The Core module gathers low-level features and areas of Blender code which are critical to the overall architecture and operation of the software:
All things usability. Meeting notes, graphical and functional design, design guidelines, resources on human computer interaction and feedback on design changes.
Discuss writing and translating documentation. This includes the user manual, wiki, release notes and code docs.
Discussion about this site, its organization, how it works, and how we can improve it.
Community self-managed forum for user feedback and overall questions on ongoing Blender design and development.
For many of us, 2020 has proven disruptive. At the start of the year, the Blender organization was ready to run a series of workshops for core Blender contributors, a conference in LA, and many other activities. All of these were cancelled or put on hold.
Luckily, Blender is still a virtual organization managed publicly and online. As such, we’re able to look back at a productive year full of highlights. In this list, we celebrate the developers who helped Blender development continue beyond expectation, resulting in four releases over 2020, including one Long Term Support release.
Here we present Blender’s top 20 developers, ranked according to number of commits. Full disclosure: this metric, like all metrics, is debatable. And debate we did. But in the end, counting commits seemed the fairest way to salute the efforts being made by Blender’s far-flung team.
Naturally, every project below represents a vast collaborative effort: while the talent here has contributed huge amounts of brainpower, they’re also working alongside a world-class lineup. That includes developers at Blender Headquarters in Amsterdam, volunteers, and those working remotely all over the globe, via a grant or a contract.
Together, they’re helping people everywhere make amazing things with Blender.
So let’s get to it: the twenty developers logging the most commits in 2020, arranged from low to high.
20. Dalai Felinto, Brazil, (84)
Dalai coordinates development at Blender from Amsterdam. He also blogs about all things technical at the Blender Development Blog. As anyone who’s read his blog or watched his appearances on Blender Today Live knows, Dalai is a true Blender linchpin.
19. Nathan Craddock, USA, (92)
The young and very talented Nathan Craddock is still only a student, currently busy with a Computer Science degree at Brigham Young University. For Blender, he’s been making the Outliner even better, a project he’s been committed to for a number of years, including as part of Google’s Summer of Code in 2019.
18. Richard Antalik, Czech Republic, (108)
Richard has been busy with the Video Sequence Editor. Thanks in part to his hard work, the VSE has experienced rapid improvements–in fact, it’s hitting new heights as an alternative to paid tools. And in 2021, those refinements will just keep coming: VSE is one of Blender’s priorities.
17. Ray Molenkamp, Canada, (151)
Ray, aka LazyDodo, has been occupied as a Platform Maintainer, and involved in Blender’s libraries. He’s been a part of Blender since 2016, and if you spend time on Blender’s chat channels, you’ll be familiar with his willingness to help solve a mind-boggling range of issues…interspersed with witty banter.
16. Aaron Carlisle, USA, (156)
Aaron is a master of the Blender manual, clarifying Blender’s many subtleties for those aiming at true expertise. He’s been communicating Blender’s finer points for almost a year, including everything from helping users decide which version of Blender is right for them, to improving the bug reporting process.
15. Philipp Oeser, Germany (246)
Back in 2016, Philipp featured in a similar Blender end of year list with 83 commits. Fast forward four years, and he’s logged close to three times as many. Philipp is a bug triaging machine, providing an invaluable contribution to this vital aspect of Blender development.
14. Jeroen Bakker, The Netherlands (249)
Amsterdam-based Senior Software Engineer Jeroen has been busy with Viewport improvements for Blender. Amongst Jeroen’s greatest hits for 2020 was a well-received patch that meant a big performance boost for the UV/Image editor.
13. Sebastián Barschkis, Germany (263)
Sebastián is a Physics Developer working from Amsterdam. His big focus this year was Mantaflow. With Mantaflow integrated into Blender, artists can construct all the fires, explosions and liquid simulations their imaginations demand. Sebastián works tirelessly to update Blender’s Mantaflow capabilities: as recently as 2.92 (alpha), he introduced a new simulation method called APIC.
