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Blender (software)

blender software download, blender software tutorials
Blender is a professional free and open-source 3D computer graphics software product used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video 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, camera tracking, rendering, video editing and compositing It further features an integrated game engine


  • 1 History
    • 11 Suzanne
    • 12 Clones
  • 2 Features
    • 21 User interface
    • 22 Hardware requirements
    • 23 Supported Platforms
    • 24 File format
    • 25 Video editing
    • 26 WebGL authoring
  • 3 Rendering and Ray Tracing
    • 31 GPU rendering
    • 32 Integrator
    • 33 Open Shading Language
    • 34 Materials
      • 341 Surface shader
      • 342 Volume shader
      • 343 Displacement shader
    • 35 Demo reels
  • 4 Physics
    • 41 Cloth Simulation
    • 42 Fluid Simulation
      • 421 Physics Fluid Simulation
      • 422 Particle Fluid Simulation
  • 5 Development
  • 6 Support
  • 7 Use in the media industry
  • 8 Open projects
    • 81 Elephants Dream Open Movie Project: Orange
    • 82 Big Buck Bunny Open Movie Project: Peach
    • 83 Yo Frankie! Open Game Project: Apricot
    • 84 Sintel Open Movie Project: Durian
    • 85 Tears of Steel Open Movie Project: Mango
    • 86 Cosmos Laundromat Open Movie Project: Gooseberry
  • 9 Online services
    • 91 Blender Cloud
    • 92 Blender ID
  • 10 See also
  • 11 References
  • 12 Further reading
  • 13 External links


The desktop scene in version 277

The Dutch animation studio Neo Geo developed Blender as an in-house application in January 1995,5 with the primary author being software developer Ton Roosendaal The name Blender was inspired by a song by Yello, from the album Baby6 When Neo Geo was acquired by another company, Ton Roosendaal and Frank van Beek founded Not a Number Technologies NaN in June 1998 to further develop Blender, initially distributing it as shareware until NaN went bankrupt in 2002

On July 18, 2002, Roosendaal started the "Free Blender" campaign, a crowdfunding precursor78 The campaign aimed for open-sourcing Blender for a one-time payment of €100,000 US$100,670 at the time collected from the community9 On September 7, 2002, it was announced that they had collected enough funds and would release the Blender source code Today, Blender is free, open-source software that is—apart from the Blender Institute's two full-time and two part-time employees—developed by the community10

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 200511 Blender is solely available under "GNU GPLv2 or any later" and was not updated to the GPLv3, as "no evident benefits" were seen12

The following program developed in each version:

Version Release13 Notes and key changes
Old version, no longer supported: 203 around 2002 Handbook The official Blender 20 guide
Old version, no longer supported: 226 August 20, 2003 First ever free version
Old version, no longer supported: 230 November 22, 2003 New GUI; edits are now revertible
Old version, no longer supported: 232 February 3, 2004 Ray tracing in internal renderer; support for YafaRay
Old version, no longer supported: 234 August 5, 2004 LSCM-UV-Unwrapping, object-particle interaction
Old version, no longer supported: 237 May 31, 2005 Simulation of elastic surfaces; improved subdivision surface
Old version, no longer supported: 240 December 22, 2005 Greatly improved system and character animations with a non-linear editing tool, and added fluid and hair simulator New functionality was based on Google Summer of Code 200514
Old version, no longer supported: 241 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: 242 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: 243 February 16, 2007 Sculpt-Modeling as a result of Google Summer of Code 2006
Old version, no longer supported: 246 May 19, 2008 With the production of Big Buck Bunny Blender set to produce grass quickly and efficiently15
Old version, no longer supported: 248 October 14, 2008 Due to development of Yo Frankie!, the game engine was improved substantially16
Old version, no longer supported: 249 June 13, 2009 First official stable release 25 New window and file manager, new interface, new Python API, and new animation system17
Old version, no longer supported: 257 April 13, 2011 First official stable release of 25er 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 API18
Old version, no longer supported: 258 June 22, 2011 New features, such as the addition of the warp modifier and render baking Improvements in sculpting19
Old version, no longer supported: 258a July 4, 2011 Some bug fixes, along with small extensions in GUI and Python interface20
Old version, no longer supported: 259 August 13, 2011 3D mouse support
Old version, no longer supported: 260 October 19, 2011 Developer branches integrated into 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: 261 December 14, 2011 Render-Engine Cycles, Motion Tracking, Dynamic Paint, Ocean Simulator
Old version, no longer supported: 262 February 16, 2012 Motion tracking improvement, further expansion of UV tools, cycles render engine, and remesh modifier
Old version, no longer supported: 263 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: 264 October 3, 2012 Green screen keying, node based compositing
Old version, no longer supported: 265 December 10, 2012 Over 200 bug fixes, support for the Open Shading Language, and fire simulation
Old version, no longer supported: 266 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: 267 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: 268 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 blockiness21
Old version, no longer supported: 269 October 31, 2013 Motion tracking now supports plane tracking, and hair rendering was improved
Old version, no longer supported: 270 March 19, 2014 Initial support for volume rendering and small improvements to the user interface
Old version, no longer supported: 271 June 26, 2014 Support for baking in cycles and volume rendering branched path tracing now renders faster
Old version, no longer supported: 272 October 4, 2014 Volume rendering for GPUs, more features for sculpting and painting
Old version, no longer supported: 273 January 8, 2015 New fullscreen mode, improved Pie Menus, 3D View can now display the world background22
Old version, no longer supported: 274 March 31, 2015 Cycles got several precision, noise, speed, memory improvements, new Pointiness attribute22
Old version, no longer supported: 275a 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 feature22
Old version, no longer supported: 276b November 3, 2015 Cycles volume density render, Pixar OpenSubdiv mesh subdivision library, node inserting, video editing tools22
Older version, yet still supported: 277a April 6, 2016 Improvements of Cycles, new features for the Grease Pencil, more support for OpenVDB, updated Python library and support for Windows XP removed23
Current stable version: 278a October 26, 2016 Spherical stereo rendering for VR, Grease Pencil improvements for 2D animations, Freehand curves drawing over surfaces, Bendy Bones, Micropolygon displacements, Adaptive Subdivision24
Legend: Old version Older version, still supported Latest version Latest preview version Future release



