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Blender is a free and open-source 3D computer graphics software toolset used for creating animated films, visual effects, art, 3D printed models, motion graphics, interactive 3D applications, and computer games. Blender's features include 3D modeling, UV unwrapping, texturing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, rendering, motion graphics, video editing, and compositing.
Blender 2.80 on Windows 10
|Original author(s)||Ton Roosendaal|
|Initial release||January 1, 1998|
2.80 (July 30, 2019[±])
|Written in||C, C++, and Python|
|Operating system||Windows, macOS, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly BSD, Haiku|
|Size||77 – 157 MiB (varies by operating system)|
|Type||3D computer graphics software|
- 1 History
- 2 Features
- 3 Cycles rendering engine
- 4 Other rendering engines
- 5 Physics
- 6 Development
- 7 Support
- 8 Clones
- 9 Use in the media industry
- 10 Open projects
- 10.1 Elephants Dream (Open Movie Project: Orange)
- 10.2 Big Buck Bunny (Open Movie Project: Peach)
- 10.3 Yo Frankie! (Open Game Project: Apricot)
- 10.4 Sintel (Open Movie Project: Durian)
- 10.5 Tears of Steel (Open Movie Project: Mango)
- 10.6 Cosmos Laundromat (Open Movie Project: Gooseberry)
- 10.7 Glass Half
- 10.8 Caminandes
- 10.9 Agent 327: Operation Barbershop
- 10.10 Hero
- 10.11 Spring
- 11 Online services
- 12 See also
- 13 References
- 14 Further reading
- 15 External links
The Dutch animation studio NeoGeo started to develop Blender as an in-house application and based on the timestamps for the first source files, January 2, 1994 is considered to be Blender's birthday. The version 1.00 was released in January 1995, with the primary author being company co-owner and software developer Ton Roosendaal. The name Blender was inspired by a song by Yello, from the album Baby which NeoGeo used in its showreel. Some of the design choices and experiences for Blender were carried over from an earlier software called Traces, that Ton Roosendaal developed for NeoGeo on the Commodore Amiga platform during the 1987–1991 period.
On January 1, 1998, Blender was released publicly online as SGI freeware. 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 meant, at the time, discontinuing the development of Blender.
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. The campaign aimed for open-sourcing Blender for a one-time payment of €100,000 (US$100,670 at the time) collected from the community. 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, alongside two full-time and two part-time employees employed by the Blender Institute.
The Blender Foundation initially reserved the right to use 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. Blender is solely available under "GNU GPLv2 or any later" and was not updated to the GPLv3, as "no evident benefits" were seen.
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, and last personal tag, the artists and developers decided to add a 3D model of a chimpanzee head. 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.
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 often used as a quick and easy way to test material, animation, rigs, texture, and lighting setups and is also frequently used in joke images. Suzanne is still included in Blender. The largest Blender contest gives out an award called the Suzanne Award.
The following table lists notable developments during Blender's release history.