12. Julian Eisel, Germany (294)
Julian is a software developer at the Blender Institute. There, he’s both the VR development lead and UI module owner. In part, Julian helps make everything in Blender easier to grasp, thus improving workflow. That includes a myriad of tweaks from better split support for checkboxes, to revamping node input buttons for clarity. If your eye magically knows where to look when it’s staring at Blender’s multifarious options, there’s an excellent chance Julian has been involved.
11. Germano Cavalcante, Brazil (315)
Known to some as “mano-wii,” the very productive Germano has been getting passionate about snap tools (amongst many other things). With everything from implementing the Snap Gizmo to full snapping Vert Slide, you can be sure that Germano’s had a hand creating more precision for modellers.
10. Pablo Dobarro, Spain (350)
As Blender Twitter aficionados will know, this multi-talented artist and dev has been giving Blender’s sculpt mode a boost. With innovations like the cloth brush and the fully supported multires modifier allowing sculpting at all subdiv levels, Pablo’s on the forefront of turning Blender’s sculpting workspace and toolset into a premier division sculpting system.
9. Antonio Vazquez, Spain (370)
It’s amazing to think how Grease Pencil has matured from a simple annotation tool to what it is today: a fully-fledged 2D Animation workspace within Blender, with 3D capabilities to boot. A short while ago, Grease Pencil even added the capacity to use lighting on Grease Pencil materials. As Grease Pencil’s lead developer and team coordinator, Antonio has had a big part in these transformations, helping to usher in a new way to make illustration and animation.
8. Sergey Sharybin, Russia (389)
Sergey is yet another Blender development superstar. Working from Amsterdam as a Principal Software Engineer, Sergey’s contributions have been wide-ranging as always. This year, he’s been involved with bringing Blender’s long-running Depsgraph up to speed, core development (i.e. Blender’s kernel, file IO, DNA/RNA system, undo) and reviewing work on the sculpting tools as well as the VSE. On top of all that, he’s been pushing Motion Tracking to new heights.
7. Sybren A. Stüvel, Netherlands (398)
Sybren is well-known amongst those who follow Blender even a little. This year, he helped kick Animation and I/O up a notch. Within I/O, he was specifically busy with refining Alembic functionality and developing USD. If that wasn’t enough, Sybren became Linux Platform Maintainer, taking over the role from Sergey Sharybin. As a side note, Sybren also has an in-depth Scripting For Artists course available over on Blender Cloud.
6. Hans Goudey, USA (398)
Amongst his many fascinations, Hans was involved with Property Search, the new Modifiers layout, and helping push Nodes forward. That includes work on Geometry Nodes, the first part of the epic upcoming Everything Nodes project.
5. Brecht Van Lommel, Belgium (517)
Brecht has gone down in the annals of Blender history thanks to his work on Cycles. This year, he pressed on with Cycles, and also worked on Volume Objects, all from Blender’s headquarters in Amsterdam. Last but absolutely not least, Brecht was appointed to be lead architect for the 2.8 project, and in that role he has reviewed and directed nearly every developer-driven project this year. Respect to Brecht.
4. Bastien Montagne, France (637)
Bastien originally discovered Blender in a magazine. Fast-forward a few years, and he’s actually building it as a member of the Amsterdam team. In 2020, he put in a mammoth effort delivering Library Overrides and updating Blender’s undo system. With Bastien’s input, even tricky areas like materials, modifiers, and constraints can be overridden–thus reducing stress levels in Blender users everywhere.
3. Clément Foucault, France (694)
Clément was heavily involved in refining EEVEE, including its extremely popular motion blur capabilities. EEVEE also went through a ton of other upgrades, including hair transparency, render passes for compositing, plus improvements on shadows, transparency, and the addition of Sky Texture. Clément started working on porting our viewport drawing (including EEVEE) to Vulkan. This is the future industry standard, bringing real-time ray tracing to the viewport, and–with a bit of luck–support for MacOS.
2. Jacques Lucke, Germany (718)
Jacques’ been working on Geometry nodes, as part of one of Blender’s biggest drives: the Everything Nodes project. As the name suggests, Everything Nodes seeks to make every aspect of Blender controllable through nodes, opening up a ton of flexibility and new creative possibilities. And Jacques is right at the heart of this. Not forgetting: he’s also been developing volume object modifiers. So all those new clouds and fire effects you’ve been working on? Those are made with the help of Jacques’ great dedication.
