may be scattered, absorbed, or even emitted{{Clarify|reason=|date=December 2019}} at any point in the volume.<ref name="manual-cycles-intro" /> |
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The shape of the surface may be altered by ''displacement shaders''. In this way, textures can be used to make the mesh surface more detailed. |
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=====Displacement shader===== |
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The shape of the surface may be altered by ''displacement shaders''. In this way, [[texture mapping|textures]] can be used to make the mesh surface more detailed. |
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Depending on the settings, the displacement may be virtual |
Depending on the settings, the displacement may be virtual-only modifying the [[surface normals]] to give the impression of displacement (also known as [[bump mapping]]) – real, or a combination of real displacement with bump mapping.<ref name="manual-cycles-intro" /> |
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=== |
====EEVEE{{anchor|Eevee}}==== |
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Eevee is a [[Real-time computer graphics|real-time]] [[Physically based rendering|PBR]] renderer |
EEVEE (or Eevee) is a [[Real-time computer graphics|real-time]] [[Physically based rendering|PBR]] renderer included in Blender from version 2.8.<ref>{{cite web|date=2017-03-23|title=Eevee Roadmap|url=https://code.blender.org/2017/03/eevee-roadmap/|access-date=2019-06-11|publisher=Code.blender.org}}</ref> This render engine was given the nickname EEVEE,<ref>{{cite web|title=Ton Roosendaal - EEVEE|url=https://twitter.com/tonroosendaal/status/809474433903722496|first=Ton|last=Roosendaal|publisher=Twitter|access-date=2019-06-11}}</ref> after the Pokémon. The name was later made into the [[backronym]] "Extra Easy Virtual Environment Engine" or EEVEE.<ref>{{cite web|title=Blender Developers Blog - Viewport Project – Plan of Action|url=https://code.blender.org/2016/12/viewport-project-plan-of-action/|date=2016-12-15|publisher=Code.blender.org|access-date=2019-06-11}}</ref> |
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With the release of Blender 4.2 LTS<ref>{{Cite web |title=4.2 LTS - Blender Developer Documentation |url=https://developer.blender.org/docs/release_notes/4.2/ |access-date=2024-07-26 |website=developer.blender.org}}</ref> in July 2024, EEVEE received an overhaul by its lead developer, Clément Foucault, called EEVEE Next. EEVEE Next boasts a variety of new features for Blender's real-time and [[Raster graphics|rasterised]] renderer, including screen-space [[Global illumination|global illumination (SSGI)]],<ref>{{Cite web |last=Foundation |first=Blender |title=EEVEE's Future |url=https://code.blender.org/2021/06/eevees-future/ |access-date=2024-07-26 |website=Blender Developers Blog |language=en}}</ref> virtual [[Shadow mapping|shadowmapping]], sunlight extraction from HDRIs, and a rewritten system for reflections and indirect lighting via light probe volumes and cubemaps.<ref>{{Cite web |last=blender |title=EEVEE-Next |url=https://projects.blender.org/blender/blender/issues/93220 |access-date=2024-07-26 |website=Blender Projects |language=en-US}}</ref> EEVEE Next also brings improved volumetric rendering, along with support for ''displacement shaders'' and an improved [[depth of field]] system similar to Cycles. |
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=== Workbench === |
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Using the default 3D viewport drawing system for modeling, texturing, etc.<ref name="auto" /> |
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Plans for future releases of EEVEE include support for hardware-accelerated [[Ray tracing (graphics)|ray-tracing]]<ref name=":5">{{Cite web |last=Foundation |first=Blender |title=EEVEE Next Generation in Blender 4.2 LTS |url=https://code.blender.org/2024/07/eevee-next-generation-in-blender-4-2-lts/ |access-date=2024-07-26 |website=Blender Developers Blog |language=en}}</ref> and continued improvements to performance and shader compilation.<ref name=":5" /> |
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=== Others === |
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==== |
====Workbench==== |
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Using the default 3D viewport drawing system for modeling, texturing, etc.<ref name="auto">{{cite web |title=Ton Roosendaal on Twitter |url=https://twitter.com/tonroosendaal/status/991709311293448192 |access-date=May 24, 2018 |website=Twitter}}</ref> |
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[[free and open-source software|Free and open-source]]:<ref>{{cite web|title=External Renderers|url=https://www.blender.org/download/external-renderers/|url-status=dead|archive-url=https://web.archive.org/web/20180309054241/https://www.blender.org/download/external-renderers/|archive-date=2018-03-09|access-date=2018-06-14}}</ref> |
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====External renderers==== |
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* Mitsuba Renderer<ref>{{cite web|title=Mitsuba Renderer|url=https://www.blendernation.com/2010/11/24/mitsuba-renderer/|website=BlenderNation}}</ref> |
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Free and open-source:<ref>{{cite web|title=External Renderers|url=https://www.blender.org/download/external-renderers/|url-status=dead|archive-url=https://web.archive.org/web/20180309054241/https://www.blender.org/download/external-renderers/|archive-date=2018-03-09|access-date=2018-06-14}}</ref> |
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*[[YafaRay]] (previously Yafray) |
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* Mitsuba Renderer<ref>{{cite web|title=Mitsuba Renderer|url=https://www.blendernation.com/2010/11/24/mitsuba-renderer/|website=BlenderNation|date=24 November 2010}}</ref> |
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*YafaRay (previously Yafray) |
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*[[LuxCoreRender]] (previously LuxRender) |
*[[LuxCoreRender]] (previously LuxRender) |
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* Appleseed Renderer<ref>{{cite web|title=Appleseed Renderer|url=https://www.blendernation.com/2012/05/02/appleseed-renderer/|website=BlenderNation}}</ref> |
* Appleseed Renderer<ref>{{cite web|title=Appleseed Renderer|url=https://www.blendernation.com/2012/05/02/appleseed-renderer/|website=BlenderNation|date=2 May 2012}}</ref> |
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*[[POV-Ray]] |
*[[POV-Ray]] |
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* NOX Renderer<ref>{{cite web|title=Getting started with NOX Renderer in Blender|url=https://www.blendernation.com/2014/09/03/getting-started-with-nox-renderer-in-blender-2/|website=BlenderNation}}</ref> |
* NOX Renderer<ref>{{cite web|title=Getting started with NOX Renderer in Blender|url=https://www.blendernation.com/2014/09/03/getting-started-with-nox-renderer-in-blender-2/|website=BlenderNation|date=3 September 2014}}</ref> |
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*Armory3D – a free and open source [[game engine]] for Blender written in [[Haxe]]<ref>{{cite web|title=Armory - 3D Engine|url=https://armory3d.org/|access-date=2022-01-05|website=armory3d.org|language=en}}</ref> |
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*[[Radeon Pro#ProRender|Radeon ProRender]] — Radeon ProRender for Blender |
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*[[Radeon Pro#ProRender|Radeon ProRender]] – Radeon ProRender for Blender |
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*Malt Render – a [[non-photorealistic rendering|non-photorealistic renderer]] with GLSL shading capabilities<ref>{{cite web|url=https://malt3d.com/#/|title=malt-render|access-date=2022-01-01|website=malt3d.com}}</ref> |
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[[Proprietary software|Proprietary]]: |
[[Proprietary software|Proprietary]]: |
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* [[Pixar RenderMan]] |
* [[Pixar RenderMan]] – Blender render addon for RenderMan<ref>{{cite web|title=RenderMan for Blender 24.0|url=https://rmanwiki.pixar.com/display/RFB24/RenderMan+for+Blender+24.0|access-date=2022-01-05|website=Renderman Documentation}}</ref> |
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* [[Octane Render]] |
* [[Octane Render]] – OctaneRender plugin for Blender |
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* |
* Indigo Renderer – Indigo for Blender |
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* [[V-Ray]] |
* [[V-Ray]] – V-Ray for Blender, V-Ray Standalone is needed for rendering |
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* [[Maxwell Render]] |
* [[Maxwell Render]] – B-Maxwell addon for Blender |
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* Thea Render |
* Thea Render – Thea for Blender<ref>{{cite web|title=Blender Add-on for Thea Render|url=https://www.blendernation.com/2013/10/03/blender-add-on-for-thea-render/|website=BlenderNation|date=3 October 2013}}</ref> |
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* Corona Renderer |
* Corona Renderer – Blender To Corona exporter, Corona Standalone is needed for rendering<ref>{{cite web|title=Blender & Corona Renderer Tutorial|url=https://www.blendernation.com/2014/11/13/blender-corona-renderer-tutorial/|website=BlenderNation|date=13 November 2014}}</ref> |
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====Texturing and shading==== |
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==== Blender Render / Blender Internal ==== |
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Blender allows procedural and node-based textures, as well as [[3D paint tool|texture painting]], projective painting, [[vertex painting]], [[weight map painting|weight painting]] and dynamic painting. |
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Blender's [[Non-photorealistic rendering|non photorealistic]] renderer. It was removed from Blender in version 2.8.<ref name="bi-removed" /> |
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===Post-production=== |
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'''Render clay''' |
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[[File:Blender 28 Editing Workspace.png|alt=|thumb|The Video Sequence Editor (VSE)]] |
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Blender has a node-based compositor within the rendering pipeline, which is accelerated with [[OpenCL]], and in 4.0 it supports GPU. It also includes a non-linear video editor called the Video Sequence Editor (VSE), with support for effects like [[Gaussian blur]], [[color grading]], fade and [[Wipe (transition)|wipe]] transitions, and other video transformations. However, there is no built-in multi-core support for rendering video with the VSE. |
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===Plugins/addons and scripts=== |
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An add-on by Fabio Russo; it overwrites materials in Blender Internal or Cycles with a [[Industrial plasticine|clay]] material in a chosen diffuse color. Included in Blender version 2.79.<ref>{{cite web|title=Blender 2.79: Add-ons|url=https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.79/Add-ons|date=|publisher=Archive.blender.org|accessdate=2019-06-11}}</ref> |
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Blender supports [[Python (programming language)|Python]] scripting for the creation of custom tools, prototyping, importing/exporting from other formats, and task automation. This allows for integration with several external render engines through plugins/addons. Blender itself can also be compiled & imported as a python library for further automation and development. |
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=== |
===File format=== |
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Blender features an internal file system that can pack multiple scenes into a single ".blend" file. |
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A real-time renderer removed in 2019 with the release of 2.8. |
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* Most of Blender's ".blend" files are forward, backward, and cross-platform compatible with other versions of Blender, with the following exceptions: |
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== Development == |
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** Loading animations stored in post-2.5 files in Blender pre-2.5. This is due to the reworked animation subsystem introduced in Blender 2.5 being inherently incompatible with older versions. |
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[[File:Stucco-blendergame.jpg|250px|thumb|Game engine [[GLSL]] materials]] |
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** Loading meshes stored in post 2.63. This is due to the introduction of BMesh, a more versatile mesh format. |
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** Blender 2.8 ".blend" files are no longer fully backward compatible, causing errors when opened in previous versions. |
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** Many 3.x ".blend" files are not completely backwards-compatible as well, and may cause errors with previous versions. |
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* All scenes, objects, [[materials system|materials]], textures, sounds, images, and post-production effects for an entire animation can be packaged and stored in a single ".blend" file. Data loaded from external sources, such as images and sounds, can also be stored externally and referenced through either an absolute or relative file path. Likewise, ".blend" files themselves can also be used as libraries of Blender assets. |
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* Interface configurations are retained in ".blend" files. |
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A wide variety of import/export scripts that extend Blender capabilities (accessing the object data via an internal [[Application programming interface|API]]) make it possible to interoperate with other 3D tools. |
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Blender organizes data as various kinds of "data blocks" (akin to [[glTF]]), such as Objects, Meshes, Lamps, Scenes, Materials, Images, and so on. An object in Blender consists of multiple data blocks – for example, what the user would describe as a polygon mesh consists of at least an Object and a Mesh data block, and usually also a Material and many more, linked together. This allows various data blocks to refer to each other. There may be, for example, multiple Objects that refer to the same Mesh, and making subsequent editing of the shared mesh results in shape changes in all Objects using this Mesh. Objects, meshes, materials, textures, etc. can also be linked to other .blend files, which is what allows the use of .blend files as reusable resource libraries. |
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====Import and export==== |
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The software supports a variety of 3D file formats for import and export, among them [[Alembic (computer graphics)|Alembic]], [[Autodesk 3ds Max|3D Studio]] (3DS), [[FBX]], [[AutoCAD DXF|DXF]], [[Scalable Vector Graphics|SVG]], [[STL (file format)|STL]] (for 3D printing), UDIM, [[Universal Scene Description|USD]], [[VRML]], [[WebM]], [[X3D]] and [[Wavefront .obj file|OBJ]].<ref>{{Cite web|url=https://docs.blender.org/manual/en/dev/files/import_export.html|title=Importing & Exporting Files — Blender Manual|website=docs.blender.org}}</ref> |
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===Deprecated features=== |
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====Blender Game Engine==== |
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The Blender Game Engine was a built-in real-time graphics and logic engine with features such as [[collision detection]], a dynamics engine, and programmable logic. It also allowed the creation of stand-alone, real-time applications ranging from architectural visualization to video games. In April 2018, the engine was removed from the upcoming Blender 2.8 release series, due to updates and revisions to the engine lagging behind other game engines such as [[Unity (game engine)|Unity]] and the open-source Godot.<ref name="bge-removed" /> In the 2.8 announcements, the Blender team specifically mentioned the Godot engine as a suitable replacement for migrating Blender Game Engine users.<ref name="OSgodotRec" /> |
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====Blender Internal==== |
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Blender Internal, a biased [[Rendering (computer graphics)#Scanline rendering and rasterization|rasterization]] engine and [[Scanline rendering|scanline renderer]] used in previous versions of Blender, was also removed for the 2.80 release in favor of the new "EEVEE" renderer, a realtime [[Physically based rendering|physically based renderer]].<ref name="bi-removed">{{cite web|title=Blender Internal renderer removed from 2.8|url=https://www.blendernation.com/2018/04/19/blender-internal-renderer-removed-from-2-8/|date=April 19, 2018|website=BlenderNation}}</ref> |
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==User interface== |
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[[File:Blender Version 2.570.jpg|300px|thumb|Blender's user interface underwent a significant update with Blender 2.57, and again with the release of Blender 2.80.]] |
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===Commands=== |
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Most of the commands are accessible via [[Keyboard shortcut|hotkeys]]. There are also comprehensive graphical menus. Numeric buttons can be "dragged" to change their value directly without the need to aim at a particular widget, as well as being set using the keyboard. Both sliders and number buttons can be constrained to various step sizes with modifiers like the {{mono|Ctrl}} and {{mono|Shift}} keys. [[Python (programming language)|Python]] expressions can also be typed directly into number entry fields, allowing mathematical expressions to specify values. |
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===Modes=== |
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Blender includes many modes for interacting with objects, the two primary ones being ''Object Mode'' and ''Edit Mode'', which are toggled with the {{mono|Tab}} key. Object mode is used to manipulate individual objects as a unit, while Edit mode is used to manipulate the actual object data. For example, an Object Mode can be used to move, scale, and rotate entire [[polygon mesh]]es, and Edit Mode can be used to manipulate the individual vertices of a single mesh. There are also several other modes, such as Vertex Paint, Weight Paint, and Sculpt Mode. |
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===Workspaces=== |
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The Blender GUI builds its tiled windowing system on top of one or multiple windows provided by the underlying platform. One platform window (often sized to fill the screen) is divided into sections and subsections that can be of any type of Blender's views or window types. The user can define multiple layouts of such Blender windows, called screens, and switch quickly between them by selecting from a menu or with keyboard shortcuts. Each window type's own GUI elements can be controlled with the same tools that manipulate the 3D view. For example, one can zoom in and out of GUI-buttons using similar controls, one zooms in and out in the 3D viewport. The GUI viewport and screen layout are fully user-customizable. It is possible to set up the interface for specific tasks such as video editing or UV mapping or texturing by hiding features not used for the task. |
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==Development== |
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[[File:Stucco-blendergame.jpg|250px|thumb|Game engine [[GLSL]] materials]] |
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Since the opening of the source code, Blender has experienced significant [[Code refactoring|refactoring]] of the initial codebase and major additions to its feature set. |
Since the opening of the source code, Blender has experienced significant [[Code refactoring|refactoring]] of the initial codebase and major additions to its feature set. |
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Improvements include an animation system refresh;<ref>{{cite web|url=https://archive.blender.org/wiki/index.php/Dev:2.4/Source/Animation/AnimationUpdate|title=Blender Animation system refresh project|publisher=blender.org| |
Improvements include an animation system refresh;<ref>{{cite web|url=https://archive.blender.org/wiki/index.php/Dev:2.4/Source/Animation/AnimationUpdate|title=Blender Animation system refresh project|publisher=blender.org|access-date=2019-01-14}}</ref> a stack-based modifier system;<ref>{{cite web|url=https://archive.blender.org/wiki/index.php/Dev:Source/Modifiers|title=Modifiers|publisher=blender.org|access-date=2019-01-14}}</ref> an updated particle system<ref>{{cite web|url=https://www.blender.org/development/release-logs/blender-240/new-particle-options-and-guides/|title=New Particle options and Guides|publisher=Blender.org|access-date=2012-07-06}}</ref> (which can also be used to simulate hair and fur); fluid dynamics; soft-body dynamics; GLSL shaders support<ref>{{cite web|url=https://www.blender.org/development/release-logs/blender-241/glsl-pixel-and-vertex-shaders/|title=GLSL Pixel and Vertex shaders|publisher=Blender.org|access-date=2012-07-06}}</ref> in the game engine; advanced UV unwrapping;<ref>{{cite web|url=https://www.blender.org/development/release-logs/blender-241/subsurf-uv-mapping/|title=Subsurf UV Mapping|publisher=Blender.org|access-date=2012-07-06}}</ref> a fully recoded render pipeline, allowing separate render passes and "render to texture"; node-based material editing and compositing; and projection painting.<ref>{{cite web|url=https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.49/Projection_Paint|title=Dev:Ref/Release Notes/2.49/Projection Paint – BlenderWiki|publisher=blender.org|date=June 3, 2009|access-date=2019-01-14}}</ref> |