|Version||Release||Notes and key changes|
|Old version, no longer supported: 2.03||2002||Handbook The official Blender 2.0 guide.|
|Old version, no longer supported: 2.26||August 20, 2003||First ever free version.|
|Old version, no longer supported: 2.30||November 22, 2003||New GUI; edits are now revertible.|
|Old version, no longer supported: 2.32||February 3, 2004||Ray tracing in internal renderer; support for YafaRay.|
|Old version, no longer supported: 2.34||August 5, 2004||LSCM-UV-Unwrapping, object-particle interaction.|
|Old version, no longer supported: 2.37||May 31, 2005||Simulation of elastic surfaces; improved subdivision surface.|
|Old version, no longer supported: 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.|
|Old version, no longer supported: 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.|
|Old version, no longer supported: 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.|
|Old version, no longer supported: 2.43||February 16, 2007||Sculpt-Modeling as a result of Google Summer of Code 2006.|
|Old version, no longer supported: 2.46||May 19, 2008||With the production of Big Buck Bunny, Blender gained the ability to produce grass quickly and efficiently.|
|Old version, no longer supported: 2.48||October 14, 2008||Due to development of Yo Frankie!, the game engine was improved substantially.|
|Old version, no longer supported: 2.49||June 13, 2009||New window and file manager, new interface, new Python API, and new animation system.|
|Old version, no longer supported: 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.|
|Old version, no longer supported: 2.58||June 22, 2011||New features, such as the addition of the warp modifier and render baking. Improvements in sculpting.|
|Old version, no longer supported: 2.58a||July 4, 2011||Some bug fixes, along with small extensions in GUI and Python interface.|
|Old version, no longer supported: 2.59||August 13, 2011||3D mouse support.|
|Old version, no longer supported: 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.|
|Old version, no longer supported: 2.61||December 14, 2011||Render-Engine Cycles, Motion Tracking, Dynamic Paint, and Ocean Simulator.|
|Old version, no longer supported: 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.|
|Old version, no longer supported: 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.|
|Old version, no longer supported: 2.64||October 3, 2012||Green screen keying, node-based compositing.|
|Old version, no longer supported: 2.65||December 10, 2012||Over 200 bug fixes, support for the Open Shading Language, and fire simulation.|
|Old version, no longer supported: 2.66||February 21, 2013||Rigid body simulation available outside of the game engine, dynamic topology sculpting, hair rendering now supported in Cycles.|
|Old version, no longer supported: 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.|
|Old version, no longer supported: 2.68||July 18, 2013||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.|
|Old version, no longer supported: 2.69||October 31, 2013||Motion tracking now supports plane tracking, and hair rendering has been improved.|
|Old version, no longer supported: 2.70||March 19, 2014||Initial support for volume rendering and small improvements to the user interface.|
|Old version, no longer supported: 2.71||June 26, 2014||Support for baking in Cycles and volume rendering branched path tracing now renders faster.|
|Old version, no longer supported: 2.72||October 4, 2014||Volume rendering for GPUs, more features for sculpting and painting.|
|Old version, no longer supported: 2.73||January 8, 2015||New fullscreen mode, improved Pie Menus, 3D View can now display the world background.|
|Old version, no longer supported: 2.74||March 31, 2015||Cycles got several precision, noise, speed, memory improvements, and a new Pointiness attribute.|
|Old version, no longer supported: 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.|
|Old version, no longer supported: 2.76b||November 3, 2015||Cycles volume density render, Pixar OpenSubdiv mesh subdivision library, node inserting, and video editing tools.|
|Old version, no longer supported: 2.77a||April 6, 2016||Improvements to Cycles, new features for the Grease Pencil, more support for OpenVDB, updated Python library and support for Windows XP has been removed.|
|Older version, yet still supported: 2.78c||February 28, 2017||Spherical stereo rendering for VR, Grease Pencil improvements for 2D animations, Freehand curves drawing over surfaces, Bendy Bones, Micropolygon displacements, and Adaptive Subdivision. Cycles performance improvements.|
|Older version, yet still supported: 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 additions and new add-ons.|
|Current stable version: 2.80||July 30, 2019||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.|
|Future release: 2.81||November 2019||OpenVDB voxel remesh, transparent BSDF, brush curves preset in sculpting, WebM support.|
Official releases of Blender for Microsoft Windows, MacOS and Linux, as well as a port for FreeBSD, are available in both 32-bit and 64-bit versions. Though it is often distributed without extensive example scenes found in some other programs, the software contains features that are characteristic of high-end 3D software. Among its capabilities are:
- Support for a variety of geometric primitives, including polygon meshes, fast subdivision surface modeling, Bezier curves, NURBS surfaces, metaballs, icospheres, multi-res digital sculpting (including dynamic topology, maps baking, remeshing, resymetrize, decimation), outline font, and a new n-gon modeling system called B-mesh.
- Internal render engine with scanline rendering, indirect lighting, and ambient occlusion that can export in a wide variety of formats.
- A pathtracer render engine called Cycles, which can take advantage of the GPU for rendering. Cycles supports the Open Shading Language since Blender 2.65.
- Integration with a number of external render engines through plugins.
- Keyframed animation tools including inverse kinematics, armature (skeletal), hook, curve and lattice-based deformations, shape animations, non-linear animation, constraints, and vertex weighting.