1. Campbell Barton, Australia (1522)
With a godlike number of commits, we present: Campbell Barton. Campbell has been involved with Blender since… forever. Over the years (and decades), Campbell has contributed to pretty much everything in Blender. And 2020 was no exception, with his biggest effort directed at core development (i.e. Blender’s kernel, file IO, DNA/RNA system, undo). It’s safe to say that Blender’s DNA is part Campbell Barton.
Check out all four major releases in 2020!
3D computer graphics software
This article is about the 3D graphics software. For other uses, see Blender (disambiguation).
Blender version 2.93 LTS (2021)
|Original author(s)||Ton Roosendaal|
|Developer(s)||Blender Foundation, community|
|Initial release||January 2, 1994; 27 years ago (1994-01-02)|
2.93.5 / 6 October 2021; 11 days ago (6 October 2021)
3.0.0-alpha / 16 April 2021; 6 months ago (16 April 2021)
|Written in||C, C++, and Python|
|Operating system||Linux, macOS, Windows, Android,FreeBSD,OpenBSD,NetBSD,DragonFly BSD,Haiku|
|Size||147–188 MiB (varies by operating system)|
|Available in||36 languages|
|Type||3D computer graphics software|
Blender is a free and open-source3D computer graphics software toolset used for creating animated films, visual effects, art, 3D printed models, motion graphics, interactive 3D applications, virtual reality, 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.
The 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 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 the Swiss electronic band 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 application, called Traces, that 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 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. 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 24 employees employed by the Blender Institute.
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 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 2019, with the release of version 2.80, the integrated 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 instead.
Around February 2002 it was clear that the company behind Blender, NaN, could not survive and would close its doors in March. Nevertheless, they put out one more release, 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.
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 a cube or plane.
The largest Blender contest gives out an award called the Suzanne Award.
The following table lists notable developments during Blender's release history: green indicates the current version (2.93 LTS), 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).
|Version||Release Date||Notes and key changes|
|Old version, no longer maintained: 1.00||January 1994||Blender in development.|
|Old version, no longer maintained: 1.23||January 1998||SGI version released, IrisGL.|
|Old version, no longer maintained: 1.30||April 1998||Linux and FreeBSD version, port to OpenGL and X11.|
|Old version, no longer maintained: 1.4x||September 1998||Sun and Linux Alpha version released.|
|Old version, no longer maintained: 1.50||November 1998||First Manual published.|
|Old version, no longer maintained: 1.60||April 1999||New features behind a $95 lock. Windows version released.|
|Old version, no longer maintained: 1.6x||June 1999||BeOS and PPC version released.|
|Old version, no longer maintained: 1.80||June 2000||Blender freeware again.|
|Old version, no longer maintained: 2.00||August 2000||Interactive 3D and real-time engine.|
|Old version, no longer maintained: 2.03||2000||Handbook The official Blender 2.0 guide.|
|Old version, no longer maintained: 2.10||December 2000||New engine, physics, and Python.|
|Old version, no longer maintained: 2.20||August 2001||Character animation system.|
|Old version, no longer maintained: 2.21||October 2001||Blender Publisher launch.|
|Old version, no longer maintained: 2.2x||December 2001||Apple macOS version.|
|Old version, no longer maintained: 2.25||October 13, 2002||Blender Publisher freely available.|
|Old version, no longer maintained: 2.26||February 2003||The first truly open source Blender release.|
|Old version, no longer maintained: 2.30||November 22, 2003||New GUI; edits are now reversible.|
|Old version, no longer maintained: 2.32||February 3, 2004||Ray tracing in internal renderer; support for YafaRay.|
|Old version, no longer maintained: 2.34||August 5, 2004||LSCM-UV-Unwrapping, object-particle interaction.|
|Old version, no longer maintained: 2.37||May 31, 2005||Simulation of elastic surfaces; improved subdivision surface.|
|Old version, no longer maintained: 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 maintained: 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 maintained: 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 maintained: 2.43||February 16, 2007||Sculpt-Modeling as a result of Google Summer of Code 2006.|
|Old version, no longer maintained: 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 maintained: 2.48||October 14, 2008||Due to development of Yo Frankie!, the game engine was improved substantially.|
|Old version, no longer maintained: 2.49||June 13, 2009||New window and file manager, new interface, new Python API, and new animation system.|