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Part of these developments |
Part of these developments was fostered by [[Google]]'s [[Google Summer of Code|Summer of Code]] program, in which the Blender Foundation has participated since 2005. |
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Historically, Blender has used [[Phabricator]] to manage its development but due to the announcement in 2021 that Phabricator would be discontinued,<ref>{{Cite web|title=✩ Phacility is Winding Down Operations|url=https://admin.phacility.com/phame/post/view/11/phacility_is_winding_down_operations/|access-date=2022-08-09|website=admin.phacility.com}}</ref> the Blender Institute began work on migrating to another software in early 2022.<ref>{{Citation|title=GitLab? Gitea? Call for participation on the future of Blender's development platform| date=16 March 2022 |url=https://www.youtube.com/watch?v=L5EyDQkqMUw|language=en|access-date=2022-08-09}}</ref> After extensive debate on what software it should choose<ref>{{Cite web|date=2022-03-16|title=Developer.blender.org - Call for comments and participation|url=https://devtalk.blender.org/t/developer-blender-org-call-for-comments-and-participation/23451|access-date=2022-08-09|website=Blender Developer Talk|language=en}}</ref> it was finally decided to migrate to [[Gitea]].<ref>{{Cite web|last=Marijnissen|first=Arnd|date=2022-06-27|title=[Bf-committers] Gitea as choice for Phabricator migration. Reasons and timeline|url=https://lists.blender.org/pipermail/bf-committers/2022-June/051378.html|access-date=2022-08-09}}</ref> The migration from Phabricator to Gitea is currently a work in progress.<ref>{{Cite web|last=Foundation|first=Blender|title=Gitea Diaries: Part 1|url=https://code.blender.org/2022/07/gitea-diaries-part-1/|access-date=2022-08-09|website=Blender Developers Blog|language=en}}</ref> |
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===Blender 2.8=== |
===Blender 2.8=== |
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Official planning for the next major revision of Blender after the 2.7 series began in the latter half of 2015, with potential targets including a more configurable UI (dubbed "Blender 101"), support for [[ |
Official planning for the next major revision of Blender after the 2.7 series began in the latter half of 2015, with potential targets including a more configurable UI (dubbed "Blender 101"), support for [[physically based rendering]] (PBR) (dubbed EEVEE for "Extra Easy Virtual Environment Engine") to bring improved realtime 3D graphics to the viewport, allowing the use of C++11 and C99 in the codebase, moving to a newer version of [[OpenGL]] and dropping support for versions before 3.2, and a possible overhaul of the particle and constraint systems.<ref>{{cite web|url=https://code.blender.org/2015/07/blender-2-8-the-workflow-release/|title=Blender 2.8 – the Workflow release|publisher=code.blender.org|date=June 20, 2015|access-date=September 9, 2017}}</ref><ref>{{cite web|url=https://code.blender.org/2015/11/the-2-8-project-for-developers/|title=2.8 project developer kickoff meeting notes|publisher=code.blender.org|date=November 1, 2015|access-date=September 9, 2017}}</ref> Blender Internal renderer has been removed from 2.8.<ref name="bi-removed" /> ''Code Quest'' was a project started in April 2018 set in Amsterdam, at the Blender Institute.<ref name=":0">{{cite web|url=https://www.blender.org/press/announcing-blender-2-8-code-quest/|title=Announcing Blender 2.8 Code Quest — blender.org|last=Foundation|first=Blender|website=blender.org|language=en|access-date=2018-07-07}}</ref> The goal of the project was to get a large development team working in one place, in order to speed up the development of Blender 2.8.<ref name=":0" /> By June 29, 2018, the Code Quest project ended, and on July 2, the alpha version was completed.<ref>{{cite web|url=https://code.blender.org/2018/06/beyond-the-code-quest/|title=Beyond the Code Quest — Blender Developers Blog|last=Foundation|first=Blender|website=Blender Developers Blog|language=en|access-date=2018-07-07}}</ref> Beta testing commenced on November 29, 2018, and was anticipated to take until July 2019.<ref name="release-2.8">{{cite web|url=https://code.blender.org/2019/04/2-80-release-plan/|title=2.80 Release Plan --- Blender Developers Blog|date=April 12, 2019|website=blender.org|access-date=April 18, 2019}}</ref> Blender 2.80 was released on July 30, 2019.<ref>{{cite web|url=https://www.blender.org/download/releases/|title=Release Notes|last=Foundation|first=Blender|website=blender.org|language=en|access-date=2019-08-14}}</ref> |
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===Cycles X=== |
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On April 23, 2021, the Blender Foundation announced the Cycles X project, where they improved the Cycles architecture for future development. Key changes included a new kernel, removal of default [[tiled rendering]] (replaced by progressive refine), removal of branched path tracing, and the removal of [[OpenCL]] support. Volumetric rendering was also replaced with better algorithms.<ref name=":2">{{cite web |last=Foundation |first=Blender |title=Cycles X |url=https://code.blender.org/2021/04/cycles-x/ |access-date=2021-05-01 |website=Blender Developers Blog |language=en}}</ref><ref>Archived at [https://ghostarchive.org/varchive/youtube/20211211/awMjwhJVRMw Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20210423165250/https://www.youtube.com/watch?v=awMjwhJVRMw&gl=US&hl=en Wayback Machine]{{cbignore}}: {{Citation|title=Cycles X| date=23 April 2021 |url=https://www.youtube.com/watch?v=awMjwhJVRMw|language=en|access-date=2021-05-01}}{{cbignore}}</ref><ref name=":4">{{cite web |date=2021-04-23 |title=Blender Announces Cycles X: The Blazingly Fast Future of Cycles |url=https://www.blendernation.com/2021/04/23/blender-announces-cycles-x-the-blazingly-fast-future-of-cycles/ |access-date=2021-05-01 |website=BlenderNation |language=en-US}}</ref> Cycles X had only been accessible in an experimental branch<ref>{{cite web|last=Foundation|first=Blender|title=Blender Experimental Builds - blender.org|url=https://builder.blender.org/|access-date=2021-05-01|website=Blender Experimental Builds - blender.org|language=en}}</ref> until September 21, 2021, when it was merged into the Blender 3.0 alpha.<ref name=":3">{{Cite news |date=2021-09-21 |title=Cycles X now in Blender 3.0 alpha! |url=https://www.blendernation.com/2021/09/21/cycles-x-now-in-blender-3-0-alpha/ |access-date=2021-09-23 |website=BlenderNation |language=en-US}}</ref> |
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==Support== |
==Support== |
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Blender is extensively documented on its website |
Blender is extensively documented on its website.<ref>{{cite web|url=https://wiki.blender.org|title=Main Page - BlenderWiki|website=Wiki.blender.org|date=2016-11-03|access-date=2017-01-22}}</ref> There are also a number of online communities dedicated to support, such as the Blender [[Stack Exchange]].<ref>{{cite web|title=Blender Stack Exchange|url=https://blender.stackexchange.com/|access-date=2022-02-09|website=Blender Stack Exchange}}</ref> |
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==Modified versions== |
==Modified versions== |
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Due to Blender's open-source nature, other programs have tried to take advantage of its success by repackaging and selling cosmetically |
Due to Blender's open-source nature, other programs have tried to take advantage of its success by repackaging and selling cosmetically modified versions of it. Examples include IllusionMage, 3DMofun, 3DMagix, and Fluid Designer,<ref>{{cite web|url=https://www.blender.org/press/re-branding-blender/|title=Re-branding Blender|website=Blender.org|access-date=March 11, 2014}}</ref> the latter being recognized as Blender-based. |
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==Use in |
==Use in industry== |
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[[File:Experience curiosity1.png|thumb|[[Experience Curiosity]] was a NASA web app that allowed for operation of the Mars rover.]] |
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Blender started as an in-house tool for NeoGeo, a Dutch commercial animation company.<ref>{{cite web|url=https://www.blender.org/blenderorg/blender-foundation/history/|title=History|publisher=blender.org|date=2002-10-13|access-date=2012-07-06}}</ref> The first large professional project that used Blender was ''[[Spider-Man 2]]'', where it was primarily used to create animatics and pre-visualizations for the storyboard department.<ref>{{cite web|title=Testimonials|url=https://www.blender.org/features-gallery/testimonials/|archive-url=https://web.archive.org/web/20070221025521/https://www.blender.org/features-gallery/testimonials/|archive-date=February 21, 2007<!--bot=H3llBot-->|type=[[Wayback Machine]]}}</ref> |
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* Blender started out as an in-house tool for NeoGeo, a Dutch commercial animation company.<ref>{{cite web|url=https://www.blender.org/blenderorg/blender-foundation/history/|title=History|publisher=blender.org|date=2002-10-13|accessdate=2012-07-06}}</ref> Blender has been used for television commercials in several parts of the world including [[Australia]],<ref>{{cite web|url=http://www.studiorola.com/news/blender-in-tv-commercials/|title=Blender in TV Commercials|publisher=Studiorola.com|date=2009-09-26|accessdate=2012-07-06}}</ref> [[Iceland]],<ref>{{Cite AV media|url=https://www.youtube.com/watch?v=TWSAdAO6ynU|title=Midstraeti - Blender showreel 2010|author=Miðstræti|publisher=Blender|via=YouTube|date=2010-11-02|accessdate=2012-07-06}}</ref> [[Brazil]],<ref>{{cite web|url=http://www.blendernation.com/new-fiat-campaign-in-brazil-using-blender-3d/ |title=New Fiat campaign in Brazil using Blender 3D |publisher=BlenderNation |date= |accessdate=July 25, 2010}}</ref><ref>{{cite web|url=http://www.blendernation.com/brasilian-tv-commercial-made-with-blender/ |title=Brasilian TV Commercial made with Blender |publisher=BlenderNation |date= |accessdate=July 25, 2010}}</ref> [[Russia]]<ref>{{cite web|url=http://www.blendernation.com/2010/08/25/russian-soda-commercial-by-art-dds/|title=Russian Soda Commercial by ARt DDs |publisher=Blendernation.com |date=2010-08-25|accessdate=2012-07-06}}</ref> and [[Sweden]].<ref>{{cite web|url=http://vimeo.com/21344454|title=Apoteksgruppen – ELW TV Commercial made with Blender |publisher=Vimeo.com |date=2011-03-22|accessdate=2012-07-06}}</ref> |
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* Blender is used by [[NASA]] for many publicly available 3D models. Many 3D models on NASA's 3D resources page are in a native .blend format.<ref>{{Cite web|url=https://nasa3d.arc.nasa.gov/detail/jpl-vtad-cassini|title=Cassini|first=BSG Web|last=Group|website=nasa3d.arc.nasa.gov}}</ref> |
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* NASA also used Blender to develop an interactive web application [[Experience Curiosity]] to celebrate the 3rd anniversary of the [[Curiosity (rover)|''Curiosity'' rover]] landing on [[Mars]].<ref name="nasa-press-release">{{cite web|url=http://www.nasa.gov/press-release/new-online-exploring-tools-bring-nasas-journey-to-mars-to-new-generation | title=New Online Exploring Tools Bring NASA's Journey to Mars to New Generation |publisher=NASA |date= |accessdate=2015-08-07}}</ref> This app<ref name="curiosity-app">{{cite web|url=http://eyes.nasa.gov/curiosity/ | title=Experience Curiosity |publisher=NASA's Eyes |date= |accessdate=2015-08-07}}</ref> makes it possible to operate the rover, control its cameras and the [[robotic arm]] and reproduces some of the prominent events of the [[Mars Science Laboratory]] mission.<ref name="technology-org-nasa-webapp">{{cite web|url=http://www.technology.org/2015/08/11/internet-3d-take-the-curiosity-rover-for-a-spin-right-on-the-nasa-website/ | title=Internet 3D: Take the Curiosity Rover for a Spin Right on the NASA Website |publisher=Technology.Org |date= |accessdate=2015-08-12}}</ref> The application was presented at the beginning of the [[WebGL]] section on [[SIGGRAPH]] 2015.<ref name="khronos-events-2015-SIGGRAPH">{{cite web|url=https://www.khronos.org/news/events/2015-siggraph |title=Khronos Events – 2015 SIGGRAPH |publisher=Khronos |date= |accessdate=2015-08-13}}</ref> |
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* The first large professional project that used Blender was ''[[Spider-Man 2]]'', where it was primarily used to create [[animatic]]s and pre-visualizations for the [[storyboard]] department.<ref>{{cite web|title=Testimonials|url=https://www.blender.org/features-gallery/testimonials/|archiveurl=https://web.archive.org/web/20070221025521/https://www.blender.org/features-gallery/testimonials/|archivedate=February 21, 2007<!--bot=H3llBot-->|type=[[Wayback Machine]]}}</ref> |
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* The French-language film ''[[Friday or Another Day]]'' (''{{ill|Vendredi ou un autre jour|fr|vertical-align=sup}}'') was the first 35 mm feature film to use Blender for all the special effects, made on Linux workstations.<ref>{{cite web|url=http://users.skynet.be/mume//vendredi/blender.html |title=blender |publisher=Users.skynet.be |date= |accessdate=October 22, 2009}}</ref> It won a prize at the [[Locarno International Film Festival]]. The special effects were by Digital Graphics of Belgium.<ref>{{cite web|url=http://www.digitalgraphics.be/?page_id=8&idfiche=vendredi&lang=en|title=Digital Graphics - Friday or Another Day|work=Digitalgraphics.be|accessdate=2018-11-08}}</ref> |
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* Blender has also been used for shows on the [[History (U.S. TV channel)|History Channel]], alongside many other professional 3D graphics programs.<ref>{{cite web|url=http://www.blendernation.com/2006/09/27/blender-on-the-history-channel/ |title=Blender on the History Channel at BlenderNation |publisher=Blendernation.com |date= |accessdate=October 22, 2009}}</ref> |
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* [[Tomm Moore]]'s ''[[The Secret of Kells]]'', which was partly produced in Blender by the Belgian studio Digital Graphics, has been nominated for an [[Academy Awards|Oscar]] in the category "[[Academy Award for Best Animated Feature|Best Animated Feature Film]]".<ref>{{cite web|url=http://www.blendernation.com/%E2%80%98the-secret-of-kells%E2%80%99-nominated-for-an-oscar/|archiveurl=https://web.archive.org/web/20100205080531/http://www.blendernation.com/%E2%80%98the-secret-of-kells%E2%80%99-nominated-for-an-oscar/|archivedate=2010-02-05|title=The Secret of Kells' nominated for an Oscar!|publisher=blendernation.com|date=2010-02-04}}</ref> |
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* ''[[Plumíferos]]'', a commercial animated feature film created entirely in Blender,<ref>{{cite web |url=http://www.blendernation.com/2006/03/08/blender-movie-project-plumi%cc%81feros/ |title=Blender Movie Project: Plumíferos |accessdate=February 4, 2007|date=March 8, 2006}}</ref> had premiered in February 2010 in Argentina. Its main characters are [[anthropomorphic]] [[talking animal]]s. |
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* Special effects for [[The Beginning (Red Dwarf)|episode 6]] of ''[[Red Dwarf]]'' season X, screened in 2012, were created using Blender as confirmed by Ben Simonds of Gecko Animation.<ref>{{cite web |url=http://www.geckoanimation.com/2012/10/04/smegging-spaceships/ |title=Gecko Animation: Smegging Spaceshipes |publisher=Gecko Animation |access-date=2013-08-05 |archive-url=https://web.archive.org/web/20131224111054/http://www.geckoanimation.com/2012/10/04/smegging-spaceships/ |archive-date=2013-12-24 |url-status=dead }}</ref><ref>{{cite web|url=https://bensimonds.com/2012/10/04/red-dwarf-x/ |title=Ben Simonds Portfolio - RED DWARF X |publisher=Ben Simonds }}</ref><ref>{{cite web|url=http://www.blendernation.com/2012/10/11/blender-used-for-red-dwarf/|title=Blender used for Red Dwarf|date=October 11, 2012|website=BlenderNation|url-status=live|access-date=October 7, 2019}}</ref> |
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* Blender was used for both CGI and compositing for the movie ''[[Hardcore Henry]]''.<ref>{{cite web|url=https://www.blender.org/news/hardcore-henry-using-blender-for-vfx/ |title=Hardcore Henry – using Blender for VFX |publisher=Blender News }}</ref> |
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* The special effects for the TV series ''[[The Man in the High Castle (TV series)|The Man in the High Castle]]'' were done in Blender, with some of the particle simulations relegated to [[Houdini (software)|Houdini]].<ref>{{cite web|url=https://barnstormvfx.wistia.com/medias/u6ncrwhp6s |title=The Man in the High Castle, Season 2 VFX |publisher=Barnstorm VFX }}</ref><ref>{{cite web|url=https://www.reddit.com/r/IAmA/comments/5rvwo2/we_produced_the_visual_effects_for_man_in_the/ |title=We produced the Visual Effects for Man in the High Castle Season 2.|publisher=[[Reddit]] }}</ref> |
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* Blender was used for [[previsualization]] in ''[[Captain America: The Winter Soldier]]''<ref>{{cite web|url=https://www.fxguide.com/featured/captain-america-the-winter-soldier-reaching-new-heights/|title=Captain America: The Winter Soldier – reaching new heights|last=Failes|first=Ian|date=May 1, 2014|website=fxguide.com|url-status=live|accessdate=October 7, 2019}}</ref> and many of the visual effects in the feature film ''Sabogal'' were done in Blender.<ref>{{cite web|url=https://www.blendernation.com/2015/05/01/feature-length-film-sabogal/|title=Feature length film: Sabogal|date=May 1, 2015|website=BlenderNation|url-status=live|accessdate=October 7, 2019}}</ref> Director [[David F. Sandberg]] used Blender for multiple shots in ''[[Lights Out (2016 film)|Lights Out]]'',<ref>{{cite web|url=https://www.youtube.com/watch?v=ZhJf6Rqffok|title=The Homemade VFX in Lights Out|last=Sandberg|first=David F.|authorlink=David F. Sandberg|date=November 20, 2016|website=[[YouTube]]|url-status=live|accessdate=October 7, 2019}}</ref> and ''[[Annabelle: Creation]]''.<ref>{{cite web|url=https://www.youtube.com/watch?v=j-k3-8_rKow|title=Annabelle Creation Trailer - Behind The Scenes|last=Sandberg|first=David F.|authorlink=David F. Sandberg|date=April 4, 2017|website=[[YouTube]]|url-status=live|accessdate=October 7, 2019}}</ref><ref>{{cite web|url=https://openvisualfx.com/2017/06/16/interview-with-david-f-sandberg/|title=Interview With David F. Sandberg|date=June 6, 2017|website=openvisualfx.com|url-status=live|accessdate=October 7, 2019}}</ref> Blender was used for parts of the credit sequences in ''[[Wonder Woman (2017 film)|Wonder Woman]]''<ref>{{cite web|url=http://www.artofthetitle.com/title/wonder-woman/|title=Wonder Woman (2017)|publisher=artofthetitle.com|date=2017-06-21|accessdate=2017-09-11}}</ref> and for doing the animation in the film ''[[Cinderella the Cat]]''.<ref>{{cite web|url=http://www.cineuropa.org/ff.aspx?t=ffocusinterview&l=en&tid=3190&did=332380|title=Cinderella the Cat, Interview: Alessandro Rak - Director|publisher=cineuropa.org|date=2017-07-09|accessdate=2017-09-11}}</ref> |
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* Some promotional artwork for ''[[Super Smash Bros. for Nintendo 3DS and Wii U]]'' was partially created using Blender.<ref>{{cite web|last=Karon |first=Pavla |url=https://cgcookie.com/articles/max-puliero |title=Max Puliero: "I Use Blender Because It's Powerful, Not Because It's Free" |publisher=CG Cookie |date= |accessdate=2019-06-11}}</ref> |
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* The [[experimental hip-hop]] group [[Death Grips]] has used Blender to produce music videos. A screenshot from the program is briefly visible in the music video for ''Inanimate Sensation''.<ref>{{Cite web|title=Death Grips - Inanimate Sensation - YouTube|url=https://www.youtube.com/watch?v=r5GCn1BKkxg&feature=youtu.be&t=262|access-date=2020-07-17|website=www.youtube.com}}</ref> |
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* The 2018 film ''[[Next Gen (film)|Next Gen]]'' was fully created in Blender by Tangent Animation. A team of developers worked on improving Blender for internal use, but it is planned to eventually add those improvements to the official Blender build.<ref>{{Cite news|url=https://www.blendernation.com/2018/08/20/next-gen-blender-production-by-tangent-animation-soon-on-netflix/|title="Next Gen" - Blender Production by Tangent Animation soon on Netflix! - BlenderNation|date=2018-08-20|work=BlenderNation|access-date=2018-09-12|language=en-US}}</ref><ref>{{Cite news|url=https://www.youtube.com/watch?v=iZn3kCsw5D8|title=Blender and Next Gen: a Netflix Original - Jeff Bell - Blender Conference 2018|date=2018-11-04|access-date=2018-11-08|language=en}}</ref> |