- Simulation tools for soft body dynamics including mesh collision detection, LBM fluid dynamics, smoke simulation, Bullet rigid body dynamics, ocean generator with waves.
- A particle system that includes support for particle-based hair.
- Modifiers to apply non-destructive effects.
- Python scripting for tool creation and prototyping, game logic, importing/exporting from other formats, task automation and custom tools.
- Basic non-linear video/audio editing.
- A fully integrated node-based compositor within the rendering pipeline accelerated with OpenCL.
- Procedural and node-based textures, as well as texture painting, projective painting, vertex painting, weight painting and dynamic painting.
- Real-time control during physics simulation and rendering.
- Camera and object tracking.
- Grease Pencil tools for 2D animation within a full 3D pipeline.
- The 3D viewport and UV editor have new interactive tools and gizmos, along with a new toolbar. These make it easier for new users to start using Blender, and for existing users to discover and use tools that previously required obscure key combinations.
- The new contextual toolbars enable quick access to tools.
- Eevee is a new 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.
- The Blender Game Engine was a built-in realtime 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 games. 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, and Unity.
The main character from the Blender Sintel open film
A simple fluid simulation done with Blender
Blender's user interface incorporates the following concepts:
- Editing modes
- The two primary modes of work are 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, 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.
- Hotkey usage
- Most of the commands are accessible via hotkeys. There are also comprehensive GUI menus.
- Numeric input
- 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.
- Workspace management
- 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 is 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.
|Processor||32-bit dual core 2 GHz CPU with SSE2 support||64-bit quad core CPU||64-bit eight core CPU|
|Memory||2 GB RAM||8 GB RAM||16 GB RAM|
|Graphics card||OpenGL 2.1 compatible card with 512 MB video RAM||OpenGL 3.2 compatible card with 2 GB video RAM (CUDA or OpenCL for GPU rendering)||Dual OpenGL 3.3 compatible cards with 4 GB video RAM|
|Display||1280×768 pixels, 24-bit color||1920×1080 pixels, 24-bit color||Dual 1920×1080 pixels, 24-bit color|
|Input||Mouse or trackpad||Three-button mouse||Three-button mouse and graphics tablet|
|OpenGL version||1.4 (Blender 2.76 and earlier)||2.1 (Blender 2.77 up to 2.79b)||3.3 (Blender 2.8)|
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.
Blender features an internal file system that can pack multiple scenes into a single file (called a ".blend" file).
- All 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.
- 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.
- Interface configurations are retained in the ".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 inter-operate with other 3D tools.
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.
Import and exportEdit
Blender features a fully functional, production ready Non-Linear video editor called Video Sequence Editor or VSE for short. Blender's VSE has many features including 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 VSE.
Cycles rendering engineEdit
Cycles is a path-tracing render engine that is designed to be interactive and easy to use, while still supporting many production features. It comes installed as an add-on that is available by default and can be activated in the top header.
Cycles supports GPU rendering which is used to help speed up rendering times. There are two GPU rendering modes: CUDA, which is the preferred method for NVIDIA graphics cards; and OpenCL, which supports rendering on AMD graphics cards. Multiple GPUs are also supported, which can be used to create a render farm – although having multiple GPUs doesn't increase the available memory because each GPU can only access its own memory.
|Open Shading Language||Yes||No||No|
|Correlated Multi-Jittered Sampling||Yes||Yes||Yes|
|Branched Path integrator||Yes||Yes||Yes|
The integrator is the rendering algorithm used for lighting computations. Cycles currently supports a path tracing integrator with direct light sampling. It works well for various lighting setups, but is not as suitable for caustics and some other complex lighting situations. Rays are traced from the camera into the scene, bouncing around until they find a light source such as a lamp, an object emitting light, the world background or are simply terminated based on the number of maximum bounces determined in the light path settings. To find lamps and surfaces emitting light, both indirect light sampling (letting the ray follow the surface BSDF) and direct light sampling (picking a light source and tracing a ray towards it) are used.