|Old version, no longer maintained: 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 maintained: 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 maintained: 2.58a||July 4, 2011||Some bug fixes, along with small extensions in GUI and Python interface.|
|Old version, no longer maintained: 2.59||August 13, 2011||3D mouse support.|
|Old version, no longer maintained: 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 maintained: 2.61||December 14, 2011||New Render Engine, Cycles, added alongside Blender Internal (as a "preview release").Motion Tracking, Dynamic Paint, and Ocean Simulator.|
|Old version, no longer maintained: 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.|
|Old version, no longer maintained: 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 maintained: 2.64||October 3, 2012||Green screen keying, node-based compositing.|
|Old version, no longer maintained: 2.65||December 10, 2012||Over 200 bug fixes, support for the Open Shading Language, and fire simulation.|
|Old version, no longer maintained: 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 maintained: 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 maintained: 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 maintained: 2.69||October 31, 2013||Motion tracking now supports plane tracking, and hair rendering has been improved.|
|Old version, no longer maintained: 2.70||March 19, 2014||Initial support for volume rendering and small improvements to the user interface.|
|Old version, no longer maintained: 2.71||June 26, 2014||Support for baking in Cycles and volume rendering branched path tracing now renders faster.|
|Old version, no longer maintained: 2.72||October 4, 2014||Volume rendering for GPUs, more features for sculpting and painting.|
|Old version, no longer maintained: 2.73||January 8, 2015||New fullscreen mode, improved Pie Menus, 3D View can now display the world background.|
|Old version, no longer maintained: 2.74||March 31, 2015||Cycles got several precision, noise, speed, memory improvements, and a new Pointiness attribute.|
|Old version, no longer maintained: 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 maintained: 2.76b||November 3, 2015||Cycles volume density render, Pixar OpenSubdiv mesh subdivision library, node inserting, and video editing tools.|
|Old version, no longer maintained: 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.|
|Old version, no longer maintained: 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.|
|Old version, no longer maintained: 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.|
|Old version, no longer maintained: 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.|
|Old version, no longer maintained: 2.81a||November 21, 2019||OpenVDB voxel remesh, QuadriFlow remesh, transparent BSDF, brush curves preset in sculpting, WebM support.|
|Old version, no longer maintained: 2.82||February 14, 2020||Improved fluid and smoke simulation (using Mantaflow), UDIM support, USD export and 2 new sculpting tools.|
|Older version, yet still maintained: 2.83|
|June 3, 2020||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. (This LTS version is now being maintained until 2022.) Actual state is 2.83.17 in August 2021 with about 300 bugfixes in comparison to initial 2.83.0. Cuda 11 support for last Nvidia Series with Ampere and OptiX support for Maxwell+ are included in last patches.|
|Old version, no longer maintained: 2.90||August 31, 2020||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 the location for menu items, UI improvements like feature headings and more readable checkbox layouts, reordering the modifier stack, and more stats display options.|
|Old version, no longer maintained: 2.91||November 25, 2020||New booleans, better cloth sculpting with support for collisions, volume objects modifiers, and improved animation tools.|
|Old version, no longer maintained: 2.92||February 25, 2021||Geometry nodes, UI updates, primitive add tool, copy modifier operator, sculpting silhouettes, EEVEE AOV and cryptomatte, APIC fluid sims, toggle colliders, bone constraint custom space, NLA strip sync length, new exposure compositor node|
|Current stable version:2.93|
|June 2, 2021||Expansion of Geometry Nodes Attributes and Nodes including such as Mesh Primitives. A new spreadsheet editor for viewing attributes. Sculpting improvements. Grease Pencil Line Art modifier, interpolate tool, fill tool improvements. Import and export grease pencils as SVGs and PDFs. EEVEE improvements with volumetrics, ambient occlusion and depth of field. Cycles persistant data and support for Intel Open Image Denoise version 1.3. Python 3.9 support. This LTS version is scheduled to be maintained until 2023. Windows 7 is no longer supported. Windows 8.1 or newer is required.|
|Future release: 3.0||December 1, 2021||UI tweaks. New Asset Browser editor with Pose library.USD importer. Geometry Nodes Curve support and new fields system. Compressor Change from Gzip to faster zStandard in Core. A new posterize node for the compositor. Dash to Dot grease pencil modifier. Spreadsheet editor improvements. Cycles improvements via Cycles X. Video Sequence editor Thumbnails, Transform tools and an increase of strip limit from 32 to 128.Knife tool improvements from the Google Summer of Code.Modelling performance improvements.|
Alpha Version available since 2021-04-16 with daily builds.