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* Blender was used to create the character "Murloc" in the 2016 film [[Warcraft (film)|''Warcraft'']].<ref>{{cite web|url=https://www.blendernation.com/2016/07/07/blender-used-warcraft-2016-feature-film/|title=Blender Used In Warcraft (2016) Feature Film|last=Richard|first=Kennedy|date=July 7, 2016|website=BlenderNation|language=en-US|url-status=live|access-date=October 7, 2019}}</ref> |
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* [[Ubisoft|Ubisoft Animation Studio]] will use Blender to replace its internal content creation software starting in 2020.<ref>{{Cite web|url=https://news.ubisoft.com/en-us/article/353364/Ubisoft-Joins-Blender-Development-Fund-to-Support-Open-Source-Animation|title=Ubisoft Joins Blender Development Fund to Support Open Source Animation|date=2019-07-22|publisher=[[Ubisoft]]|archive-url=https://archive.today/20190723162258/https://news.ubisoft.com/en-us/article/353364/Ubisoft-Joins-Blender-Development-Fund-to-Support-Open-Source-Animation|archive-date=2019-07-23|url-status=live|access-date=2019-07-29}}</ref> |
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* [[Khara (studio)|Khara]] and its child company Project Studio Q are trying to replace their main tool, 3ds Max, with Blender. They started "field verification" of Blender during their ongoing production of ''[[Evangelion: 3.0+1.0]]''.<ref>{{Cite web|url=https://japanese.engadget.com/2019/08/14/blender-khara/|title=「やっと3Dツールが紙とペンのような存在になる」エヴァ制作のカラーがBlenderへの移行を進める理由とは?(西田宗千佳)|date=2019-08-14|access-date=2019-08-15|website=[[Engadget|Engadget 日本版]]|last=Nishida|first=Munechika|language=ja|trans-title="Finally, 3D tools become something like paper and pen" Why Khara, produced Eva, is moving to Blender? (Nishida Munechika)}}</ref> They also signed up as Corporate Silver and Bronze members of Development Fund.<ref>{{Cite web|url=https://www.khara.co.jp/2019/07/30/blender/|title=Blender開発基金への賛同について|date=2019-07-30|access-date=2019-08-15|website=[[Khara (studio)|Khara, Inc.]]|language=ja|trans-title=About supporting Blender Development Fund}}</ref><ref>{{Cite tweet|number=1154003846718468098|user=blender_org|title=The Japanese Anime studios Khara and its child company Project Studio Q sign up as Corporate Silver and Bronze members of Development Fund. They're working on the Evangelion feature animation movie. https://www.khara.co.jp https://studio-q.co.jp #b3d|date=2019-07-24|author=Blender|access-date=2019-08-15}}</ref><ref>{{Cite web|url=https://www.blender.org/user-stories/japanese-anime-studio-khara-moving-to-blender/|title=Japanese anime studio Khara moving to Blender|first=Blender|last=Foundation}}</ref> |
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The French-language film ''[[Friday or Another Day]]'' (''{{ill|Vendredi ou un autre jour|fr|vertical-align=sup}}'') was the first 35 mm feature film to use Blender for all the special effects, made on Linux workstations.<ref>{{cite web|url=http://users.skynet.be/mume//vendredi/blender.html|title=blender|publisher=Users.skynet.be|access-date=October 22, 2009|archive-date=November 27, 2011|archive-url=https://web.archive.org/web/20111127112113/http://users.skynet.be/mume//vendredi/blender.html|url-status=dead}}</ref> It won a prize at the [[Locarno International Film Festival]]. The special effects were by Digital Graphics of Belgium.<ref>{{cite web|url=http://www.digitalgraphics.be/?page_id=8&idfiche=vendredi&lang=en|title=Digital Graphics - Friday or Another Day|work=Digitalgraphics.be|access-date=2018-11-08|archive-date=2018-11-08|archive-url=https://web.archive.org/web/20181108144456/http://www.digitalgraphics.be/?page_id=8&idfiche=vendredi&lang=en|url-status=dead}}</ref> |
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==Open projects== |
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[[Tomm Moore]]'s ''[[The Secret of Kells]]'', which was partly produced in Blender by the Belgian studio Digital Graphics, has been nominated for an [[Academy Awards|Oscar]] in the category "[[Academy Award for Best Animated Feature|Best Animated Feature Film]]".<ref>{{cite web|url=http://www.blendernation.com/%E2%80%98the-secret-of-kells%E2%80%99-nominated-for-an-oscar/|archive-url=https://web.archive.org/web/20100205080531/http://www.blendernation.com/%E2%80%98the-secret-of-kells%E2%80%99-nominated-for-an-oscar/|archive-date=2010-02-05|title=The Secret of Kells' nominated for an Oscar!|publisher=blendernation.com|date=2010-02-04}}</ref> Blender has also been used for shows on the [[History (U.S. TV channel)|History Channel]], alongside many other professional 3D graphics programs.<ref>{{cite web|url=http://www.blendernation.com/2006/09/27/blender-on-the-history-channel/|title=Blender on the History Channel at BlenderNation|date=27 September 2006|publisher=Blendernation.com|access-date=October 22, 2009}}</ref> |
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Since 2005, every 1–2 years the Blender Foundation has announced a new creative project to help drive innovation in Blender.<ref>{{cite web|url=https://www.blender.org/about/projects/ |title=Blender — Open Projects |publisher=Blender.org |date= |accessdate=2019-06-11}}</ref><ref>{{cite web|url=https://cloud.blender.org/open-projects |title=Blender Cloud — Open Projects |publisher=Cloud.blender.org |date= |accessdate=2019-06-11}}</ref> In response to the success of the first project, ''[[Elephants Dream]]'', the [[Blender Foundation]] founded the [[Blender Institute]] to do additional projects, with two projects announced at first: ''[[Big Buck Bunny]]'', also known as Project Peach (a "furry and funny" short open animated film project), and ''[[Yo Frankie!]]'', or Project Apricot (an open game in collaboration with the [[CrystalSpace]] [[game engine]] that reused some of the assets created for Peach). |
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''[[Plumíferos]]'', a commercial animated feature film created entirely in Blender,<ref>{{cite web|url=http://www.blendernation.com/2006/03/08/blender-movie-project-plumi%cc%81feros/|title=Blender Movie Project: Plumíferos|access-date=February 4, 2007|date=March 8, 2006}}</ref> had premiered in February 2010 in Argentina. Its main characters are [[anthropomorphic]] [[talking animal]]s. |
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===''Elephants Dream'' (Open Movie Project: Orange)=== |
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{{Main|Elephants Dream}} |
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Special effects for [[The Beginning (Red Dwarf)|episode 6]] of ''[[Red Dwarf]]'' season X, screened in 2012, were created using Blender as confirmed by Ben Simonds of Gecko Animation.<ref>{{cite web|url=http://www.geckoanimation.com/2012/10/04/smegging-spaceships/|title=Gecko Animation: Smegging Spaceshipes|publisher=Gecko Animation|access-date=2013-08-05|archive-url=https://web.archive.org/web/20131224111054/http://www.geckoanimation.com/2012/10/04/smegging-spaceships/|archive-date=2013-12-24|url-status=dead}}</ref><ref>{{cite web|url=https://bensimonds.com/2012/10/04/red-dwarf-x/|title=Ben Simonds Portfolio - RED DWARF X|date=4 October 2012|publisher=Ben Simonds}}</ref><ref>{{cite web|url=http://www.blendernation.com/2012/10/11/blender-used-for-red-dwarf/|title=Blender used for Red Dwarf|date=October 11, 2012|website=BlenderNation|access-date=October 7, 2019}}</ref> |
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In September 2005, some of the most notable Blender artists and developers began working on a short film using primarily [[free software]], in an initiative known as the Orange Movie Project hosted by the [[Netherlands Media Art Institute (NIMk)]]. The codename, "[[Orange (fruit)|Orange]]", in reference to the fruit, started the trend of giving each project a different fruity name. The resulting film, ''Elephants Dream'', premiered on March 24, 2006. |
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Blender was used for [[previsualization]] in ''[[Captain America: The Winter Soldier]].''<ref> |
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===''Big Buck Bunny'' (Open Movie Project: Peach)=== |
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{{cite web|url=https://www.fxguide.com/featured/captain-america-the-winter-soldier-reaching-new-heights/|title=Captain America: The Winter Soldier – reaching new heights|last=Failes|first=Ian|date=May 1, 2014|website=fxguide.com|access-date=October 7, 2019}}</ref> |
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{{Main|Big Buck Bunny}} |
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Some promotional artwork for ''[[Super Smash Bros. for Nintendo 3DS and Wii U]]'' was partially created using Blender.<ref>{{cite web|last=Karon|first=Pavla|url=https://cgcookie.com/articles/max-puliero|title=Max Puliero: "I Use Blender Because It's Powerful, Not Because It's Free"|date=7 December 2017|publisher=CG Cookie|access-date=2019-06-11}}</ref> |
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On October 1, 2007, a new team started working on a second open project, "Peach", for the production of the short movie ''Big Buck Bunny''. This time, however, the creative concept was totally different. Instead of the deep and mystical style of ''Elephants Dream'', things are more "funny and furry" according to the official site.<ref>{{cite web|url=http://peach.blender.org/|title=Peach.blender.org|date=2008-10-03|accessdate=2012-07-06}}</ref> The movie had its premiere on April 10, 2008. This later made its way to [[Nintendo 3DS]]'s [[Nintendo Video]] between 2012 and 2013.{{Citation needed|date=November 2019}} |
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The [[alternative hip-hop]] group [[Death Grips]] has used Blender to produce music videos. A screenshot from the program is briefly visible in the music video for ''Inanimate Sensation''.<ref>Archived at [https://ghostarchive.org/varchive/youtube/20211211/r5GCn1BKkxg Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20141210053929/https://www.youtube.com/watch?v=r5GCn1BKkxg&gl=US&hl=en Wayback Machine]{{cbignore}}: {{cite web|title=Death Grips - Inanimate Sensation - YouTube|url=https://www.youtube.com/watch?v=r5GCn1BKkxg&feature=youtu.be&t=262|access-date=2020-07-17|website=www.youtube.com| date=9 December 2014 }}{{cbignore}}</ref> |
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===''Yo Frankie!'' (Open ''Game'' Project: Apricot)=== |
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{{Main|Yo Frankie!}} |
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The visual effects for the TV series ''[[The Man in the High Castle (TV series)|The Man in the High Castle]]'' were done in Blender, with some of the particle simulations relegated to [[Houdini (software)|Houdini]].<ref>Archived at [https://ghostarchive.org/varchive/youtube/20211211/ZpfUJDxEfz4 Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20190606011758/https://www.youtube.com/watch?v=ZpfUJDxEfz4 Wayback Machine]{{cbignore}}: {{Citation|title=Blender used at VFX studio| date=23 December 2018 |url=https://www.youtube.com/watch?v=ZpfUJDxEfz4|language=en|access-date=2021-10-09}}{{cbignore}}</ref><ref>{{cite web|url=https://barnstormvfx.wistia.com/medias/u6ncrwhp6s|title=The Man in the High Castle, Season 2 VFX|publisher=Barnstorm VFX}}</ref><ref>{{cite web|url=https://www.reddit.com/r/IAmA/comments/5rvwo2/we_produced_the_visual_effects_for_man_in_the/|title=We produced the Visual Effects for Man in the High Castle Season 2.|date=3 February 2017|publisher=[[Reddit]]}}</ref> |
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"Apricot" is a project for production of a game based on the universe and characters of the Peach movie (''[[Big Buck Bunny]]'') using [[free software]]. The game is titled ''Yo Frankie!''. The project started on February 1, 2008, and development was completed at the end of July 2008. A finalized product was expected at the end of August; however, the release was delayed. The game was released on December 9, 2008, under either the [[GNU General Public License|GNU GPL]] or [[GNU Lesser General Public License|LGPL]], with all content being licensed under [[Creative Commons]] Attribution 3.0.<ref name="about">{{cite web|url=http://www.yofrankie.org/?page_id=8|title=Yo Frankie! – About|work=Apricot Open Game|publisher=Blender Foundation|accessdate=August 18, 2008}}</ref> |
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NASA used |
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===''Sintel'' (Open Movie Project: Durian)=== |
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Blender to develop an interactive web application [[Experience Curiosity]] to celebrate the 3rd anniversary of the [[Curiosity (rover)|''Curiosity'' rover]] landing on Mars.<ref name="nasa-press-release">{{cite web|url=http://www.nasa.gov/press-release/new-online-exploring-tools-bring-nasas-journey-to-mars-to-new-generation|title=New Online Exploring Tools Bring NASA's Journey to Mars to New Generation|date=5 August 2015|publisher=NASA|access-date=2015-08-07}}</ref> This app<ref name="curiosity-app">{{cite web|url=http://eyes.nasa.gov/curiosity/|title=Experience Curiosity|publisher=NASA's Eyes|access-date=2015-08-07}}</ref> makes it possible to operate the rover, control its cameras and the robotic arm and reproduces some of the prominent events of the [[Mars Science Laboratory]] mission.<ref name="technology-org-nasa-webapp">{{cite web|url=http://www.technology.org/2015/08/11/internet-3d-take-the-curiosity-rover-for-a-spin-right-on-the-nasa-website/|title=Internet 3D: Take the Curiosity Rover for a Spin Right on the NASA Website|date=11 August 2015|publisher=Technology.Org|access-date=2015-08-12}}</ref> The application was presented at the beginning of the [[WebGL]] section on [[SIGGRAPH]] 2015.<ref name="khronos-events-2015-SIGGRAPH">{{cite web|url=https://www.khronos.org/news/events/2015-siggraph|title=Khronos Events – 2015 SIGGRAPH|date=10 August 2015|publisher=Khronos|access-date=2015-08-13}}</ref>{{List entry too long|date=9-2-22}} Blender is also used by [[NASA]] for many publicly available 3D models. Many 3D models on NASA's 3D resources page are in a native .blend format.<ref>{{cite web|url=https://nasa3d.arc.nasa.gov/detail/jpl-vtad-cassini|title=Cassini|author=BSG Web Group|website=nasa3d.arc.nasa.gov}}</ref> |
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{{Main|Sintel}} |
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Blender was used for both CGI and compositing for the movie ''[[Hardcore Henry]]''.<ref>{{cite web|url=https://www.blender.org/news/hardcore-henry-using-blender-for-vfx/|title=Hardcore Henry – using Blender for VFX|publisher=Blender News}}</ref> The visual effects in the feature film ''Sabogal'' were done in Blender.<ref>{{cite web|url=https://www.blendernation.com/2015/05/01/feature-length-film-sabogal/|title=Feature length film: Sabogal|date=May 1, 2015|website=BlenderNation|access-date=October 7, 2019}}</ref> VFX supervisor [[Bill Westenhofer]] used Blender to create the character "[[Murloc]]" in the 2016 film [[Warcraft (film)|''Warcraft'']].<ref>{{cite web|url=https://www.blendernation.com/2016/07/07/blender-used-warcraft-2016-feature-film/|title=Blender Used In Warcraft (2016) Feature Film|last=Richard|first=Kennedy|date=July 7, 2016|website=BlenderNation|language=en-US|access-date=October 7, 2019}}</ref> |
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The Blender Foundation's Project [[Durian]]<ref>{{cite web|url=http://durian.blender.org/|title=Durian.blender.org|accessdate=2012-07-06}}</ref> (in keeping with the tradition of fruits as code names) was this time chosen to make a [[fantasy]] action epic of about twelve minutes in length,<ref>{{cite web|url=http://durian.blender.org/news/how-long-is-the-movie/|title=How long is the movie?|publisher=Durian.blender.org|date=2010-04-15|accessdate=2012-07-06}}</ref> starring a [[Teenager|teenage]] girl and a young [[dragon]] as the main characters. The film premiered online on September 30, 2010.<ref>{{cite web|url=http://durian.blender.org/news/sintel-official-premiere/|title=Sintel Official Premiere|publisher=Durian.blender.org|date=2010-08-16|accessdate=2012-07-06}}</ref> A game based on ''Sintel'' was officially announced on Blenderartists.org on May 12, 2010.<ref>{{cite web|url=http://blenderartists.org/forum/showthread.php?t=186893|title=Sintel The Game announcement|publisher=Blenderartists.org|accessdate=2012-07-06|archive-url=https://web.archive.org/web/20100610214731/http://blenderartists.org/forum/showthread.php?t=186893|archive-date=2010-06-10|url-status=dead}}</ref><ref>{{cite web|url=http://sintelgame.org/|title=Sintel The Game website|publisher=Sintelgame.org|accessdate=2012-07-06}}</ref> |
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Director [[David F. Sandberg]] used Blender for multiple shots in ''[[Lights Out (2016 film)|Lights Out]]'',<ref>Archived at [https://ghostarchive.org/varchive/youtube/20211211/ZhJf6Rqffok Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20190216080631/https://www.youtube.com/watch?v=ZhJf6Rqffok&gl=US&hl=en Wayback Machine]{{cbignore}}: {{cite web|url=https://www.youtube.com/watch?v=ZhJf6Rqffok|title=The Homemade VFX in Lights Out|last=Sandberg|first=David F.|author-link=David F. Sandberg|date=November 20, 2016|website=[[YouTube]]|access-date=October 7, 2019}}{{cbignore}}</ref> and ''[[Annabelle: Creation]]''.<ref>Archived at [https://ghostarchive.org/varchive/youtube/20211211/j-k3-8_rKow Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20170528215543/https://www.youtube.com/watch?v=j-k3-8_rKow&gl=US&hl=en Wayback Machine]{{cbignore}}: {{cite web|url=https://www.youtube.com/watch?v=j-k3-8_rKow|title=Annabelle Creation Trailer - Behind The Scenes|last=Sandberg|first=David F.|author-link=David F. Sandberg|date=April 4, 2017|website=[[YouTube]]|access-date=October 7, 2019}}{{cbignore}}</ref><ref>{{cite web|url=https://openvisualfx.com/2017/06/16/interview-with-david-f-sandberg/|title=Interview With David F. Sandberg|date=June 6, 2017|website=openvisualfx.com|access-date=October 7, 2019}}</ref> |
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Many of the new features integrated into Blender 2.5 and beyond were a direct result of Project Durian. |
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Blender was used for parts of the credit sequences in ''[[Wonder Woman (2017 film)|Wonder Woman]]''<ref>{{cite web|url=http://www.artofthetitle.com/title/wonder-woman/|title=Wonder Woman (2017)|publisher=artofthetitle.com|date=2017-06-21|access-date=2017-09-11}}</ref> |
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===''Tears of Steel'' (Open Movie Project: Mango)=== |
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{{Main|Tears of Steel}} |
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Blender was used for doing the animation in the film ''[[Cinderella the Cat]]''.<ref>{{cite web|url=http://www.cineuropa.org/ff.aspx?t=ffocusinterview&l=en&tid=3190&did=332380|title=Cinderella the Cat, Interview: Alessandro Rak - Director|publisher=cineuropa.org|date=2017-07-09|access-date=2017-09-11}}</ref> |
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[[File:Tears of Steel frame 08 4a.jpg|thumb|left|The Dutch actor [[Derek de Lint]] in a composited live-action scene from ''Tears of Steel'' that used [[VFX]]]] |
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VFX Artist Ian Hubert used Blender for the science fiction film [[Prospect (film)|Prospect]].<ref>{{Citation|title=World Building in Blender - Ian Hubert| date=24 October 2019 |url=https://www.youtube.com/watch?v=whPWKecazgM|language=en|access-date=2022-03-09}}</ref> The 2018 film ''[[Next Gen (film)|Next Gen]]'' was fully created in Blender by Tangent Animation. A team of developers worked on improving Blender for internal use, but it is planned to eventually add those improvements to the official Blender build.<ref>{{Cite news|url=https://www.blendernation.com/2018/08/20/next-gen-blender-production-by-tangent-animation-soon-on-netflix/|title="Next Gen" - Blender Production by Tangent Animation soon on Netflix! - BlenderNation|date=2018-08-20|work=BlenderNation|access-date=2018-09-12|language=en-US}}</ref><ref>Archived at [https://ghostarchive.org/varchive/youtube/20211211/iZn3kCsw5D8 Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20190216080627/https://www.youtube.com/watch?v=iZn3kCsw5D8&gl=US&hl=en Wayback Machine]{{cbignore}}: {{Cite news|url=https://www.youtube.com/watch?v=iZn3kCsw5D8|title=Blender and Next Gen: a Netflix Original - Jeff Bell - Blender Conference 2018|date=2018-11-04|access-date=2018-11-08|language=en}}{{cbignore}}</ref> |
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On October 2, 2011, the fourth open movie project, codenamed "Mango", was announced by the [[Blender Foundation]].<ref>{{cite web |
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| url = http://www.blendernation.com/2011/10/02/project-mango-kick-off/ |
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| title = Project Mango kick-off {{pipe}} BlenderNation |
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| author = |
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| date = October 2, 2011 |
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| publisher = BlenderNation |
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| accessdate = November 28, 2011 |
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}}</ref><ref name="roosendaal1">{{cite web |
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| url = http://mango.blender.org/production/project-mango-kick-off/ |
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| title = Project Mango Kick-off {{pipe}} Mango |
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| last = Roosendaal |
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| first = Ton |
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| date = October 1, 2011 |