In January–February 2002 it was clear that NaN could not survive and would close the doors in March Nevertheless, they put out one more release, 225 As a sort-of easter egg, a 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 imagescitation needed Suzanne is still included in Blender The largest Blender contest gives out an award called the Suzanne Award


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 and Fluid Designer,25 the latter recognized as Blender-based


Steps of forensic facial reconstruction of a mummy made on Blender by the Brazilian 3D designer Cícero Moraes

Official releases of Blender for Microsoft Windows, MacOS and Linux,26 as well as a port for FreeBSD,27 are available in both 32-bit and 64-bit versions Though it is often distributed without extensive example scenes found in some other programs,28 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 26529
  • 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
  • The Blender Game Engine, a sub-project, offers interactivity features such as collision detection, dynamics engine, and programmable logic It also allows the creation of stand-alone, real-time applications ranging from architectural visualization to video games
  • 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

User interfaceedit

Blender's user interface underwent a significant update during the 25x series

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 task30

Hardware requirementsedit

Blender hardware requirements31
Hardware Minimum Recommended Production-standard
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 21 compatible card with 512 MB video RAM OpenGL 32 compatible card with 2 GB video RAM CUDA or OpenCL for GPU rendering Dual OpenGL 32 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

Supported Platformsedit

Blender is available for Windows Vista and above, Mac OSX 106 and above, and Linux Blender 276b is the last supported release for Windows XP 31

File formatedit

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-25 files in Blender pre-25 This is due to the reworked animation subsystem introduced in Blender 25 being inherently incompatible with older versions
    • Loading meshes stored in post 263 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

Video editingedit

Video Editor VSE

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

WebGL authoringedit

Blend4Web, an open source WebGL framework, can be used to convert whole Blender scenes with graphics, animation, sound and physics to work in standard web browsers Export can be performed with a single click, even as a standalone web page32

Rendering and Ray Tracingedit

Cycles is the path-tracing render engine that is designed to be interactive and easy to use, while still supporting many production features33 It comes installed as an add-on that is available by default and can be activated in the top header

GPU renderingedit

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 memory34

Supported features35
Feature CPU CUDA OpenCL
Basic Shading Yes Yes Yes
Transparent Shadows Yes Yes No
Motion blur Yes Yes Yes
Hair Yes Yes Yes
Volume Yes Yes No
Smoke/Fire Yes Yes No
Subsurface Scattering Yes Yes No
Open Shading Language Yes No No
Correlated Multi-Jittered Sampling Yes Yes No
Branched Path integrator Yes Yes No
Displacement/Subdivision Experimental Experimental Experimental


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, or the world background 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 used36

There are two types of integrators:

  1. The default path tracing integrator is a pure path tracer At each hit it bounces light in one direction and picks one light to receive lighting from This makes each individual sample faster to compute, but typically requires more samples to clean up the noise
  2. The alternative is a branched path tracing integrator which at the first hit splits the path 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

Blender users can create their own nodes using the Open Shading Language although it is important to note that there is no support for it on GPUs37


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 surface33

Surface shaderedit

The surface shader defines the light interaction at the surface of the mesh One or more BSDFs can specify if incoming light is reflected back, refracted into the mesh, or absorbed33

Volume shaderedit

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 volume33

Displacement shaderedit

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 displacement33

Demo reelsedit

The Blender website contains several demo reels that showcase various features of Blender38


Blender can be used to simulate smoke, rain, dust, cloth, water, hair and rigid bodies39

Cloth Simulationedit

Play media A cloth simulation made in Blender

A cloth is any piece of mesh that has been designated as 'cloth' in the physics tab