There are two types of integrators:
- The default path tracing integrator is a pure path tracer. This integrator works by sending a number of light rays that act as photons from the camera out onto the scene. These rays will eventually hit either a light source, an object or terminate if it hits the world background. On the event that these rays hit an object, they will bounce based on the angle of impact and continue bouncing until a light source has been reached. If the ray finds no light sources and has bounced a maximum number of times determined by the user, it will terminate and therefore result in a black pixel. These rays are calculated multiple times and averaged out between rays in each individual pixel in 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 potentially 'fireflies' while higher sampling greatly reduces noise while also increasing render times.
- The alternative is a branched path tracing integrator which mostly works the same way as the former. Branched path tracing splits the light rays at each interaction with an object for different surface components and takes all lights into account for shading instead of just one. This makes each sample slower, but reduces noise, especially in scenes dominated by direct or one-bounce lighting.
Open Shading LanguageEdit
Materials define the look of meshes, NURBS curves and other geometric objects. They consist of three shaders, defining the mesh's appearance of the surface, volume inside, and displacement of the surface.
When the surface shader does not reflect or absorb light, it enters the volume. If no volume shader is specified, it will pass straight through to the other 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 emitted at any point in the volume.
The shape of the surface may be altered by displacement shaders. 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) or a combination of real and virtual displacement.
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Other rendering enginesEdit
This list (which may have dates, numbers, etc.) may be better in a sortable table format. (November 2018)
Engines included in Blender:
- Blender Render (Blender Internal) — Blender's non photorealistic renderer. It was removed from Blender in version 2.8.
- Cycles — Unbiased path tracing render engine. Included in Blender from version 2.61.
- Clay Render — Renderer overwrites materials in BI or Cycles to Render clay with choice of diffuse color. Included in Blender from version 2.79.
- EEVEE — Real-time PBR renderer. Render engine has been nicknamed Eevee, later coined backronym — Extra Easy Virtual Environment Engine. Included in Blender from version 2.8.
- Mitsuba Render
- LuxRender and LuxCoreRender
- appleseed Render
- NOX Renderer
- Radeon ProRender — Radeon ProRender for Blender
External renderers, proprietary:
- Pixar RenderMan — Blender render addon for RenderMan
- 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
- Corona Renderer — Blender To Corona exporter, Corona Standalone is needed for rendering
Blender can be used to simulate smoke, rain, dust, cloth, water, hair and rigid bodies.
A cloth is any piece of mesh that has been designated as 'cloth' in the physics tab.
Physics fluid simulationEdit
The fluid simulator can be used for simulating liquids, like water hitting a cup. It uses the Lattice Boltzmann methods to simulate the fluids and allows for lots of adjusting of the amount of particles and the resolution.
Particle fluid simulationEdit
Since the opening of the source, Blender has experienced significant refactoring of the initial codebase and major additions to its feature set.
Improvements include an animation system refresh; a stack-based modifier system; an updated particle system (which can also be used to simulate hair and fur); fluid dynamics; soft-body dynamics; GLSL shaders support in the game engine; advanced UV unwrapping; a fully recoded render pipeline, allowing separate render passes and "render to texture"; node-based material editing and compositing; and projection painting.
Blender 2.8 ProjectEdit
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") which shall bring improved realtime 3d graphics to the viewport and thus also upgrading the game engines rendering engine too, 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. Blender Internal renderer has been removed from 2.8. Code Quest was a project started in April 2018 set in Amsterdam, at the Blender Institute. The goal of the project would be to get a large development team working in one place, in order to speed up the development of Blender 2.8. By June 29, 2018, the Code Quest project ended, and on July 2, the alpha version was completed. Beta testing commenced on November 29, 2018 and is anticipated to take until July 2019. Blender 2.80 has been released on July 30, 2019.
Blender is extensively documented on its website, with the rest of the support provided via community tutorials and discussion forums on the Internet. The Blender Network provides support and social services for Blender professionals. Additionally, YouTube is known to have many video tutorials available for either Blender amateurs or professionals at no cost.
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, the latter being recognized as Blender-based.
Use in the media industryEdit
- Blender started out as an in-house tool for NeoGeo, a Dutch commercial animation company. Blender has been used for television commercials in several parts of the world including Australia, Iceland, Brazil, Russia and Sweden.