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| publisher = Blender Foundation |
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| accessdate = November 28, 2011}}</ref> A team of artists assembled using an open call of community participation. It is the first Blender open movie to use live action as well as CG. |
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The 2019 film ''[[I Lost My Body]]'' was largely animated using Blender's Grease Pencil tool by drawing over CGI animation allowing for a real sense of camera movement that is harder to achieve in purely traditionally drawn animation.<ref>{{cite web|url=https://beforesandafters.com/2019/11/30/how-the-i-lost-my-body-filmmakers-used-blender-to-create-their-startling-animated-feature/|title=How the 'I Lost My Body' filmmakers used Blender to create their startling animated feature|date=2019-11-30|access-date=2021-10-04|website=befores & afters|first=Ian|last=Failes}}</ref> |
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Filming for Mango started on May 7, 2012, and the movie was released on September 26, 2012. As with the previous films, all footage, scenes and models were made available under a [[free content]] compliant [[Creative Commons]] license.<ref>{{cite web |
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| url = http://tearsofsteel.org |
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| title = Tears of Steel |
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| author = |
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| date = September 26, 2012 |
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| publisher = Blender Foundation |
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| accessdate = September 26, 2012}}</ref><ref name="roosendaal1"/> |
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[[Ubisoft|Ubisoft Animation Studio]] will use Blender to replace its internal content creation software starting in 2020.<ref>{{cite web|url=https://news.ubisoft.com/en-us/article/353364/Ubisoft-Joins-Blender-Development-Fund-to-Support-Open-Source-Animation|title=Ubisoft Joins Blender Development Fund to Support Open Source Animation|date=2019-07-22|publisher=[[Ubisoft]]|archive-url=https://archive.today/20190723162258/https://news.ubisoft.com/en-us/article/353364/Ubisoft-Joins-Blender-Development-Fund-to-Support-Open-Source-Animation|archive-date=2019-07-23|url-status=live|access-date=2019-07-29}}</ref> |
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According to the film's press release, "The film's premise is about a group of warriors and scientists, who gather at the '[[Oude Kerk (Amsterdam)|Oude Kerk]]' in Amsterdam to stage a crucial event from the past, in a desperate attempt to rescue the world from destructive robots."<ref>{{cite web |
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| url = https://download.blender.org/mango/ToS-premiere-pressrelease.pdf |
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| title = Press Release |
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| last = Roosendaal |
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| first = Ton |
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| authorlink = Ton Roosendaal |
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| date = September 24, 2012 |
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| publisher = Mango Blog |
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| accessdate = September 26, 2012}}</ref> |
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[[Khara (studio)|Khara]] and its child company Project Studio Q are trying to replace their main tool, 3ds Max, with Blender. They started "field verification" of Blender during their ongoing production of ''[[Evangelion: 3.0+1.0]]''.<ref>{{cite web|url=https://japanese.engadget.com/2019/08/14/blender-khara/|title=「やっと3Dツールが紙とペンのような存在になる」エヴァ制作のカラーがBlenderへの移行を進める理由とは?(西田宗千佳)|date=2019-08-14|access-date=2019-08-15|website=[[Engadget|Engadget 日本版]]|last=Nishida|first=Munechika|language=ja|trans-title="Finally, 3D tools become something like paper and pen" Why Khara, produced Eva, is moving to Blender? (Nishida Munechika)}}</ref> They also signed up as Corporate Silver and Bronze members of Development Fund.<ref>{{cite web|url=https://www.khara.co.jp/2019/07/30/blender/|title=Blender開発基金への賛同について|date=2019-07-30|access-date=2019-08-15|website=[[Khara (studio)|Khara, Inc.]]|language=ja|trans-title=About supporting Blender Development Fund}}</ref><ref>{{Cite tweet|number=1154003846718468098|user=blender_org|title=The Japanese Anime studios Khara and its child company Project Studio Q sign up as Corporate Silver and Bronze members of Development Fund. They're working on the Evangelion feature animation movie. https://www.khara.co.jp https://studio-q.co.jp #b3d|date=2019-07-24|author=Blender|access-date=2019-08-15}}</ref><ref>{{cite web|url=https://www.blender.org/user-stories/japanese-anime-studio-khara-moving-to-blender/|title=Japanese anime studio Khara moving to Blender|first=Blender|last=Foundation}}</ref> |
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===''Cosmos Laundromat – First Cycle'' (Open Movie Project: Gooseberry)=== |
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{{Main|Cosmos Laundromat}} |
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The 2020 film ''[[Wolfwalkers]]'' was partially created using Blender.<ref>{{cite web|last=Foundation|first=Blender|title="2D Isn't Dead, It Just Became Something Different": Using Blender For Wolfwalkers|url=https://www.blender.org/user-stories/2d-isnt-dead-it-just-became-something-different-using-blender-for-wolfwalkers/|access-date=2021-03-06|website=blender.org|language=en}}</ref> |
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[[File:Cosmos Laundromat - First Cycle - Official Blender Foundation release.webm|thumb|''Cosmos Laundromat – First Cycle'']] |
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The 2021 [[Netflix]] production [[Maya and the Three]] was created using Blender.<ref>{{cite web|date=2021-06-16|title=New "Maya and the Three" Made With Blender Series Images Released|url=https://www.blendernation.com/2021/06/16/new-maya-and-the-three-made-with-blender-series-images-released/|access-date=2021-10-28|website=BlenderNation|language=en-US}}</ref> |
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On January 10, 2011, Ton Roosendaal announced that the fifth open movie project would be codenamed "Gooseberry" and that its goal would be to produce a feature-length animated film. He speculated that production would begin sometime between 2012 and 2014.<ref>{{cite web| url=http://www.blendernation.com/2011/01/10/project-gooseberry-announced/ | title=Project Gooseberry announced | publisher=Blender Nation | date=January 10, 2011 | accessdate=7 March 2014}}</ref> The film was to be written and produced by a coalition of international animation studios. The studio lineup was announced on January 28, 2014,<ref>{{cite web | url=http://gooseberry.blender.org/gooseberry-studio-line-up/ | title=Gooseberry Studio lineup | date=January 28, 2014 | accessdate=7 March 2014}}</ref> and production began soon thereafter. As of March 2014, a [[moodboard]] had been constructed<ref>{{cite web |url=http://gooseberry.blender.org/moodboard/ |title=Moodboard » Cosmos Laundromat - The Gooseberry Open Movie Project |website=Gooseberry.blender.org |date= |accessdate=2017-01-22 |archive-url=https://web.archive.org/web/20181231092713/https://gooseberry.blender.org/moodboard/ |archive-date=2018-12-31 |url-status=dead }}</ref> and development goals set. The initial ten minute pilot was released on [[YouTube]] on August 10, 2015.<ref>{{cite av media|url=https://www.youtube.com/watch?v=Y-rmzh0PI3c|title=Cosmos Laundromat - First Cycle. Official Blender Foundation release.|date=10 August 2015|work=YouTube}}</ref> It won the [[SIGGRAPH]] 2016 Computer Animation Festival Jury's Choice award.<ref>{{cite web|url=http://s2016.siggraph.org/siggraph-2016-announces-award-winners-and-highlights-43rd-annual-computer-animation-festival|title=SIGGRAPH 2016 SIGGRAPH 2016 ANNOUNCES AWARD WINNERS AND HIGHLIGHTS OF 43RD ANNUAL COMPUTER ANIMATION FESTIVAL|work=s2016.siggraph.org|access-date=2016-09-22|archive-url=https://web.archive.org/web/20180114103415/http://s2016.siggraph.org/siggraph-2016-announces-award-winners-and-highlights-43rd-annual-computer-animation-festival|archive-date=2018-01-14|url-status=dead}}</ref> |
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[[File:Glass Half - Blender Open Movie-full movie.webm|thumb|''Glass Half'']] |
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In 2021 [[Sergio Pablos|SPA Studios]] started hiring Blender artists<ref>{{cite web|date=2021-03-24|title=Award Winning SPA Studios Looking for Blender TA's and TD's in Madrid, Spain|url=https://www.blendernation.com/2021/03/24/award-winning-spa-studios-looking-for-blender-tas-and-tds-in-madrid-spain/|access-date=2021-03-28|website=BlenderNation|language=en-US}}</ref> and as of 2022, contributes to Blender Development.<ref>{{Citation|title=FAST GREASE PENCIL - Blender.Today LIVE #182| date=14 February 2022 |url=https://www.youtube.com/watch?v=ODfL-NOPt1Y|language=en|access-date=2022-05-06}}</ref> [[Warner Bros. Animation]] started hiring Blender artists in 2022.<ref>{{cite web|title=Warner Bros. Animation on LinkedIn: #hiring #cganimation #warnerbrosanimation|url=https://www.linkedin.com/posts/warner-bros%2E-animation_hiring-cganimation-warnerbrosanimation-activity-6893232828872556544-nLw6|access-date=2022-02-15|website=www.linkedin.com|language=en}}</ref> |
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===''Glass Half''=== |
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{{Expand section|date=November 2018}} |
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VFX company [[Makuta VFX]] used Blender for the VFX for Indian blockbuster [[RRR (film)|RRR]].<ref>{{cite web|last=Foundation|first=Blender|title=Visual Effects for the Indian blockbuster "RRR"|url=https://www.blender.org/user-stories/visual-effects-for-the-indian-blockbuster-rrr/|access-date=2022-06-30|website=blender.org|language=en}}</ref> |
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This project demonstrates real-time rendering capabilities using [[OpenGL]] for 3D cartoon animation. This project marks the end of the fruity naming scheme. |
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Glass Half was financed by the Blender Foundation with proceeds from the Blender Cloud.<ref>{{cite web|url=https://bianco.tv/video/KTZDk |title=Blender Foundation - Glass Half (1080p) |publisher=bianco.tv |accessdate=2020-04-03}}</ref> |
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Blender was used in several cases for the 2023 film [[Spider-Man: Across the Spider-Verse]]. [[Sony Pictures Imageworks]], the primary studio behind the film's animation, used Blender's Grease Pencil for adding line-work and 2D FX animation alongside 3D models.<ref>{{Cite web |last=Foundation |first=Blender |title=Inklines Across the Spider-Verse (encore) — Blender Conference 2023 |url=https://conference.blender.org/2023/presentations/1928/ |access-date=2024-11-26 |website=Blender Conference 2023 — conference.blender.org |language=en}}</ref> <ref>{{Cite web |last=Contreras |first=Stefaan |date=2023-06-10 |title=@scontreras on X |url=https://x.com/scontreras/status/1667482046229356544?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1667482046229356544%7Ctwgr%5Ecf79853fe73d318a3dae1e27498ef0ba9012533e%7Ctwcon%5Es1_c10&ref_url=https%3A%2F%2Fwww.blendernation.com%2F2023%2F06%2F11%2Fblender-used-in-across-the-spiderverse%2F |access-date=2024-11-26 |website=X (Formerly known as Twitter)}}</ref> At 14 years old, Canadian animator Preston Mutanga used Blender to create the Lego-style sequence in the film.<ref>{{Cite web |last=Foundation |first=Blender |title=My Journey Across the Spider-Verse: from Hobbyist to Hollywood — Blender Conference 2023 |url=https://conference.blender.org/2023/presentations/1823/ |access-date=2024-11-26 |website=Blender Conference 2023 — conference.blender.org |language=en}}</ref> Mutanga was recruited after his fan-made Lego-style recreation of the film's teaser caught the attention of the filmmakers.<ref>{{Cite web |last=Bricken |first=Rob |date=2023-06-05 |title=Teen Behind Viral Lego Spider-Verse Trailer Recruited to Help Direct Movie |url=https://gizmodo.com/spider-man-spider-verse-lego-teen-preston-mutanga-1850506037 |access-date=2024-11-26 |website=Gizmodo |language=en-US}}</ref> |
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===''Caminandes''=== |
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{{Main|Caminandes}} |
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The 2024 Latvian film ''[[Flow (2024 film)|Flow]]'' was made entirely in Blender using the EEVEE render engine.<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=fxz6p-QATfs |title=The animation of Flow — Blender Conference 2024 |date=2024-10-24 |last=Blender |access-date=2024-11-26 |via=YouTube}}</ref><ref>{{Cite web |author1=Joe Foley |date=2024-09-15 |title=One of year's best animated films was entirely made in Blender |url=https://www.creativebloq.com/3d/3d-animation/one-of-years-best-animated-films-is-entirely-made-in-blender |access-date=2024-11-26 |website=Creative Bloq |language=en}}</ref> |
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''Caminandes'' is a series of animated short films and centers on the [[llama]] Koro in [[Patagonia]] and his attempts to overcome various obstacles. The series only became part of the Open Movie Project starting with the second episode. |
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==Open projects== |
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* ''Caminandes 1: Llama Drama'' (2013) |
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{{Main|Blender Foundation#Open projects}} |
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* ''Caminandes 2: Gran Dillama'' (2013) |
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{{Multiple images |
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* ''Caminandes 3: Llamigos'' (2016) |
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| direction = vertical |
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| width = 150 |
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| image2 = Sintel poster.jpg |
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| caption2 = ''[[Sintel]]'' promotional poster |
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| image3 = Tos-poster.png |
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| caption3 = ''[[Tears of Steel]]'' promotional poster |
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| image1 = Big buck bunny poster big.jpg |
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| caption1 = ''[[Big Buck Bunny]]'' promotional poster |
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}} |
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Since 2005, every one to two years the Blender Foundation has announced a new creative project to help drive innovation in Blender.<ref>{{cite web|url=https://www.blender.org/about/projects/|title=Blender — Open Projects|publisher=Blender.org|access-date=2019-06-11}}</ref><ref>{{cite web|url=https://cloud.blender.org/open-projects|title=Blender Cloud — Open Projects|publisher=Cloud.blender.org|access-date=2019-06-11|archive-date=2020-10-20|archive-url=https://web.archive.org/web/20201020192521/https://cloud.blender.org/open-projects|url-status=dead}}</ref> In response to the success of the first open movie project, ''[[Elephants Dream]]'', in 2006, the [[Blender Foundation]] founded the Blender Institute to be in charge of additional projects, such as films: ''[[Big Buck Bunny]]'', [[Sintel]], [[Tears of Steel]]; and ''[[Yo Frankie!]]'', or Project Apricot, an open game utilizing the [[Crystal Space]] [[game engine]] that reused some of the assets created for ''Big Buck Bunny''. |
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[[File:Agent 327 - A feature film in progress.webm|thumb|''Agent 327'']] |
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==Online services== |
|||
===''Agent 327: Operation Barbershop''=== |
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===Blender Foundation=== |
|||
{{Expand section|date=November 2018}} |
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====Blender Studio==== |
|||
The '''Blender Studio''' platform, launched in March 2014 as Blender Cloud,<ref name=":14" /><ref>Archived at [https://ghostarchive.org/varchive/youtube/20211211/xGFCZh1MFNU Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20140414184006/http://www.youtube.com/watch?v=xGFCZh1MFNU Wayback Machine]{{cbignore}}: {{Citation|title=Happy Cloud - Project Gooseberry launches on SXSW| date=17 March 2014 |url=https://www.youtube.com/watch?v=xGFCZh1MFNU|language=en|access-date=2021-10-26}}{{cbignore}}</ref><ref>{{cite web|last=Institute|first=Blender|title=Blender Studio and Blender Cloud|url=https://studio.blender.org/blog/blender-studio-and-blender-cloud/|access-date=2021-10-26|website=Blender Studio|language=en}}</ref> is a subscription-based [[cloud computing]] platform where members can access Blender add-ons, courses and to keep track of the production of Blender Studio's open movies.<ref>{{cite web|url=https://cloud.blender.org/blog/blender-cloud-v3|title=Blender Cloud V3 - Blog — Blender Cloud|website=Cloud.blender.org|access-date=2017-01-22}}</ref> It is currently operated by the Blender Studio, formerly a part of the Blender Institute.<ref name=":13" /> It was launched to promote and fundraiser for ''[[Cosmos Laundromat|Project: Gooseberry]]'', and is intended to replace the selling of DVDs by the [[Blender Foundation]] with a subscription-based model for file hosting, asset sharing and collaboration.<ref name=":14">{{cite web|url=http://www.blendernation.com/2014/01/17/blender-institute-announces-blender-cloud-plans/|title=Blender Institute Announces Blender Cloud Plans|website=Blendernation.com|date=17 January 2014|access-date=2017-01-22}}</ref><ref>{{cite web|url=http://www.blendernation.com/2014/06/04/blender-cloud-relaunch/|title=Blender Cloud Relaunch|website=Blendernation.com|date=4 June 2014|access-date=2017-01-22}}</ref> Blender Add-ons included in Blender Studio are CloudRig,<ref>{{cite web|title=Blender / CloudRig|url=https://gitlab.com/blender/CloudRig|access-date=2021-10-26|website=GitLab|language=en}}</ref> Blender Kitsu,<ref>{{cite web|last=Institute|first=Blender|title=Kitsu add-on for Blender|url=https://studio.blender.org/blog/kitsu-addon-for-blender/|access-date=2021-10-26|website=Blender Studio|language=en}}</ref> Contact sheet Add-on,<ref>{{cite web|last=Institute|first=Blender|title=Contact Sheet Add-on|url=https://studio.blender.org/blog/contact-sheet-addon/|access-date=2021-10-26|website=Blender Studio|language=en}}</ref> Blender Purge<ref>{{cite web|title=blender-purge · rBSTS|url=https://developer.blender.org/diffusion/BSTS/browse/master/blender-purge/|access-date=2021-10-26|website=developer.blender.org}}</ref> and Shot Builder.<ref>{{cite web|title=shot-builder · rBSTS|url=https://developer.blender.org/diffusion/BSTS/browse/master/shot-builder/|access-date=2021-10-26|website=developer.blender.org}}</ref><ref>{{cite web|last=Institute|first=Blender|title=Tools|url=https://studio.blender.org/tools/|access-date=2021-10-26|website=Blender Studio|language=en}}</ref><ref>{{cite web|title=Blender Studio Tools · rBSTS|url=https://developer.blender.org/diffusion/BSTS/|access-date=2021-10-26|website=developer.blender.org}}</ref> It was rebranded from Blender Cloud to Blender Studio on 22 October 2021.<ref name=":12">{{cite web|last=Institute|first=Blender|title=Blender Studio and Blender Cloud|url=https://studio.blender.org/blog/blender-studio-and-blender-cloud/|access-date=2021-10-25|website=Blender Studio|language=en}}</ref> |
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====The Blender Development Fund==== |
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''Agent 327: Operation Barbershop'' is the three-minute teaser for a planned full-length animated feature and is based on the classic comics series [[Agent 327]]. |