Fluid Simulationedit

Physics fluid simulation

Physics Fluid Simulationedit

The fluid simulator can be used for simulating liquids, like water hitting a cup40 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

The particle physics fluid simulation creates particles that follow the Smoothed-particle hydrodynamics method41


Game engine GLSL materials

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;42 a stack-based modifier system;43 an updated particle system44 which can also be used to simulate hair and fur; fluid dynamics; soft-body dynamics; GLSL shaders support45 in the game engine; advanced UV unwrapping;46 a fully recoded render pipeline, allowing separate render passes and "render to texture"; node-based material editing and compositing; and projection painting47

Part of these developments were fostered by Google's Summer of Code program, in which the Blender Foundation has participated since 2005


Blender is extensively documented on its website,48 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 a great many video tutorials available for either Blender amateurs or professionals at no cost

Use in the media industryedit

Blender started out as an inhouse tool for a Dutch commercial animation company NeoGeo49 Blender has been used for television commercials in several parts of the world including Australia,50 Iceland,51 Brazil,5253 Russia54 and Sweden55

Blender is used by NASA for publicly available 3D models Many 3D models on NASAs 3D resources page are in a native blend format56

Experience Curiosity: taking a Selfie

NASA also used Blender and Blend4Web to develop an interactive web application to celebrate the 3rd anniversary of the Curiosity rover landing on Mars57 This app58 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 mission5960 The application was presented at the beginning of the WebGL section on SIGGRAPH 201561

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

As an animatic artist working in the storyboard department of Spider-Man 2, I used Blender's 3D modeling and character animation tools to enhance the storyboards, re-creating sets and props, and putting into motion action and camera moves in 3D space to help make Sam Raimi's vision as clear to other departments as possible62 – Anthony Zierhut,63 Animatic Artist, Los Angeles

The French-language film Friday or Another Day Vendredi ou un autre jour was the first 35 mm feature film to use Blender for all the special effects, made on Linux workstations64 It won a prize at the Locarno International Film Festival The special effects were by Digital Graphics65 of Belgium

Blender has also been used for shows on the History Channel, alongside many other professional 3D graphics programs66

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"67

Plumíferos, a commercial animated feature film created entirely in Blender,68 was premiered in February 2010 in Argentina Its main characters are anthropomorphic talking animals

Special effects for episode 6 of Red Dwarf season X were confirmed being created using Blender by half of Gecko Animation, Ben Simonds The company responsible for the special effects, Gecko Animation, uses Blender for multiple projects, including Red Dwarf69 The episode screened in 20127071

Blender was used for both CGI and compositing for the movie Hardcore Henry72

Open projectsedit

Big Buck Bunny poster Sintel promotional poster Tears of Steel promotional poster

Every 1–2 years the Blender Foundation announces a new creative project to help drive innovation in Blender

Elephants Dream Open Movie Project: Orangeedit

Main article: Elephants Dream

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: Peachedit

Main article: Big Buck Bunny

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 site73 The movie had its premiere on April 10, 2008

Yo Frankie! Open Game Project: Apricotedit

Main article: Yo Frankie!

"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 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 3074

Sintel Open Movie Project: Durianedit

Main article: Sintel

The Blender Foundation's Project Durian75 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,76 starring a teenage girl and a young dragon as the main characters The film premiered online on September 30, 201077 A game based on Sintel was officially announced on Blenderartistsorg on May 12, 20107879

Many of the new features integrated into Blender 25 and beyond were a direct result of Project Durian

Tears of Steel Open Movie Project: Mangoedit

Main article: Tears of Steel Derek de Lint in a scene from Tears of Steel

On October 2, 2011, the fourth open movie project, codenamed "Mango", was announced by the Blender Foundation8081 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 license8283

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"84

Cosmos Laundromat Open Movie Project: Gooseberryedit

Main article: Cosmos Laundromat Play media Cosmos Laundromat – First Cycle

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 201485 The film was to be written and produced by a coalition of international animation studios The studio lineup was announced on January 28, 2014,86 and production began soon thereafter As of March 2014, a moodboard had been constructed87 and development goals had been set The initial ten minute pilot was released on YouTube on August 10, 201588 It won the SIGGRAPH 2016 Computer Animation Festival Jury's Choice award89

Online servicesedit

Blender Cloudedit

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 files90 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 collaboration9192 A feature of the Blender Cloud is Blender Sync, which provides synchronization between Blender clients for file changes, user preferences and other features93

Blender IDedit

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 Program94

See alsoedit

  • Caminandes, a series of animated short films


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Further readingedit

  • 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" Blenderorg Blender Foundation Retrieved July 23, 2011 

External linksedit

  • Official website
  • Blender Wiki
  • Blender Stack Exchange Questions & Answers
  • Blender Artists Community
  • BlenderNation: Blender news site
  • BlenderArt Magazine: A bi-monthly Blender magazine for Blender learners
  • Blender NPR: Dedicated to Stylize and Non-Photorealistic Rendering

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