- Blender is used by NASA for publicly available 3D models. Many 3D models on NASA's 3D resources page are in a native .blend format.
- NASA also used Blender to develop an interactive web application Experience Curiosity to celebrate the 3rd anniversary of the Curiosity rover landing on Mars. This app 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. The application was presented at the beginning of the WebGL section on SIGGRAPH 2015.
- 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.
- 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. It won a prize at the Locarno International Film Festival. The special effects were by Digital Graphics of Belgium.
- Blender has also been used for shows on the History Channel, alongside many other professional 3D graphics programs.
- 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".
- Plumíferos, a commercial animated feature film created entirely in Blender, 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.
- Blender was used for both CGI and compositing for the movie Hardcore Henry.
- The special effects for the TV series The Man in the High Castle were done in Blender, with some of the particle simulations relegated to Houdini.
- Blender was used for pre-visual effects in Captain America: The Winter Soldier and many of the visual effects in the feature film Sabogal were done in Blender. Director David F. Sandberg used Blender for multiple shots in Lights Out, and Annabelle: Creation. Blender was used for parts of the credit sequences in Wonder Woman and for doing the animation in the film Cinderella the Cat.
- Some promotional artwork for Super Smash Bros. for Nintendo 3DS and Wii U was partially created using Blender.
- 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.
- 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.
- Blender was used to create the character "Murloc" in the 2016 film Warcraft.
- Ubisoft Animation Studio will use Blender to replace its internal content creation software starting in 2020.
- 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. They also signed up as Corporate Silver and Bronze members of Development Fund.
Elephants Dream (Open Movie Project: Orange)Edit
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 resulting film, Elephants Dream, premiered on March 24, 2006. In response to the success of Elephants Dream, the Blender Foundation founded the Blender Institute to do additional projects with two announced projects: Big Buck Bunny, also known as "Project Peach" (a 'furry and funny' short open animated film project) and Yo Frankie!, also known as Project Apricot (an open game in collaboration with CrystalSpace that reused some of the assets created during Project Peach). This has later made its way to Nintendo 3DS's Nintendo Video between the years 2012 and 2013.
Big Buck Bunny (Open Movie Project: Peach)Edit
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. The movie had its premiere on April 10, 2008.
Yo Frankie! (Open Game Project: Apricot)Edit
"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 GPL or LGPL, with all content being licensed under Creative Commons Attribution 3.0.
Sintel (Open Movie Project: Durian)Edit
The Blender Foundation's Project Durian (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, starring a teenage girl and a young dragon as the main characters. The film premiered online on September 30, 2010. A game based on Sintel was officially announced on Blenderartists.org on May 12, 2010.
Many of the new features integrated into Blender 2.5 and beyond were a direct result of Project Durian.
Tears of Steel (Open Movie Project: Mango)Edit
On October 2, 2011, the fourth open movie project, codenamed "Mango", was announced by the Blender Foundation. 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.
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.
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' in Amsterdam to stage a crucial event from the past, in a desperate attempt to rescue the world from destructive robots."
Cosmos Laundromat (Open Movie Project: Gooseberry)Edit
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. The film was to be written and produced by a coalition of international animation studios. The studio lineup was announced on January 28, 2014, and production began soon thereafter. As of March 2014, a moodboard had been constructed and development goals had been set. The initial ten minute pilot was released on YouTube on August 10, 2015. It won the SIGGRAPH 2016 Computer Animation Festival Jury's Choice award.
This project demonstrates real-time rendering capabilities using OpenGL for 3D animation.
- Caminandes 1: Llama Drama (2013)
- Caminandes 2: Gran Dillama (2013)
- Caminandes 3: Llamigos (2016)
Agent 327: Operation BarbershopEdit
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.
Hero is the first open movie project to demonstrate the capabilities of the Grease Pencil tool in Blender 2.8.
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. Its purpose was to test Blender 2.8's capabilities before its official release. 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.'
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. 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. A feature of the Blender Cloud is Blender Sync, which provides synchronization between Blender clients for file changes, user preferences and other features.
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.
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