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The Blender Development Fund is a [[Subscription business model|subscription]] where individuals and companies can fund Blender's development.<ref>{{cite web|last=Foundation|first=Blender|title=Blender Development Fund|url=https://fund.blender.org/|access-date=2021-10-20|website=Blender Development Fund}}</ref> Corporate members include [[Epic Games]],<ref>{{cite web|last=Foundation|first=Blender|title=Epic Games supports Blender Foundation with $1.2 million Epic MegaGrant|url=https://www.blender.org/press/epic-games-supports-blender-foundation-with-1-2-million-epic-megagrant/|access-date=2021-10-20|website=blender.org|language=en}}</ref> Nvidia,<ref>{{cite web|date=2019-10-07|title=NVIDIA joins Blender Development Fund|url=https://www.blendernation.com/2019/10/07/nvidia-joins-blender-development-fund/|access-date=2021-10-20|website=BlenderNation|language=en-US}}</ref> [[Microsoft]],<ref>{{cite web|last=Foundation|first=Blender|title=Microsoft joins the Blender Development Fund|url=https://www.blender.org/press/microsoft-joins-the-blender-development-fund/|access-date=2021-10-20|website=blender.org|language=en}}</ref> [[Apple Inc.|Apple]],<ref>{{cite web|last=Foundation|first=Blender|title=Apple joins Blender Development Fund|url=https://www.blender.org/press/apple-joins-blender-development-fund/|access-date=2021-10-20|website=blender.org|language=en}}</ref> [[Unity Technologies|Unity]],<ref>{{cite web|last=Foundation|first=Blender|title=Unity joins the Blender Development Fund as a Patron Member|url=https://www.blender.org/press/unity-joins-the-blender-development-fund-as-a-patron-member/|access-date=2021-10-20|website=blender.org|language=en}}</ref> [[Intel]],<ref>{{cite web|last=Foundation|first=Blender|title=Intel signs up as Corporate Patron|url=https://www.blender.org/press/intel-signs-up-as-corporate-patron/|access-date=2021-12-22|website=blender.org|language=en}}</ref> [[Decentraland]],<ref>{{cite web|last=Foundation|first=Blender|title=New Patron member: Decentraland|url=https://www.blender.org/press/new-patron-member-decentraland/|access-date=2021-12-22|website=blender.org|language=en}}</ref> [[Amazon Web Services]],<ref>{{cite web|last=Foundation|first=Blender|title=AWS joins the Blender Development Fund|url=https://www.blender.org/press/aws-joins-the-blender-development-fund/|access-date=2021-10-20|website=blender.org|language=en}}</ref> [[Facebook, Inc.|Meta]],<ref>{{cite web|last=Foundation|first=Blender|title=Facebook joins the Blender Development Fund|url=https://www.blender.org/press/facebook-joins-the-blender-development-fund/|access-date=2021-10-20|website=blender.org|language=en}}</ref> [[Advanced Micro Devices|AMD]],<ref>{{cite web|date=2019-10-23|title=AMD joins NVIDIA as Blender Development Fund patron|url=https://www.blendernation.com/2019/10/23/amd-joins-nvidia-as-blender-development-fund-patron/|access-date=2021-10-20|website=BlenderNation|language=en-US}}</ref> [[Adobe Inc.|Adobe]]<ref>{{cite web|last=Foundation|first=Blender|title=Adobe joins Blender Development Fund|url=https://www.blender.org/press/adobe-joins-blender-development-fund/|access-date=2021-10-20|website=blender.org|language=en}}</ref> and many more. Individual users can also provide one-time donations to Blender via [[payment card]], [[PayPal]], [[wire transfer]], and some [[Cryptocurrency|cryptocurrencies]].<ref>{{cite web|last=Foundation|first=Blender|title=Donations|url=https://www.blender.org/about/donations/|access-date=2021-10-20|website=blender.org|language=en}}</ref> |
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=== |
====Blender ID==== |
||
The '''Blender ID''' is a unified login for Blender software and service users, providing a login for Blender Studio, the Blender Store, the Blender Conference, Blender Network, Blender Development Fund, and the Blender Foundation Certified Trainer Program.<ref>{{cite web|url=https://blender.org/id/about|title=Home - Blender ID|website=Blender.org|access-date=2017-01-22}}</ref> |
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{{Expand section|date=November 2018}} |
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====Blender Open Data==== |
|||
[[File:HERO - Blender Open Movie-full movie.webm|thumb|''Hero'']] |
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[[File:Blender Benchmark classroom screenshot.png|thumb|alt=Blender Benchmark showing an example, a classroom render|Example of Blender Benchmark in use]] |
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The '''Blender Open Data''' is a platform to collect, display, and query benchmark data produced by the Blender community with related '''Blender Benchmark''' software.<ref>{{cite web|url=https://opendata.blender.org/about/|title=Blender - Open Data|website=Blender.org|access-date=2021-04-06}}</ref> |
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====Blender Network==== |
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''Hero'' is the first open movie project to demonstrate the capabilities of the ''Grease Pencil'', a 2D animation tool in Blender 2.8. |
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The Blender Network was an online platform to enable online professionals to conduct business with Blender and provide online support.<ref>{{cite web|title=Org:Foundation/BlenderNetwork - BlenderWiki|url=https://archive.blender.org/wiki/index.php/Org:Foundation/BlenderNetwork/|access-date=2021-10-25|website=archive.blender.org}}</ref> It was terminated on 31 March 2021.<ref>{{cite web|last=Foundation|first=Blender|title=Sunsetting Blender Network in 2021|url=https://www.blender.org/press/sunsetting-blender-network-in-2021/|access-date=2021-10-25|website=blender.org|language=en}}</ref> |
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=== |
====Blender Store==== |
||
A store to buy Blender merchandise, such as shirts, socks, [[Beanie (seamed cap)|beanies]], etc.<ref>{{cite web|title=Blender Store|url=https://store.blender.org/|access-date=2021-10-20|language=en-US}}</ref> |
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[[File:Spring - Blender Open Movie.webm|thumb|''Spring'']] |
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On 25 October 2017, an upcoming animated short film named ''Spring'' was announced to be produced by the Blender Animation Studio. ''Spring'' was released April 4, 2019.<ref>{{cite web | url=https://www.blender.org/press/spring-open-movie/ | title=Spring Open Movie | date= April 4, 2019 | author= Ton Roosendal | website=Blender.org | access-date=2019-07-31}}</ref><ref>{{Citation|last=Blender Animation Studio|title=Spring - Blender Open Movie|date=2019-04-04|url=https://www.youtube.com/watch?v=WhWc3b3KhnY|access-date=2019-04-10}}</ref> Its purpose was to test Blender 2.8's capabilities before its official release.<ref>{{cite web |url=https://cloud.blender.org/p/spring/blog/announcing-spring |title=Announcing "Spring" - A Poetic Fantasy Film |website=Blender Cloud |access-date=2018-11-30 |archive-url=https://web.archive.org/web/20171028211651/https://cloud.blender.org/p/spring/blog/announcing-spring |url-status=live |archive-date=2017-10-28}}{{Self-published source|date=November 2018}}</ref> From the video description, 'Spring is the story of a shepherd girl and her dog, who face ancient spirits in order to continue the cycle of life. This poetic and visually stunning short film was written and directed by Andy Goralczyk, inspired by his childhood in the mountains of Germany.' |
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=== |
====Blender Extensions==== |
||
Blender Extensions acts as the main repo for extensions, introduced in Blender 4.2, which include both addons and themes. Users can then install and update extensions right in Blender itself.<ref>{{cite web |title=About |url=https://extensions.blender.org/about/ |website=Blender Extensions |access-date=2024-07-17 |archive-url=https://web.archive.org/web/20240716223200/https://extensions.blender.org/about/ |archive-date=2024-07-16}}</ref> |
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"''Fueled by caffeine, a young woman runs through the bittersweet memories of her past relationship.''" |
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On the 29th May 2020 the open movie Coffee Run was released. This was also the first open movie to be rendered in the Eevee render engine.<ref>{{Cite web|last=Open Movie|first=Coffee Run|date=2020-05-29|title=Coffee run|url=https://www.youtube.com/watch?v=PVGeM40dABA|url-status=live|archive-url=|archive-date=|access-date=|website=YouTube}}</ref> |
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== |
==Release history== |
||
{{cleanup section|date=August 2023|reason=[[WP:NOTCHANGELOG|Overly detailed changelog relying entirely on primary sources]]}} |
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The following table lists notable developments during Blender's release history: green indicates the current version, yellow indicates currently supported versions, and red indicates versions that are no longer supported (though many later versions can still be used on modern systems).{{Citation needed|date=May 2020}} |
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===Blender Cloud=== |
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The '''Blender Cloud''' platform, launched in March 2014 and operated by the Blender Institute, is a subscription-based [[cloud computing]] platform and Blender client add-on which provides hosting and synchronization for backed-up animation project files.<ref>{{cite web|author= |url=https://cloud.blender.org/blog/blender-cloud-v3 |title=Blender Cloud V3 - Blog — Blender Cloud |website=Cloud.blender.org |date= |accessdate=2017-01-22}}</ref> It was launched to promote and fundraise for ''Project: Gooseberry'', and is intended to replace the selling of DVDs by the Blender Foundation with a subscription-based model for file hosting, asset sharing and collaboration.<ref>{{cite web|url=http://www.blendernation.com/2014/01/17/blender-institute-announces-blender-cloud-plans/|title=Blender Institute Announces Blender Cloud Plans|website=Blendernation.com|accessdate=2017-01-22}}</ref><ref>{{cite web|url=http://www.blendernation.com/2014/06/04/blender-cloud-relaunch/|title=Blender Cloud Relaunch|website=Blendernation.com|accessdate=2017-01-22}}</ref> A feature of the Blender Cloud is '''Blender Sync''', which provides synchronization between Blender clients for file changes, user preferences and other features.<ref>{{cite web|author= |url=https://cloud.blender.org/blog/introducing-blender-sync |title=Introducing Blender Sync - Blog — Blender Cloud |website=Cloud.blender.org |date= |accessdate=2017-01-22}}</ref> |
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{| class="wikitable mw-collapsible mw-collapsed" |
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===Blender ID=== |
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! Version |
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The '''Blender ID''' is a unified login for Blender software and service users, providing a login for Blender Cloud, the Blender Store, the Blender Conference, Blender Network, Blender Development Fund and the Blender Foundation Certified Trainer Program.<ref>{{cite web|url=https://blender.org/id/about |title=Home - Blender ID |website=Blender.org |date= |accessdate=2017-01-22}}</ref> |
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! scope="col" style="width: 9.5em;" |Release date<ref>{{cite web |title=Index of /source/ |url=http://download.blender.org/source/ |access-date=October 13, 2010 |website=blender.org}}</ref> |
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! Notes and key changes |
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|- |
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| {{Version|o|1.00}} |
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| January 1994 |
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| Blender in development.<ref name="Foundation">{{cite web |last=Foundation |first=Blender |title=Blender's History |url=https://docs.blender.org/manual/en/latest/getting_started/about/history.html}}</ref> |
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|- |
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| {{Version|o|1.23}} |
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| January 1998 |
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| SGI version released, [[IrisGL]].<ref name="Foundation" /> |
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|- |
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| {{Version|o|1.30}} |
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| April 1998 |
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| Linux and FreeBSD version, port to OpenGL and [[X11]].<ref name="Foundation" /> |
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|- |
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| {{Version|o|1.4x}} |
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| September 1998 |
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| [[Solaris (operating system)|Sun]] and Linux [[DEC Alpha|Alpha]] version released.<ref name="Foundation" /> |
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|- |
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| {{Version|o|1.50}} |
|||
| November 1998 |
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| First Manual published.<ref name="Foundation" /> |
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|- |
|||
| {{Version|o|1.60}} |
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| April 1999 |
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| New features behind a $95 lock. Windows version released.<ref name="Foundation" /> |
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|- |
|||
| {{Version|o|1.6x}} |
|||
| June 1999 |
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| [[BeOS]] and PPC version released.<ref name="Foundation" /> |
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|- |
|||
| {{Version|o|1.80}} |
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| June 2000 |
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| Blender freeware again.<ref name="Foundation" /> |
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|- |
|||
| {{Version|o|2.00}} |
|||
| August 2000 |
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| Interactive 3D and real-time engine.<ref name="Foundation" /> |
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|- |
|||
| {{Version|o|2.03}} |
|||
| 2000 |
|||
| Handbook ''The official Blender 2.0 guide''. |
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|- |
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| {{Version|o|2.10}} |
|||
| December 2000 |
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| New engine, physics, and Python.<ref name="Foundation" /> |
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|- |
|||
| {{Version|o|2.20}} |
|||
| August 2001 |
|||
| Character animation system.<ref name="Foundation" /> |
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|- |
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| {{Version|o|2.21}} |
|||
| October 2001 |
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| Blender Publisher launch.<ref name="Foundation" /> |
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|- |
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| {{Version|o|2.2x}} |
|||
| December 2001 |
|||
| Apple macOS version.<ref name="Foundation" /> |
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|- |
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| {{Version|o|2.25}} |
|||
| October 13, 2002 |
|||
| Blender Publisher freely available.<ref name="Foundation" /> |
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|- |
|||
| {{Version|o|2.26}} |
|||
| February 2003 |
|||
| The first truly open source Blender release.<ref name="Foundation" /> |
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|- |
|||
| {{Version|o|2.30}} |
|||
| November 22, 2003 |
|||
| New [[GUI]]; edits are now reversible. |
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|- |
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| {{Version|o|2.32}} |
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| February 3, 2004 |
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| [[Ray tracing (graphics)|Ray tracing]] in internal renderer; support for YafaRay. |
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|- |
|||
| {{Version|o|2.34}} |
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| August 5, 2004 |
|||
| LSCM-UV-Unwrapping, object-particle interaction. |
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|- |
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| {{Version|o|2.37}} |
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| May 31, 2005 |
|||
| Simulation of elastic surfaces; improved subdivision surface. |
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|- |
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| {{Version|o|2.40}} |
|||
| December 22, 2005 |
|||
| Greatly improved system and character animations (with a non-linear editing tool), and added a fluid and hair simulator. New functionality was based on ''[[Google Summer of Code]]'' 2005.<ref>{{cite web |title=Blender 2.40 |url=http://www.blender.org/development/release-logs/blender-240/ |url-status=dead |archive-url=https://web.archive.org/web/20070304080023/http://www.blender.org/development/release-logs/blender-240/ |archive-date=March 4, 2007 |access-date=December 23, 2005 |website=blender.org}}</ref> |
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|- |
|||
| {{Version|o|2.41}} |
|||
| January 25, 2006 |
|||
| Improvements of the game engine (programmable vertex and pixel shaders, using Blender materials, split-screen mode, improvements to the physics engine), improved UV mapping, recording of the [[Python (programming language)|Python]] scripts for sculpture or sculpture works with the help of grid or mesh (mesh sculpting) and set-chaining models. |
|||
|- |
|||
| {{Version|o|2.42}} |
|||
| July 14, 2006 |
|||
| The film ''[[Elephants Dream]]'' resulted in high development as a necessity. In particular, the [[Node graph architecture|Node-System]] (Material- and Compositor) has been implemented. |
|||
|- |
|||
| {{Version|o|2.43}} |
|||
| February 16, 2007 |
|||
| ''Sculpt-Modeling'' as a result of ''[[Google Summer of Code]] 2006''. |
|||
|- |
|||
| {{Version|o|2.46}} |
|||
| May 19, 2008 |
|||
| With the production of ''Big Buck Bunny'', Blender gained the ability to produce grass quickly and efficiently.<ref>{{cite web |date=20 May 2008 |title=3D-Software Blender 2.46 zum Download freigegeben |url=http://www.heise.de/newsticker/meldung/108160 |access-date=May 20, 2008 |website=heise.de |language=de}}</ref> |
|||
|- |
|||
| {{Version|o|2.48}} |
|||
| October 14, 2008 |
|||
| Due to development of ''[[Yo Frankie!]]'', the game engine was improved substantially.<ref>{{cite web |title=Blender 2.48 |url=http://www.blender.org/development/release-logs/blender-248/ |url-status=dead |archive-url=https://web.archive.org/web/20090120083347/http://www.blender.org/development/release-logs/blender-248 |archive-date=January 20, 2009 |access-date=December 25, 2008 |website=blender.org}}</ref> |
|||
|- |
|||
| {{Version|o|2.49}} |
|||
| June 13, 2009 |
|||
| New window and file manager, new interface, new [[Python (programming language)|Python]] API, and new animation system.<ref>{{cite web |title=Blender 2.49 |url=http://www.blender.org/development/release-logs/blender-249/ |url-status=dead |archive-url=https://web.archive.org/web/20090611183623/http://www.blender.org/development/release-logs/blender-249/ |archive-date=June 11, 2009 |access-date=June 21, 2009 |website=blender.org}}</ref> |
|||
|- |
|||
| {{Version|o|2.57}} |
|||
| April 13, 2011 |
|||
| First official stable release of 2.5 branch: new interface, new window manager and rewritten event — and tool — file processing system, new animation system (each setting can be animated now), and new Python API.<ref>{{cite web |title=Blender 2.57 |url=http://www.blender.org/development/release-logs/blender-257/ |archive-url=https://web.archive.org/web/20131030043004/http://www.blender.org/development/release-logs/blender-257/ |archive-date=October 30, 2013 |access-date=April 13, 2011 |website=blender.org}}</ref> |
|||
|- |
|||
| {{Version|o|2.58}} |
|||
| June 22, 2011 |
|||
| New features, such as the addition of the warp modifier and render baking. Improvements in sculpting.<ref>{{cite web |author=blenderfoundation |date=2011-07-09 |title=Blender 2.58 release notes |url=https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.58 |access-date=2019-01-14 |publisher=blender.org}}</ref> |
|||
|- |
|||
| {{Version|o|2.58a}} |
|||
| July 4, 2011 |
|||
| Some bug fixes, along with small extensions in GUI and [[Python (programming language)|Python]] interface.<ref>{{cite web |author=blenderfoundation |date=2011-07-09 |title=Blender 2.58a update log |url=https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.58/Bug_Fixes/2.58a |access-date=2019-01-14 |publisher=blender.org}}</ref> |
|||
|- |
|||
| {{Version|o|2.59}} |
|||
| August 13, 2011 |
|||
| 3D mouse support. |
|||
|- |
|||
| {{Version|o|2.60}} |
|||
| October 19, 2011 |
|||
| Developer branches integrated into the main developer branch: among other things, B-mesh, a new rendering/shading system, [[Non-uniform rational B-spline|NURBS]], to name a few, directly from [[Google Summer of Code]]. |
|||
|- |
|||
| {{Version|o|2.61}} |
|||
| December 14, 2011 |
|||
| New Render Engine, Cycles, added alongside Blender Internal (as a "preview release").<ref>{{cite web |title=Dev:Ref/Release Notes/2.61 - BlenderWiki |url=https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.61/ |access-date=2020-11-26 |website=archive.blender.org}}</ref> [[Motion capture|Motion Tracking]], Dynamic Paint, and Ocean Simulator. |
|||
|- |
|||
| {{Version|o|2.62}} |
|||
| February 16, 2012 |
|||
| Motion tracking improvement, further expansion of UV tools, and remesh modifier. Cycles render engine updates to make it more production-ready. |
|||
|- |
|||
| {{Version|o|2.63}} |
|||
| April 27, 2012 |
|||
| Bug fixes, B-mesh project: completely new mesh system with n-corners, plus new tools: dissolve, inset, bridge, vertex slide, vertex connect, and bevel. |
|||
|- |
|||
| {{Version|o|2.64}} |
|||
| October 3, 2012 |
|||
| [[Chroma key|Green screen]] keying, node-based compositing. |
|||
|- |
|||
| {{Version|o|2.65}} |
|||
| December 10, 2012 |
|||
| Over 200 bug fixes, support for the [[Open Shading Language]], and fire simulation. |
|||
|- |
|||
| {{Version|o|2.66}} |
|||
| February 21, 2013<ref>{{Cite web |last=Foundation |first=Blender |title=2.66 |url=https://www.blender.org/download/releases/2-66/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Rigid body simulation available outside of the game engine, dynamic topology sculpting, hair rendering now supported in Cycles. |
|||
|- |
|||
| {{Version|o|2.67}} |
|||
| May 7–30, 2013<ref>{{Cite web |last=Foundation |first=Blender |title=2.67 |url=https://www.blender.org/download/releases/2-67/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Freestyle rendering mode for non-photographic rendering, [[subsurface scattering]] support added the motion tracking solver is made more accurate and faster, and an add-on for 3D printing now comes bundled. |
|||
|- |
|||
| {{Version|o|2.68}} |
|||
| July 18, 2013<ref>{{Cite web |last=Foundation |first=Blender |title=2.68 |url=https://www.blender.org/download/releases/2-68/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Rendering performance is improved for CPUs and GPUs, support for [[Nvidia]] Tesla K20, GTX Titan and GTX 780 GPUs. Smoke rendering improved to reduce blockiness. |
|||
|- |
|||
| {{Version|o|2.69}} |
|||
| October 31, 2013<ref>{{Cite web |last=Foundation |first=Blender |title=2.69 |url=https://www.blender.org/download/releases/2-69/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Motion tracking now supports plane tracking, and hair rendering has been improved. |
|||
|- |
|||
| {{Version|o|2.70}} |
|||
| March 19, 2014<ref>{{Cite web |last=Foundation |first=Blender |title=2.70 |url=https://www.blender.org/download/releases/2-70/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Initial support for [[volume rendering]] and small improvements to the user interface. |
|||
|- |
|||
| {{Version|o|2.71}} |
|||
| June 26, 2014<ref>{{Cite web |last=Foundation |first=Blender |title=2.71 |url=https://www.blender.org/download/releases/2-71/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Support for baking in Cycles and volume rendering branched path tracing now renders faster. |
|||
|- |
|||
| {{Version|o|2.72}} |
|||
| October 4, 2014<ref>{{Cite web |last=Foundation |first=Blender |title=2.72 |url=https://www.blender.org/download/releases/2-72/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Volume rendering for GPUs, more features for sculpting and painting. |
|||
|- |
|||
| {{Version|o|2.73}} |
|||
| January 8, 2015<ref>{{Cite web |last=Foundation |first=Blender |title=2.73 |url=https://www.blender.org/download/releases/2-73/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| New fullscreen mode, improved Pie Menus, 3D View can now display the world background. |
|||
|- |
|||
| {{Version|o|2.74}} |
|||
| March 31, 2015<ref>{{Cite web |last=Foundation |first=Blender |title=2.74 |url=https://www.blender.org/download/releases/2-74/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Cycles got several precision, noise, speed, memory improvements, and a new Pointiness attribute. |
|||
|- |
|||
| {{Version|o|2.75a}} |
|||
| July 1, 2015<ref>{{Cite web |last=Foundation |first=Blender |title=2.75 |url=https://www.blender.org/download/releases/2-75/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Blender now supports a fully integrated Multi-View and Stereo 3D pipeline, Cycles has much-awaited initial support for AMD GPUs, and a new Light Portals feature. |
|||
|- |
|||
| {{Version|o|2.76b}} |
|||
| November 3, 2015<ref>{{Cite web |last=Foundation |first=Blender |title=2.76 |url=https://www.blender.org/download/releases/2-76/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Cycles volume density render, Pixar OpenSubdiv mesh subdivision library, node inserting, and video editing tools. |
|||
|- |
|||
| {{Version|o|2.77a}} |
|||
| April 6, 2016<ref>{{Cite web |last=Foundation |first=Blender |title=2.77 |url=https://www.blender.org/download/releases/2-77/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Improvements to Cycles, new features for the Grease Pencil, more support for [[OpenVDB]], updated Python library and support for Windows XP has been removed. |
|||
|- |
|||
| {{Version|o|2.78c}} |
|||
| February 28, 2017<ref>{{Cite web |last=Foundation |first=Blender |title=2.78 |url=https://www.blender.org/download/releases/2-78/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Spherical stereo rendering for virtual reality, Grease Pencil improvements for 2D animations, Freehand curves drawing over surfaces, Bendy Bones, Micropolygon displacements, and Adaptive Subdivision. Cycles performance improvements. |
|||
|- |
|||
| {{Version|o|2.79b}} |
|||
| September 11, 2017<ref>{{Cite web |last=Foundation |first=Blender |title=2.79 |url=https://www.blender.org/download/releases/2-79/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Cycles denoiser, improved OpenCL rendering support, Shadow Catcher, Principled BSDF Shader, Filmic color management, improved UI and Grease Pencil functionality, improvements in Alembic import and export, surface deformities modifier, better animation keyframing, simplified video encoding, Python additions and new add-ons. |
|||
|- |
|||
| {{Version|o|2.80}} |
|||
| July 30, 2019<ref>{{Cite web |last=Foundation |first=Blender |title=2.80 |url=https://www.blender.org/download/releases/2-80/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Revamped UI, added a dark theme, EEVEE realtime rendering engine on OpenGL, Principled shader, Workbench viewport, Grease Pencil 2D animation tool, multi-object editing, collections, GPU+CPU rendering, Rigify. |
|||
|- |
|||
| {{Version|o|2.81a}} |
|||
| November 21, 2019<ref>{{Cite web |last=Foundation |first=Blender |title=2.81 |url=https://www.blender.org/download/releases/2-81/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| OpenVDB voxel remesh, QuadriFlow remesh, transparent BSDF, brush curves preset in sculpting, [[WebM]] support. |
|||
|- |
|||
| {{Version|o|2.82}} |
|||
|February 14, 2020<ref>{{Cite web |last=Foundation |first=Blender |title=2.82 |url=https://www.blender.org/download/releases/2-82/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Improved fluid and smoke simulation (using Mantaflow), UDIM support, [[Universal Scene Description|USD]] export and 2 new sculpting tools. |
|||
|- |
|||
| {{Version|o|2.83{{break}}LTS}} |
|||
|June 3, 2020<ref>{{cite web |last=Foundation |first=Blender |title=2.83 LTS |url=https://www.blender.org/download/releases/2-83/ |access-date=2020-06-10 |website=blender.org |language=en}}</ref> |
|||
| Introduction of the Long Term Support (LTS) program, VDB files support, VR scene inspection, new cloth sculpt brush and viewport denoising. |
|||
|- |
|||
| {{Version|o|2.90}} |
|||
|August 31, 2020<ref>{{cite web |last=Foundation |first=Blender |title=2.90 |url=https://www.blender.org/download/releases/2-90/ |access-date=2021-10-02 |website=blender.org |language=en}}</ref> |
|||
| Physically based Nishita Sky Texture, improved EEVEE motion blur, sculpting improvements including a new multiresolution modifier and modelling improvements. |
|||
|- |
|||
| {{Version|o|2.91}} |
|||
|November 25, 2020<ref name=":1">{{cite web |title=2.91 |url=https://www.blender.org/download/releases/2-91/ |access-date=2020-11-26 |website=blender.org |language=en}}</ref> |
|||
|Cloth Brush improvements, new sculpting Trim tool, new mesh boolean solver, volume to mesh and mesh to volume modifiers and customisable curve bevels. |
|||
|- |
|||
| {{Version|o|2.92}} |
|||
|February 25, 2021<ref>{{cite web |last=Foundation |first=Blender |title=2.92 |url=https://www.blender.org/download/releases/2-92/ |access-date=2021-02-27 |website=blender.org |language=en}}</ref> |
|||
|New Geometry Nodes procedural modelling system, New interactive Add Primitive Tool, sculpting improvements and Grease Pencil improvements. |
|||
|- |
|||
| {{Version|o|2.93{{break}}LTS}} |
|||
| June 2, 2021<ref>{{Cite web |last=Foundation |first=Blender |title=2.93 LTS |url=https://www.blender.org/download/releases/2-93/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
| Expansion of Geometry Nodes with mesh primitives and a new spreadsheet editor, sculpting improvements, new grease pencil line art modifier and EEVEE rendering improvements. |
|||
|- |
|||
| {{Version|o|3.0}} |
|||
| December 3, 2021<ref>{{Cite web |last=Foundation |first=Blender |title=3.0 |url=https://www.blender.org/download/releases/3-0/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
|Major Cycles update with rewritten GPU kernels and rewritten shadow catchers and other rendering improvements. Overhaul to Geometry nodes with new 'Fields' system. A new UI visual refresh as well as other features and improvements. |
|||
|- |
|||
| {{Version|o|3.1}} |
|||
| March 9, 2022<ref>{{Cite web |last=Foundation |first=Blender |title=3.1 |url=https://www.blender.org/download/releases/3-1/ |access-date=2024-04-01 |website=blender.org |language=en}}</ref> |
|||
|[[Point cloud]] objects, Cycles [[Metal (API)|Metal]] Backend and new geometry nodes. |
|||
|- |
|||
| {{Version|o|3.2}} |
|||
| June 8, 2022<ref>{{Cite web |last=Foundation |first=Blender |title=3.2 |url=https://www.blender.org/download/releases/3-2/ |access-date=2024-03-29 |website=blender.org |language=en}}</ref> |
|||
|Cycles light groups, shadow caustics rendering, sculpt mode painting and collection support in the asset browser. |
|||
|- |
|||
| {{Version|o|3.3{{break}}LTS}} |
|||
|September 7, 2022<ref>{{Cite web |last=Foundation |first=Blender |title=3.3 LTS |url=https://www.blender.org/download/releases/3-3/ |access-date=2024-03-29 |website=blender.org |language=en}}</ref> |
|||
|New procedural hair system with geometry nodes, support for [[Intel Arc]] GPUs and new geometry nodes. |
|||
|- |
|||
| {{Version|o|3.4}} |
|||
|December 7, 2022<ref>{{Cite web |last=Foundation |first=Blender |title=3.4 |url=https://www.blender.org/download/releases/3-4/ |access-date=2024-03-28 |website=blender.org |language=en}}</ref> |
|||
|Path Guiding in Cycles, auto masking in sculpt mode, new UV relax tool and new geometry nodes. |
|||
|- |
|||
| {{Version|o|3.5}} |
|||
|March 29, 2023<ref>{{Cite web |last=Foundation |first=Blender |title=3.5 |url=https://www.blender.org/download/releases/3-5/ |access-date=2024-03-27 |website=blender.org |language=en}}</ref> |
|||
| New hair system with Geometry nodes and asset browser, real-time viewport compositor, vector displacement maps for sculpting, viewport performance improvements with Apple Metal. |
|||
|- |
|||
| {{Version|co|3.6{{break}}LTS}} |
|||
|June 27, 2023 <ref>{{Cite web |last=Foundation |first=Blender |title=3.6 LTS |url=https://www.blender.org/download/releases/3-6/ |access-date=2024-03-27 |website=blender.org |language=en}}</ref> |
|||
| Simulation Nodes, rendering performance improvements on AMD Hardware and better UV packing. |
|||
|- |
|||
==See also== |
|||
| {{Version|o|4.0}} |
|||
|November 14, 2023<ref>{{cite web |title=Blender 4.0 release notes |url=https://www.blender.org/download/releases/4-0/}}</ref> |
|||
|Cycles light linking, improved Principled BSDF shader, better Color management with the AgX tone mapper, and Geometry Nodes improvements. |
|||
|- |
|||
| {{Version|o|4.1}} |
|||
|March 26, 2024<ref>{{Cite web |last=Foundation |first=Blender |title=4.1 |url=https://www.blender.org/download/releases/4-1/ |access-date=2024-03-27 |website=blender.org |language=en}}</ref> |
|||
| Geometry nodes baking, OpenImageDenoise performance improvements and viewport compositor improvements. |
|||
|- |
|||
| {{Version|co|4.2{{break}}LTS}} |
|||
|July 16, 2024<ref>{{Cite web |last=Foundation |first=Blender |title=4.2 |url=https://www.blender.org/download/releases/4-2/ |access-date=2024-07-16 |website=blender.org |language=en}}</ref> |
|||
|Rewrite of the EEVEE render engine to be closer to cycles, addition of Ray Portal BSDF in Cycles, addition of Khronos PBR Neutral tone mapping, and GPU acceleration for the compositor.<ref>{{cite web |title=Reference/Release Notes/4.2 - Blender Developer Wiki |url=https://developer.blender.org/docs/release_notes/4.2/}}</ref> |
|||
|- |
|||
| {{Version|c|4.3}} |
|||
|November 19, 2024<ref>{{Cite web |last=Foundation |first=Blender |title=4.3 |url=https://www.blender.org/download/releases/4-3/ |access-date=2024-11-19 |website=blender.org |language=en}}</ref> |
|||
|Multi-pass compositing support for EEVEE, hardware accelerated ray tracing support for Linux, geometry node support for grease pencil.<ref>{{Cite web |last=Foundation |first=Blender |title=Blender 4.3 Release Notes |url=https://developer.blender.org/docs/release_notes/4.3/ |access-date=2024-10-24 |website=blender.org}}</ref> |
|||
|- |
|||
| {{Version|cp|4.4{{break}}Alpha}} |
|||
|Full release planned for approximately March 18, 2025. <ref>{{Cite web |last=Foundation |first=Blender |title=4.4 Planned Release Schedule |url=https://projects.blender.org/blender/blender/milestone/24/ |url-status=live |archive-url=https://archive.today/20241024062020/https://projects.blender.org/blender/blender/milestone/24/ |archive-date=2024-10-24 |access-date=2024-10-24 |website=blender.org}}</ref> |
|||
|"Slotted" actions.<ref>{{Cite web |last=Foundation |first=Blender |title=Blender 4.4 Release Notes |url=https://developer.blender.org/docs/release_notes/4.4/ |access-date=2024-10-24 |website=blender.org}}</ref> |
|||
|- |
|||
| {{Version|p|4.5}} |
|||
|Start of development planned for approximately February 5, 2025.<ref>{{Cite web |last=Foundation |first=Blender |title=4.5 Planned Release Schedule |
|||
|url=https://projects.blender.org/blender/blender/milestone/25/ |
|||
|url-status=live |
|||
|archive-url=https://archive.today/20241116004542/https://projects.blender.org/blender/blender/milestone/25/ |
|||
|archive-date=2024-11-16 |
|||
|access-date=2024-11-16 |website=blender.org}}</ref> |
|||
|There are no changes as of February 15, 2024. |
|||
|- |
|||
| colspan="3" |{{Version|l|show=111111}} |
|||
|} |
|||
As of 2021, official releases of Blender for Microsoft Windows, macOS and Linux,<ref name="download">{{cite web |title=Download – blender.org – Home of the Blender project – Free and Open 3D Creation Software |url=https://www.blender.org/download/ |access-date=July 30, 2014 |publisher=[[Blender Foundation]]}}</ref> as well as a [[Porting|port]] for [[FreeBSD]],<ref>{{cite web |date=March 16, 2018 |title=FreeBSD Ports: Graphics |url=https://www.freebsd.org/ports/graphics.html#blender-2.79_6 |url-status=dead |archive-url=https://web.archive.org/web/20200920053907/https://www.freebsd.org/ports/graphics.html#blender-2.79_6 |archive-date=September 20, 2020 |access-date=March 16, 2018 |website=FreeBSD |publisher=The FreeBSD Project}}</ref> are available in [[64-bit computing|64-bit]] versions. Blender is available for Windows 8.1 and above, and Mac OS X 10.13 and above.<ref>{{cite web |title=Requirements |url=https://www.blender.org/download/requirements/}}</ref><ref>{{cite web |date=17 December 2023 |title=What You Need to Get Started with Blender |url=https://cgcookie.com/posts/blender-3d-hardware-requirements-what-you-need-to-get-started-with-blender#minimum-requirements}}</ref> |
|||
* [[ManuelbastioniLAB]], a Blender add-on for the parametric 3D modeling of photorealistic humanoid characters |
|||
Blender 2.76b was the last supported release for Windows XP and version 2.63 was the last supported release for [[PowerPC]]. Blender 2.83 LTS and 2.92 were the last supported versions for Windows 7.<ref name="system-requirements">{{cite web |title=System Requirements |url=https://www.blender.org/download/requirements/ |access-date=March 29, 2016 |website=Blender.org}}</ref> In 2013, Blender was released on [[Android (operating system)|Android]] as a demo, but has not been updated since.<ref name="Index of /demo/android">{{cite web|title=Index of /demo/android/|url=https://download.blender.org/demo/android/|access-date=2020-09-23|website=download.blender.org}}</ref> |
|||
==See also== |
|||
{{Portal|Free and open-source software}} |
|||
* [[Digital library#CAD library|CAD library]] |
|||
* [[MB-Lab]], a Blender add-on for the parametric 3D modeling of photorealistic humanoid characters |
|||
* [[MakeHuman]] |
* [[MakeHuman]] |
||
* [[List of free and open-source software packages]] |
* [[List of free and open-source software packages]] |
||
* [[List of video editing software]] |
|||
* [[List of 3D printing software]] |
|||
==References== |
==References== |
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==Further reading== |
==Further reading== |
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{{Refbegin}} |
{{Refbegin}} |
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* {{cite book|last=Van Gumster|first=Jason|title=Blender For Dummies|publisher=[[John Wiley & Sons|Wiley Publishing, Inc]]|location=[[Indianapolis]], Indiana|year=2009|page=408|isbn=978-0-470-40018-0}} |
|||
* {{cite book |
|||
* {{cite web|url=http://ocw.tufts.edu/Course/57|title=Blender 3D Design, Spring 2008|publisher=[[Tufts University]]|work=Tufts [[OpenCourseWare]]|year=2008|access-date=July 23, 2011|url-status=dead|archive-url=https://web.archive.org/web/20110720000311/http://ocw.tufts.edu/Course/57|archive-date=July 20, 2011}} |
|||
| last = Van Gumster |
|||
* {{cite web|title=Release Logs|url=https://www.blender.org/development/release-logs|work=Blender.org|publisher=Blender Foundation|access-date=July 23, 2011}} |
|||
| first = Jason |
|||
| title = Blender For Dummies |
|||
| publisher = [[John Wiley & Sons|Wiley Publishing, Inc]] |
|||
| location = [[Indianapolis]], Indiana |
|||
| year = 2009 |
|||
| page = 408 |
|||
| isbn = 978-0-470-40018-0}} |
|||
* {{cite web |
|||
| url = http://ocw.tufts.edu/Course/57 |
|||
| title = Blender 3D Design, Spring 2008 |
|||
| publisher = [[Tufts University]] |
|||
| work = Tufts [[OpenCourseWare]] |
|||
| year = 2008 |
|||
| accessdate = July 23, 2011 |
|||
| url-status = dead |
|||
| archiveurl = https://web.archive.org/web/20110720000311/http://ocw.tufts.edu/Course/57 |
|||
| archivedate = July 20, 2011 }} |
|||
* {{cite web |
|||
| title = Release Logs |
|||
| url = https://www.blender.org/development/release-logs/ |
|||
| work = Blender.org |
|||
| publisher = Blender Foundation |
|||
| accessdate = July 23, 2011}} |
|||
{{Refend}} |
{{Refend}} |
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{{Authority control}} |
{{Authority control}} |
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{{DEFAULTSORT:Blender (Software)}} |
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[[Category: |
[[Category:Free 2D animation software]] |
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[[Category:3D rendering software for Linux]] |
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[[Category:3D modeling software for Linux]] |
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[[Category:AmigaOS 4 software]] |
[[Category:AmigaOS 4 software]] |
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[[Category:Articles containing video clips]] |
[[Category:Articles containing video clips]] |
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[[Category:Blender Foundation]] |
[[Category:Blender Foundation]] |
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[[Category:Computer science in the Netherlands]] |
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[[Category:Computer-aided design software for Linux]] |
[[Category:Computer-aided design software for Linux]] |
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[[Category:Cross-platform free software]] |
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[[Category:Free software for BSD]] |
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[[Category:Free software for Linux]] |
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[[Category:Free software for Windows]] |
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[[Category:Formerly proprietary software]] |
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[[Category:Free 3D graphics software]] |
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[[Category:Free computer-aided design software]] |
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[[Category:Free software programmed in C]] |
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[[Category:Free software programmed in Python]] |
[[Category:Free software programmed in Python]] |
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[[Category:Global illumination software]] |
[[Category:Global illumination software]] |
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[[Category: |
[[Category:Haiku (operating system)]] |
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[[Category:Visual effects software]] |
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[[Category:IRIX software]] |
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[[Category: |
[[Category:Visual effects software]] |
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[[Category:Windows graphics-related software]] |
[[Category:Windows graphics-related software]] |
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[[Category:2D animation software]] |
Latest revision as of 11:04, 9 January 2025
This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these messages)
|
Original author(s) | Ton Roosendaal |
---|---|
Developer(s) | Blender Foundation, community |
Initial release | January 2, 1994[1] |
Stable release | 4.3.2[2]
/ 17 December 2024 |
Preview release | 4.4.0
/ October 2, 2024 |
Repository | |
Written in | C++, Python |
Operating system | Linux, macOS, Windows, IRIX,[3] BSD,[4][5][6][7] Haiku[8] |
Size | 294–934 MiB (varies by operating system)[9][10] |
Available in | 36 languages |
List of languages Abkhaz, Arabic, Basque, Brazilian Portuguese, Castilian Spanish, Catalan, Croatian, Czech, Dutch, English (official), Esperanto, French, German, Hausa, Hebrew, Hindi, Hungarian, Indonesian, Italian, Japanese, Korean, Kyrgyz, Persian, Polish, Portuguese, Romanian, Russian, Serbian, Simplified Chinese, Slovak, Spanish, Swedish, Thai, Traditional Chinese, Turkish, Ukrainian, Vietnamese | |
Type | 3D computer graphics software |
License | GPL-2.0 or later[11] |
Website | www |
Blender is a free and open-source 3D computer graphics software tool set that runs on Windows, macOS, BSD, Haiku, IRIX and Linux. It is used for creating animated films, visual effects, art, 3D-printed models, motion graphics, interactive 3D applications, virtual reality, and, formerly, video games.
History
[edit]Blender was initially developed as an in-house application by the Dutch animation studio NeoGeo (no relation to the video game brand), and was officially launched on January 2, 1994.[12] Version 1.00 was released in January 1995,[13] with the primary author being the company co-owner and software developer Ton Roosendaal. The name Blender was inspired by a song by the Swiss electronic band Yello, from the album Baby, which NeoGeo used in its showreel.[14][15][16] Some design choices and experiences for Blender were carried over from an earlier software application, called Traces, that Roosendaal developed for NeoGeo on the Commodore Amiga platform during the 1987–1991 period.[17]
On January 1, 1998, Blender was released publicly online as SGI freeware.[1] NeoGeo was later dissolved, and its client contracts were taken over by another company. After NeoGeo's dissolution, Ton Roosendaal founded Not a Number Technologies (NaN) in June 1998 to further develop Blender, initially distributing it as shareware until NaN went bankrupt in 2002. This also resulted in the discontinuation of Blender's development.[18]
In May 2002, Roosendaal started the non-profit Blender Foundation, with the first goal to find a way to continue developing and promoting Blender as a community-based open-source project. On July 18, 2002, Roosendaal started the "Free Blender" campaign, a crowdfunding precursor.[19][20] The campaign aimed at open-sourcing Blender for a one-time payment of €100,000 (USD 100,670 at the time), with the money being collected from the community.[21] On September 7, 2002, it was announced that they had collected enough funds and would release the Blender source code. Today, Blender is free and open-source software, largely developed by its community as well as 26 full-time employees and 12 freelancers employed by the Blender Institute.[22]
The Blender Foundation initially reserved the right to use dual licensing so that, in addition to GPL 2.0-or-later, Blender would have been available also under the "Blender License", which did not require disclosing source code but required payments to the Blender Foundation. However, this option was never exercised and was suspended indefinitely in 2005.[23] Blender is solely available under "GNU GPLv2 or any later" and was not updated to the GPLv3, as "no evident benefits" were seen.[24] The binary releases of Blender are under GNU GPLv3 or later because of the incorporated Apache libraries.[25]
In 2019, with the release of version 2.80, the integrated game engine for making and prototyping video games was removed; Blender's developers recommended that users migrate to more powerful open source game engines such as Godot instead.[26][27]
Suzanne
[edit]In February 2002, the fate of the Blender software company, NaN, became evident as it faced imminent closure in March. Nevertheless, one more release was pushed out, Blender 2.25. As a sort of Easter egg and last personal tag, the artists and developers decided to add a 3D model of a chimpanzee head (called a "monkey" in the software). It was created by Willem-Paul van Overbruggen (SLiD3), who named it Suzanne, after the orangutan in the Kevin Smith film Jay and Silent Bob Strike Back.[28]
Suzanne is Blender's alternative to more common test models such as the Utah Teapot and the Stanford Bunny. A low-polygon model with only 500 faces, Suzanne is included in Blender and often used as a quick and easy way to test materials, animations, rigs, textures, and lighting setups. It is as easily added to a scene as primitives such as a cube or plane.[29]
The largest Blender contest gives out an award called the Suzanne Award,[30] underscoring the significance of this unique 3D model in the Blender community.
Features
[edit]Modeling
[edit]Blender has support for a variety of geometric primitives, including polygon meshes, Bézier curves, NURBS surfaces, metaballs, icospheres, text, and an n-gon modeling system called B-mesh. There is also an advanced polygonal modelling system which can be accessed through an edit mode. It supports features such as extrusion, bevelling, and subdividing.[31]
Modifiers
[edit]Modifiers apply non-destructive effects which can be applied upon rendering or exporting, such as subdivision surfaces.
Sculpting
[edit]Blender has multi-resolution digital sculpting, which includes dynamic topology, "baking", remeshing, re-symmetrization, and decimation. The latter is used to simplify models for exporting purposes (an example being game assets).
Geometry nodes
[edit]Blender has a node graph system for procedurally and non-destructively creating and manipulating geometry. It was first added to Blender 2.92, which focuses on object scattering and instancing.[32] It takes the form of a modifier, so it can be stacked over other different modifiers.[33] The system uses object attributes, which can be modified and overridden with string inputs. Attributes can include positions, normals and UV maps.[34] All attributes can be viewed in an attribute spreadsheet editor.[35] The Geometry Nodes utility also has the capability of creating primitive meshes.[36] In Blender 3.0, support for creating and modifying curves objects was added to Geometry Nodes;[37] in the same release, the Geometry Nodes workflow was completely redesigned with fields, in order to make the system more intuitive and work like shader nodes.[38][39]
Simulation
[edit]Blender can be used to simulate smoke, rain, dust, cloth, fluids, hair, and rigid bodies.[40]
Fluid simulation
[edit]The fluid simulator can be used for simulating liquids, like water being poured into a cup.[41] It uses Lattice Boltzmann methods (LBM) to simulate fluids and allows for plenty of adjustment of particles and resolution. The particle physics fluid simulation creates particles that follow the smoothed-particle hydrodynamics method.[42]
Blender has simulation tools for soft-body dynamics, including mesh collision detection, LBM fluid dynamics, smoke simulation, Bullet rigid-body dynamics, an ocean generator with waves, a particle system that includes support for particle-based hair, and real-time control during physics simulation and rendering.
In Blender 2.82, a new fluid simulation system called Mantaflow was added, replacing the old FLIP system.[43] In Blender 2.92, another fluid simulation system called APIC, which builds on Mantaflow,[citation needed] was added. Vortices and more stable calculations are improved from the FLIP system.
Cloth Simulation
[edit]Cloth simulation is done by simulating vertices with a rigid body simulation. If done on a 3D mesh, it will produce similar effects as the soft body simulation.
Animation
[edit]Blender's keyframed animation capabilities include inverse kinematics, armatures, hooks, curve- and lattice-based deformations, shape keys, non-linear animation, constraints, and vertex weighting. In addition, its Grease Pencil tools allow for 2D animation within a full 3D pipeline.
Rendering
[edit]Blender includes three render engines since version 2.80: EEVEE, Workbench and Cycles.
Cycles is a path tracing render engine. It supports rendering through both the CPU and the GPU. Cycles supports the Open Shading Language since Blender 2.65.[44]
Cycles Hybrid Rendering is possible in Version 2.92 with Optix. Tiles are calculated with GPU in combination with CPU.[45]
EEVEE is a new physically based real-time renderer. While it is capable of driving Blender's real-time viewport for creating assets thanks to its speed, it can also work as a renderer for final frames.
Workbench is a real-time render engine designed for fast rendering during modelling and animation preview. It is not intended for final rendering. Workbench supports assigning colors to objects for visual distinction.[46]
Cycles
[edit]Cycles is a path-tracing render engine that is designed to be interactive and easy to use, while still supporting many features.[47] It has been included with Blender since 2011, with the release of Blender 2.61. Cycles supports with AVX, AVX2 and AVX-512 extensions, as well as CPU acceleration in modern hardware.[48]
GPU rendering
[edit]Cycles supports GPU rendering, which is used to speed up rendering times. There are three GPU rendering modes: CUDA, which is the preferred method for older Nvidia graphics cards; OptiX, which utilizes the hardware ray-tracing capabilities of Nvidia's Turing architecture & Ampere architecture; HIP, which supports rendering on AMD Radeon graphics cards; and oneAPI for Intel and Intel Arc GPUs. The toolkit software associated with these rendering modes does not come within Blender and needs to be separately installed and configured as per their respective source instructions.
Multiple GPUs are also supported (with the notable exception of the EEVEE render engine[49]) which can be used to create a render farm to speed up rendering by processing frames or tiles in parallel—having multiple GPUs, however, does not increase the available memory since each GPU can only access its own memory.[50] Since Version 2.90, this limitation of SLI cards is broken with Nvidia's NVLink.[51]
Apple's Metal API got initial implementation in Blender 3.1 for Apple computers with M1 chips and AMD graphics cards.[52]
Feature | CPU | CUDA | OPTIX [54] | HIP | oneAPI | Metal | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hardware Minimum for 3.0 | x86-64 and other 64-Bit[55] | Cuda 3.0+: Nvidia cards Kepler to Ampere (CUDA Toolkit 11.1+)[56] | OptiX 7.3 with driver 470+: Full: Nvidia RTX Series; Parts: Maxwell+ | AMD RDNA architecture or newer, Radeon Software Drivers (Windows, Linux) | Intel Graphics Driver 30.0.101.3430 or newer on Windows, OpenCL runtime 22.10.23904 on Linux | Apple Computers with Apple Silicon in MacOS 12.2, AMD Graphics Cards with MacOS 12.3 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Basic shading | Yes | Yes | Yes | Yes | Yes | Yes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shadows | Yes | Yes | Yes | Yes | Yes | Yes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Motion blur | Yes | Yes | Yes | Yes | Yes | Yes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hair | Yes | Yes | Yes | Yes | Yes | Yes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Volume | Yes | Yes | Yes | Yes | Yes | Yes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Subsurface scattering | Yes | Yes | Yes | Yes | Yes | Yes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Open Shading Language (1.11) (OSL 1.12.6 in 3.4) | Yes | No | Partial[57] | No | No | No | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Correlated multi-jittered sampling | Yes | Yes | Yes | Yes | Yes | Yes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bevel and AO shaders | Yes | Yes | Yes | Yes | Yes | Yes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Baking [58] | Yes | Yes | Yes | Yes | Yes | Yes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Can use CPU memory | Yes | Yes | Yes | Yes | Yes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Distribute memory across devices | Yes render farm [59][60] | Yes with NVLink | Yes with NVLink | No | No | No | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Experimental features | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Adaptive subdivision[61] | Experimental | Experimental | Experimental | Experimental | Experimental | Experimental |
Integrator
[edit]The integrator is the core rendering algorithm used for lighting computations. Cycles currently supports a path tracing integrator with direct light sampling. It works well for a variety of lighting setups, but it is not as suitable for caustics and certain other complex lighting situations. Rays are traced from the camera into the scene, bouncing around until they find a light source (a lamp, an object material emitting light, or the world background), or until they are simply terminated based on the number of maximum bounces determined in the light path settings for the renderer. To find lamps and surfaces emitting light, both indirect light sampling (letting the ray follow the surface bidirectional scattering distribution function, or BSDF) and direct light sampling (picking a light source and tracing a ray towards it) are used.[62]
The default path tracing integrator is a "pure" path tracer. This integrator works by sending several light rays that act as photons from the camera out into the scene. These rays will eventually hit either: a light source, an object, or the world background. If these rays hit an object, they will bounce based on the angle of impact, and continue bouncing until a light source has been reached or until a maximum number of bounces, as determined by the user, which will cause it to terminate and result in a black, unlit pixel. Multiple rays are calculated and averaged out for each pixel, a process known as "sampling". This sampling number is set by the user and greatly affects the final image. Lower sampling often results in more noise and has the potential to create "fireflies" (which are uncharacteristically bright pixels), while higher sampling greatly reduces noise, but also increases render times.
The alternative is a branched path tracing integrator, which works mostly the same way. Branched path tracing splits the light rays at each intersection with an object according to different surface components,[clarification needed] and takes all lights into account for shading instead of just one. This added complexity makes computing each ray slower but reduces noise in the render, especially in scenes dominated by direct (one-bounce) lighting. This was removed in Blender 3.0 with the advent of Cycles X, as improvements to the pure path tracing integrator made the branched path tracing integrator redundant [63]
Open Shading Language
[edit]Blender users can create their own nodes using the Open Shading Language (OSL); this allows users to create stunning materials that are entirely procedural, which allows them to be used on any objects without stretching the texture as opposed to image-based textures which need to be made to fit a certain object. (Note that the shader nodes editor is shown in the image, although mostly correct, has undergone a slight change, changing how the UI is structured and looks. [64]
Materials
[edit]Materials define the look of meshes, NURBS curves, and other geometric objects. They consist of three shaders to define the mesh's surface appearance, volume inside, and surface displacement.[47]
The surface shader defines the light interaction at the surface of the mesh. One or more bidirectional scattering distribution functions, or BSDFs, can specify if incoming light is reflected, refracted into the mesh, or absorbed.[47] The alpha value is one measure of translucency.
When the surface shader does not reflect or absorb light, it enters the volume (light transmission). If no volume shader is specified, it will pass straight through (or be refracted, see refractive index or IOR) to another side of the mesh.
If one is defined, a volume shader describes the light interaction as it passes through the volume of the mesh. Light may be scattered, absorbed, or even emitted[clarification needed] at any point in the volume.[47]
The shape of the surface may be altered by displacement shaders. In this way, textures can be used to make the mesh surface more detailed.
Depending on the settings, the displacement may be virtual-only modifying the surface normals to give the impression of displacement (also known as bump mapping) – real, or a combination of real displacement with bump mapping.[47]
EEVEE
[edit]EEVEE (or Eevee) is a real-time PBR renderer included in Blender from version 2.8.[65] This render engine was given the nickname EEVEE,[66] after the Pokémon. The name was later made into the backronym "Extra Easy Virtual Environment Engine" or EEVEE.[67]
With the release of Blender 4.2 LTS[68] in July 2024, EEVEE received an overhaul by its lead developer, Clément Foucault, called EEVEE Next. EEVEE Next boasts a variety of new features for Blender's real-time and rasterised renderer, including screen-space global illumination (SSGI),[69] virtual shadowmapping, sunlight extraction from HDRIs, and a rewritten system for reflections and indirect lighting via light probe volumes and cubemaps.[70] EEVEE Next also brings improved volumetric rendering, along with support for displacement shaders and an improved depth of field system similar to Cycles.
Plans for future releases of EEVEE include support for hardware-accelerated ray-tracing[71] and continued improvements to performance and shader compilation.[71]
Workbench
[edit]Using the default 3D viewport drawing system for modeling, texturing, etc.[72]
External renderers
[edit]Free and open-source:[73]
- Mitsuba Renderer[74]
- YafaRay (previously Yafray)
- LuxCoreRender (previously LuxRender)
- Appleseed Renderer[75]
- POV-Ray
- NOX Renderer[76]
- Armory3D – a free and open source game engine for Blender written in Haxe[77]
- Radeon ProRender – Radeon ProRender for Blender
- Malt Render – a non-photorealistic renderer with GLSL shading capabilities[78]
- Pixar RenderMan – Blender render addon for RenderMan[79]
- Octane Render – OctaneRender plugin for Blender
- Indigo Renderer – Indigo for Blender
- V-Ray – V-Ray for Blender, V-Ray Standalone is needed for rendering
- Maxwell Render – B-Maxwell addon for Blender
- Thea Render – Thea for Blender[80]
- Corona Renderer – Blender To Corona exporter, Corona Standalone is needed for rendering[81]
Texturing and shading
[edit]Blender allows procedural and node-based textures, as well as texture painting, projective painting, vertex painting, weight painting and dynamic painting.
Post-production
[edit]Blender has a node-based compositor within the rendering pipeline, which is accelerated with OpenCL, and in 4.0 it supports GPU. It also includes a non-linear video editor called the Video Sequence Editor (VSE), with support for effects like Gaussian blur, color grading, fade and wipe transitions, and other video transformations. However, there is no built-in multi-core support for rendering video with the VSE.
Plugins/addons and scripts
[edit]Blender supports Python scripting for the creation of custom tools, prototyping, importing/exporting from other formats, and task automation. This allows for integration with several external render engines through plugins/addons. Blender itself can also be compiled & imported as a python library for further automation and development.
File format
[edit]Blender features an internal file system that can pack multiple scenes into a single ".blend" file.
- Most of Blender's ".blend" files are forward, backward, and cross-platform compatible with other versions of Blender, with the following exceptions:
- Loading animations stored in post-2.5 files in Blender pre-2.5. This is due to the reworked animation subsystem introduced in Blender 2.5 being inherently incompatible with older versions.
- Loading meshes stored in post 2.63. This is due to the introduction of BMesh, a more versatile mesh format.
- Blender 2.8 ".blend" files are no longer fully backward compatible, causing errors when opened in previous versions.
- Many 3.x ".blend" files are not completely backwards-compatible as well, and may cause errors with previous versions.
- All scenes, objects, materials, textures, sounds, images, and post-production effects for an entire animation can be packaged and stored in a single ".blend" file. Data loaded from external sources, such as images and sounds, can also be stored externally and referenced through either an absolute or relative file path. Likewise, ".blend" files themselves can also be used as libraries of Blender assets.
- Interface configurations are retained in ".blend" files.
A wide variety of import/export scripts that extend Blender capabilities (accessing the object data via an internal API) make it possible to interoperate with other 3D tools.
Blender organizes data as various kinds of "data blocks" (akin to glTF), such as Objects, Meshes, Lamps, Scenes, Materials, Images, and so on. An object in Blender consists of multiple data blocks – for example, what the user would describe as a polygon mesh consists of at least an Object and a Mesh data block, and usually also a Material and many more, linked together. This allows various data blocks to refer to each other. There may be, for example, multiple Objects that refer to the same Mesh, and making subsequent editing of the shared mesh results in shape changes in all Objects using this Mesh. Objects, meshes, materials, textures, etc. can also be linked to other .blend files, which is what allows the use of .blend files as reusable resource libraries.
Import and export
[edit]The software supports a variety of 3D file formats for import and export, among them Alembic, 3D Studio (3DS), FBX, DXF, SVG, STL (for 3D printing), UDIM, USD, VRML, WebM, X3D and OBJ.[82]
Deprecated features
[edit]Blender Game Engine
[edit]The Blender Game Engine was a built-in real-time graphics and logic engine with features such as collision detection, a dynamics engine, and programmable logic. It also allowed the creation of stand-alone, real-time applications ranging from architectural visualization to video games. In April 2018, the engine was removed from the upcoming Blender 2.8 release series, due to updates and revisions to the engine lagging behind other game engines such as Unity and the open-source Godot.[26] In the 2.8 announcements, the Blender team specifically mentioned the Godot engine as a suitable replacement for migrating Blender Game Engine users.[27]
Blender Internal
[edit]Blender Internal, a biased rasterization engine and scanline renderer used in previous versions of Blender, was also removed for the 2.80 release in favor of the new "EEVEE" renderer, a realtime physically based renderer.[83]
User interface
[edit]Commands
[edit]Most of the commands are accessible via hotkeys. There are also comprehensive graphical menus. Numeric buttons can be "dragged" to change their value directly without the need to aim at a particular widget, as well as being set using the keyboard. Both sliders and number buttons can be constrained to various step sizes with modifiers like the Ctrl and Shift keys. Python expressions can also be typed directly into number entry fields, allowing mathematical expressions to specify values.
Modes
[edit]Blender includes many modes for interacting with objects, the two primary ones being Object Mode and Edit Mode, which are toggled with the Tab key. Object mode is used to manipulate individual objects as a unit, while Edit mode is used to manipulate the actual object data. For example, an Object Mode can be used to move, scale, and rotate entire polygon meshes, and Edit Mode can be used to manipulate the individual vertices of a single mesh. There are also several other modes, such as Vertex Paint, Weight Paint, and Sculpt Mode.
Workspaces
[edit]The Blender GUI builds its tiled windowing system on top of one or multiple windows provided by the underlying platform. One platform window (often sized to fill the screen) is divided into sections and subsections that can be of any type of Blender's views or window types. The user can define multiple layouts of such Blender windows, called screens, and switch quickly between them by selecting from a menu or with keyboard shortcuts. Each window type's own GUI elements can be controlled with the same tools that manipulate the 3D view. For example, one can zoom in and out of GUI-buttons using similar controls, one zooms in and out in the 3D viewport. The GUI viewport and screen layout are fully user-customizable. It is possible to set up the interface for specific tasks such as video editing or UV mapping or texturing by hiding features not used for the task.
Development
[edit]Since the opening of the source code, Blender has experienced significant refactoring of the initial codebase and major additions to its feature set.
Improvements include an animation system refresh;[84] a stack-based modifier system;[85] an updated particle system[86] (which can also be used to simulate hair and fur); fluid dynamics; soft-body dynamics; GLSL shaders support[87] in the game engine; advanced UV unwrapping;[88] a fully recoded render pipeline, allowing separate render passes and "render to texture"; node-based material editing and compositing; and projection painting.[89]
Part of these developments was fostered by Google's Summer of Code program, in which the Blender Foundation has participated since 2005.
Historically, Blender has used Phabricator to manage its development but due to the announcement in 2021 that Phabricator would be discontinued,[90] the Blender Institute began work on migrating to another software in early 2022.[91] After extensive debate on what software it should choose[92] it was finally decided to migrate to Gitea.[93] The migration from Phabricator to Gitea is currently a work in progress.[94]
Blender 2.8
[edit]Official planning for the next major revision of Blender after the 2.7 series began in the latter half of 2015, with potential targets including a more configurable UI (dubbed "Blender 101"), support for physically based rendering (PBR) (dubbed EEVEE for "Extra Easy Virtual Environment Engine") to bring improved realtime 3D graphics to the viewport, allowing the use of C++11 and C99 in the codebase, moving to a newer version of OpenGL and dropping support for versions before 3.2, and a possible overhaul of the particle and constraint systems.[95][96] Blender Internal renderer has been removed from 2.8.[83] Code Quest was a project started in April 2018 set in Amsterdam, at the Blender Institute.[97] The goal of the project was to get a large development team working in one place, in order to speed up the development of Blender 2.8.[97] By June 29, 2018, the Code Quest project ended, and on July 2, the alpha version was completed.[98] Beta testing commenced on November 29, 2018, and was anticipated to take until July 2019.[99] Blender 2.80 was released on July 30, 2019.[100]
Cycles X
[edit]On April 23, 2021, the Blender Foundation announced the Cycles X project, where they improved the Cycles architecture for future development. Key changes included a new kernel, removal of default tiled rendering (replaced by progressive refine), removal of branched path tracing, and the removal of OpenCL support. Volumetric rendering was also replaced with better algorithms.[101][102][103] Cycles X had only been accessible in an experimental branch[104] until September 21, 2021, when it was merged into the Blender 3.0 alpha.[105]
Support
[edit]Blender is extensively documented on its website.[106] There are also a number of online communities dedicated to support, such as the Blender Stack Exchange.[107]
Modified versions
[edit]Due to Blender's open-source nature, other programs have tried to take advantage of its success by repackaging and selling cosmetically modified versions of it. Examples include IllusionMage, 3DMofun, 3DMagix, and Fluid Designer,[108] the latter being recognized as Blender-based.
Use in industry
[edit]Blender started as an in-house tool for NeoGeo, a Dutch commercial animation company.[109] The first large professional project that used Blender was Spider-Man 2, where it was primarily used to create animatics and pre-visualizations for the storyboard department.[110]
The French-language film Friday or Another Day (Vendredi ou un autre jour [fr]) was the first 35 mm feature film to use Blender for all the special effects, made on Linux workstations.[111] It won a prize at the Locarno International Film Festival. The special effects were by Digital Graphics of Belgium.[112]
Tomm Moore's The Secret of Kells, which was partly produced in Blender by the Belgian studio Digital Graphics, has been nominated for an Oscar in the category "Best Animated Feature Film".[113] Blender has also been used for shows on the History Channel, alongside many other professional 3D graphics programs.[114]
Plumíferos, a commercial animated feature film created entirely in Blender,[115] had premiered in February 2010 in Argentina. Its main characters are anthropomorphic talking animals.
Special effects for episode 6 of Red Dwarf season X, screened in 2012, were created using Blender as confirmed by Ben Simonds of Gecko Animation.[116][117][118]
Blender was used for previsualization in Captain America: The Winter Soldier.[119]
Some promotional artwork for Super Smash Bros. for Nintendo 3DS and Wii U was partially created using Blender.[120]
The alternative hip-hop group Death Grips has used Blender to produce music videos. A screenshot from the program is briefly visible in the music video for Inanimate Sensation.[121]
The visual effects for the TV series The Man in the High Castle were done in Blender, with some of the particle simulations relegated to Houdini.[122][123][124]
NASA used Blender to develop an interactive web application Experience Curiosity to celebrate the 3rd anniversary of the Curiosity rover landing on Mars.[125] This app[126] makes it possible to operate the rover, control its cameras and the robotic arm and reproduces some of the prominent events of the Mars Science Laboratory mission.[127] The application was presented at the beginning of the WebGL section on SIGGRAPH 2015.[128][List entry too long] Blender is also used by NASA for many publicly available 3D models. Many 3D models on NASA's 3D resources page are in a native .blend format.[129]
Blender was used for both CGI and compositing for the movie Hardcore Henry.[130] The visual effects in the feature film Sabogal were done in Blender.[131] VFX supervisor Bill Westenhofer used Blender to create the character "Murloc" in the 2016 film Warcraft.[132]
Director David F. Sandberg used Blender for multiple shots in Lights Out,[133] and Annabelle: Creation.[134][135]
Blender was used for parts of the credit sequences in Wonder Woman[136]
Blender was used for doing the animation in the film Cinderella the Cat.[137]
VFX Artist Ian Hubert used Blender for the science fiction film Prospect.[138] The 2018 film Next Gen was fully created in Blender by Tangent Animation. A team of developers worked on improving Blender for internal use, but it is planned to eventually add those improvements to the official Blender build.[139][140]
The 2019 film I Lost My Body was largely animated using Blender's Grease Pencil tool by drawing over CGI animation allowing for a real sense of camera movement that is harder to achieve in purely traditionally drawn animation.[141]
Ubisoft Animation Studio will use Blender to replace its internal content creation software starting in 2020.[142]
Khara and its child company Project Studio Q are trying to replace their main tool, 3ds Max, with Blender. They started "field verification" of Blender during their ongoing production of Evangelion: 3.0+1.0.[143] They also signed up as Corporate Silver and Bronze members of Development Fund.[144][145][146]
The 2020 film Wolfwalkers was partially created using Blender.[147]
The 2021 Netflix production Maya and the Three was created using Blender.[148]
In 2021 SPA Studios started hiring Blender artists[149] and as of 2022, contributes to Blender Development.[150] Warner Bros. Animation started hiring Blender artists in 2022.[151]
VFX company Makuta VFX used Blender for the VFX for Indian blockbuster RRR.[152]
Blender was used in several cases for the 2023 film Spider-Man: Across the Spider-Verse. Sony Pictures Imageworks, the primary studio behind the film's animation, used Blender's Grease Pencil for adding line-work and 2D FX animation alongside 3D models.[153] [154] At 14 years old, Canadian animator Preston Mutanga used Blender to create the Lego-style sequence in the film.[155] Mutanga was recruited after his fan-made Lego-style recreation of the film's teaser caught the attention of the filmmakers.[156]
The 2024 Latvian film Flow was made entirely in Blender using the EEVEE render engine.[157][158]
Open projects
[edit]Since 2005, every one to two years the Blender Foundation has announced a new creative project to help drive innovation in Blender.[159][160] In response to the success of the first open movie project, Elephants Dream, in 2006, the Blender Foundation founded the Blender Institute to be in charge of additional projects, such as films: Big Buck Bunny, Sintel, Tears of Steel; and Yo Frankie!, or Project Apricot, an open game utilizing the Crystal Space game engine that reused some of the assets created for Big Buck Bunny.
Online services
[edit]Blender Foundation
[edit]Blender Studio
[edit]The Blender Studio platform, launched in March 2014 as Blender Cloud,[161][162][163] is a subscription-based cloud computing platform where members can access Blender add-ons, courses and to keep track of the production of Blender Studio's open movies.[164] It is currently operated by the Blender Studio, formerly a part of the Blender Institute.[22] It was launched to promote and fundraiser for Project: Gooseberry, and is intended to replace the selling of DVDs by the Blender Foundation with a subscription-based model for file hosting, asset sharing and collaboration.[161][165] Blender Add-ons included in Blender Studio are CloudRig,[166] Blender Kitsu,[167] Contact sheet Add-on,[168] Blender Purge[169] and Shot Builder.[170][171][172] It was rebranded from Blender Cloud to Blender Studio on 22 October 2021.[173]
The Blender Development Fund
[edit]The Blender Development Fund is a subscription where individuals and companies can fund Blender's development.[174] Corporate members include Epic Games,[175] Nvidia,[176] Microsoft,[177] Apple,[178] Unity,[179] Intel,[180] Decentraland,[181] Amazon Web Services,[182] Meta,[183] AMD,[184] Adobe[185] and many more. Individual users can also provide one-time donations to Blender via payment card, PayPal, wire transfer, and some cryptocurrencies.[186]
Blender ID
[edit]The Blender ID is a unified login for Blender software and service users, providing a login for Blender Studio, the Blender Store, the Blender Conference, Blender Network, Blender Development Fund, and the Blender Foundation Certified Trainer Program.[187]
Blender Open Data
[edit]The Blender Open Data is a platform to collect, display, and query benchmark data produced by the Blender community with related Blender Benchmark software.[188]
Blender Network
[edit]The Blender Network was an online platform to enable online professionals to conduct business with Blender and provide online support.[189] It was terminated on 31 March 2021.[190]
Blender Store
[edit]A store to buy Blender merchandise, such as shirts, socks, beanies, etc.[191]
Blender Extensions
[edit]Blender Extensions acts as the main repo for extensions, introduced in Blender 4.2, which include both addons and themes. Users can then install and update extensions right in Blender itself.[192]
Release history
[edit]This section may require cleanup to meet Wikipedia's quality standards. The specific problem is: Overly detailed changelog relying entirely on primary sources. (August 2023) |
The following table lists notable developments during Blender's release history: green indicates the current version, yellow indicates currently supported versions, and red indicates versions that are no longer supported (though many later versions can still be used on modern systems).[citation needed]
Version | Release date[193] | Notes and key changes |
---|---|---|
1.00 | January 1994 | Blender in development.[194] |
1.23 | January 1998 | SGI version released, IrisGL.[194] |
1.30 | April 1998 | Linux and FreeBSD version, port to OpenGL and X11.[194] |
1.4x | September 1998 | Sun and Linux Alpha version released.[194] |
1.50 | November 1998 | First Manual published.[194] |
1.60 | April 1999 | New features behind a $95 lock. Windows version released.[194] |
1.6x | June 1999 | BeOS and PPC version released.[194] |
1.80 | June 2000 | Blender freeware again.[194] |
2.00 | August 2000 | Interactive 3D and real-time engine.[194] |
2.03 | 2000 | Handbook The official Blender 2.0 guide. |
2.10 | December 2000 | New engine, physics, and Python.[194] |
2.20 | August 2001 | Character animation system.[194] |
2.21 | October 2001 | Blender Publisher launch.[194] |
2.2x | December 2001 | Apple macOS version.[194] |
2.25 | October 13, 2002 | Blender Publisher freely available.[194] |
2.26 | February 2003 | The first truly open source Blender release.[194] |
2.30 | November 22, 2003 | New GUI; edits are now reversible. |
2.32 | February 3, 2004 | Ray tracing in internal renderer; support for YafaRay. |
2.34 | August 5, 2004 | LSCM-UV-Unwrapping, object-particle interaction. |
2.37 | May 31, 2005 | Simulation of elastic surfaces; improved subdivision surface. |
2.40 | December 22, 2005 | Greatly improved system and character animations (with a non-linear editing tool), and added a fluid and hair simulator. New functionality was based on Google Summer of Code 2005.[195] |
2.41 | January 25, 2006 | Improvements of the game engine (programmable vertex and pixel shaders, using Blender materials, split-screen mode, improvements to the physics engine), improved UV mapping, recording of the Python scripts for sculpture or sculpture works with the help of grid or mesh (mesh sculpting) and set-chaining models. |
2.42 | July 14, 2006 | The film Elephants Dream resulted in high development as a necessity. In particular, the Node-System (Material- and Compositor) has been implemented. |
2.43 | February 16, 2007 | Sculpt-Modeling as a result of Google Summer of Code 2006. |
2.46 | May 19, 2008 | With the production of Big Buck Bunny, Blender gained the ability to produce grass quickly and efficiently.[196] |
2.48 | October 14, 2008 | Due to development of Yo Frankie!, the game engine was improved substantially.[197] |
2.49 | June 13, 2009 | New window and file manager, new interface, new Python API, and new animation system.[198] |
2.57 | April 13, 2011 | First official stable release of 2.5 branch: new interface, new window manager and rewritten event — and tool — file processing system, new animation system (each setting can be animated now), and new Python API.[199] |
2.58 | June 22, 2011 | New features, such as the addition of the warp modifier and render baking. Improvements in sculpting.[200] |
2.58a | July 4, 2011 | Some bug fixes, along with small extensions in GUI and Python interface.[201] |
2.59 | August 13, 2011 | 3D mouse support. |
2.60 | October 19, 2011 | Developer branches integrated into the main developer branch: among other things, B-mesh, a new rendering/shading system, NURBS, to name a few, directly from Google Summer of Code. |
2.61 | December 14, 2011 | New Render Engine, Cycles, added alongside Blender Internal (as a "preview release").[202] Motion Tracking, Dynamic Paint, and Ocean Simulator. |
2.62 | February 16, 2012 | Motion tracking improvement, further expansion of UV tools, and remesh modifier. Cycles render engine updates to make it more production-ready. |
2.63 | April 27, 2012 | Bug fixes, B-mesh project: completely new mesh system with n-corners, plus new tools: dissolve, inset, bridge, vertex slide, vertex connect, and bevel. |
2.64 | October 3, 2012 | Green screen keying, node-based compositing. |
2.65 | December 10, 2012 | Over 200 bug fixes, support for the Open Shading Language, and fire simulation. |
2.66 | February 21, 2013[203] | Rigid body simulation available outside of the game engine, dynamic topology sculpting, hair rendering now supported in Cycles. |
2.67 | May 7–30, 2013[204] | Freestyle rendering mode for non-photographic rendering, subsurface scattering support added the motion tracking solver is made more accurate and faster, and an add-on for 3D printing now comes bundled. |
2.68 | July 18, 2013[205] | Rendering performance is improved for CPUs and GPUs, support for Nvidia Tesla K20, GTX Titan and GTX 780 GPUs. Smoke rendering improved to reduce blockiness. |
2.69 | October 31, 2013[206] | Motion tracking now supports plane tracking, and hair rendering has been improved. |
2.70 | March 19, 2014[207] | Initial support for volume rendering and small improvements to the user interface. |
2.71 | June 26, 2014[208] | Support for baking in Cycles and volume rendering branched path tracing now renders faster. |
2.72 | October 4, 2014[209] | Volume rendering for GPUs, more features for sculpting and painting. |
2.73 | January 8, 2015[210] | New fullscreen mode, improved Pie Menus, 3D View can now display the world background. |
2.74 | March 31, 2015[211] | Cycles got several precision, noise, speed, memory improvements, and a new Pointiness attribute. |
2.75a | July 1, 2015[212] | Blender now supports a fully integrated Multi-View and Stereo 3D pipeline, Cycles has much-awaited initial support for AMD GPUs, and a new Light Portals feature. |
2.76b | November 3, 2015[213] | Cycles volume density render, Pixar OpenSubdiv mesh subdivision library, node inserting, and video editing tools. |
2.77a | April 6, 2016[214] | Improvements to Cycles, new features for the Grease Pencil, more support for OpenVDB, updated Python library and support for Windows XP has been removed. |
2.78c | February 28, 2017[215] | Spherical stereo rendering for virtual reality, Grease Pencil improvements for 2D animations, Freehand curves drawing over surfaces, Bendy Bones, Micropolygon displacements, and Adaptive Subdivision. Cycles performance improvements. |
2.79b | September 11, 2017[216] | Cycles denoiser, improved OpenCL rendering support, Shadow Catcher, Principled BSDF Shader, Filmic color management, improved UI and Grease Pencil functionality, improvements in Alembic import and export, surface deformities modifier, better animation keyframing, simplified video encoding, Python additions and new add-ons. |
2.80 | July 30, 2019[217] | Revamped UI, added a dark theme, EEVEE realtime rendering engine on OpenGL, Principled shader, Workbench viewport, Grease Pencil 2D animation tool, multi-object editing, collections, GPU+CPU rendering, Rigify. |
2.81a | November 21, 2019[218] | OpenVDB voxel remesh, QuadriFlow remesh, transparent BSDF, brush curves preset in sculpting, WebM support. |
2.82 | February 14, 2020[219] | Improved fluid and smoke simulation (using Mantaflow), UDIM support, USD export and 2 new sculpting tools. |
LTS |
2.83June 3, 2020[220] | Introduction of the Long Term Support (LTS) program, VDB files support, VR scene inspection, new cloth sculpt brush and viewport denoising. |
2.90 | August 31, 2020[221] | Physically based Nishita Sky Texture, improved EEVEE motion blur, sculpting improvements including a new multiresolution modifier and modelling improvements. |
2.91 | November 25, 2020[222] | Cloth Brush improvements, new sculpting Trim tool, new mesh boolean solver, volume to mesh and mesh to volume modifiers and customisable curve bevels. |
2.92 | February 25, 2021[223] | New Geometry Nodes procedural modelling system, New interactive Add Primitive Tool, sculpting improvements and Grease Pencil improvements. |
LTS |
2.93June 2, 2021[224] | Expansion of Geometry Nodes with mesh primitives and a new spreadsheet editor, sculpting improvements, new grease pencil line art modifier and EEVEE rendering improvements. |
3.0 | December 3, 2021[225] | Major Cycles update with rewritten GPU kernels and rewritten shadow catchers and other rendering improvements. Overhaul to Geometry nodes with new 'Fields' system. A new UI visual refresh as well as other features and improvements. |
3.1 | March 9, 2022[226] | Point cloud objects, Cycles Metal Backend and new geometry nodes. |
3.2 | June 8, 2022[227] | Cycles light groups, shadow caustics rendering, sculpt mode painting and collection support in the asset browser. |
LTS |
3.3September 7, 2022[228] | New procedural hair system with geometry nodes, support for Intel Arc GPUs and new geometry nodes. |
3.4 | December 7, 2022[229] | Path Guiding in Cycles, auto masking in sculpt mode, new UV relax tool and new geometry nodes. |
3.5 | March 29, 2023[230] | New hair system with Geometry nodes and asset browser, real-time viewport compositor, vector displacement maps for sculpting, viewport performance improvements with Apple Metal. |
LTS |
3.6June 27, 2023 [231] | Simulation Nodes, rendering performance improvements on AMD Hardware and better UV packing. |
4.0 | November 14, 2023[232] | Cycles light linking, improved Principled BSDF shader, better Color management with the AgX tone mapper, and Geometry Nodes improvements. |
4.1 | March 26, 2024[233] | Geometry nodes baking, OpenImageDenoise performance improvements and viewport compositor improvements. |
LTS |
4.2July 16, 2024[234] | Rewrite of the EEVEE render engine to be closer to cycles, addition of Ray Portal BSDF in Cycles, addition of Khronos PBR Neutral tone mapping, and GPU acceleration for the compositor.[235] |
4.3 | November 19, 2024[236] | Multi-pass compositing support for EEVEE, hardware accelerated ray tracing support for Linux, geometry node support for grease pencil.[237] |
Alpha |
4.4Full release planned for approximately March 18, 2025. [238] | "Slotted" actions.[239] |
4.5 | Start of development planned for approximately February 5, 2025.[240] | There are no changes as of February 15, 2024. |
Legend: Old version, not maintained Old version, still maintained Latest version Latest preview version Future release |
As of 2021, official releases of Blender for Microsoft Windows, macOS and Linux,[241] as well as a port for FreeBSD,[242] are available in 64-bit versions. Blender is available for Windows 8.1 and above, and Mac OS X 10.13 and above.[243][244]
Blender 2.76b was the last supported release for Windows XP and version 2.63 was the last supported release for PowerPC. Blender 2.83 LTS and 2.92 were the last supported versions for Windows 7.[245] In 2013, Blender was released on Android as a demo, but has not been updated since.[246]
See also
[edit]- CAD library
- MB-Lab, a Blender add-on for the parametric 3D modeling of photorealistic humanoid characters
- MakeHuman
- List of free and open-source software packages
- List of video editing software
- List of 3D printing software
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Further reading
[edit]- Van Gumster, Jason (2009). Blender For Dummies. Indianapolis, Indiana: Wiley Publishing, Inc. p. 408. ISBN 978-0-470-40018-0.
- "Blender 3D Design, Spring 2008". Tufts OpenCourseWare. Tufts University. 2008. Archived from the original on July 20, 2011. Retrieved July 23, 2011.
- "Release Logs". Blender.org. Blender Foundation. Retrieved July 23, 2011.
External links
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