Older version, still maintained
Latest preview version
As of 2021, official releases of Blender for Microsoft Windows, MacOS and Linux, as well as a port for FreeBSD, are available in 64-bit versions. Blender is available for Windows 7 and above, and Mac OS X 10.6 and above.
2.92 and 2.83 LTS are the last supported Releases for Windows 7. MacOS 10.12 with 2.8x and 10.13 and higher with 2.92 are also needed at Apple PC. 
Blender 2.76b was the last supported release for Windows XP and version 2.63 was the last supported release for PowerPC. In 2013, Blender was released on Android as a demo but hasn't been updated since.
Blender has support for a variety of geometric primitives, including polygon meshes, fast subdivision surface modeling, Bezier curves, NURBS surfaces, metaballs, icospheres, text, and an n-gon modeling system called B-mesh.
Modifiers apply non-destructive effects which can be applied upon rendering or exporting.
Blender has multi-res digital sculpting, which includes dynamic topology, maps baking, remeshing, re-symmetrize, and decimation. The latter is used to simplify models for exporting purposes. E.g. to use in a game.
Blender's Geometry nodes is a node based 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. It takes the form of a modifier, so it can be stacked over different modifers. The system uses object attributes which can be modified and overridden with string inputs. Attributes can include Position, Normal and UV maps. All attributes can be viewed in an attribute spreadsheet editor. Geometry Nodes also has the capability of creating primitive mesh such as Cubes, Spheres, Icospheres and Cylinders. In Blender 3.0, support for creating and modifing curves objects will be added to Geometry Nodes. In Blender 3.0, the geometry nodes workflow will also be redesigned to using fields in order to make the systen more intuitive and similar to the shader nodes workflow.
Hard surface modeling
Hard surface modeling is usually used to design hard surfaces such as cars and machines. It is usually done in a non-destructive (using as many modifiers as possible) manner but can be destructive.
Blender can be used to simulate smoke, rain, dust, cloth, fluids, hair and rigid bodies.
The fluid simulator can be used for simulating liquids, like water hitting a cup. It uses the Lattice Boltzmann methods (LBM) to simulate the fluids and allows for lots of adjusting of the amount of particles and the resolution.
The particle physics fluid simulation creates particles that follow the Smoothed-particle hydrodynamics method. Simulation tools for soft body dynamics including mesh collision detection, LBMfluid dynamics, smoke simulation, Bulletrigid body dynamics, and an ocean generator with waves. A particle system that includes support for particle-based hair. Real-time control during physics simulation and rendering.
In Blender 2.82 a new fluid sim system called mantaflow was added, replacing the old system.
In Blender 2.92 a new fluid sim system called APIC was added. Vortices and more stable calculations are improved in Relation to FLIP system. Improved Mantaflow is here the source of the APIC part.
Keyframed animation tools including inverse kinematics, armature (skeletal), hook, curve and lattice-based deformations, shape animations, non-linear animation, constraints, and vertex weighting.
Blender's Grease Pencil tools allow for 2D animation within a full 3D pipeline.
Internal render engine with scanline rendering, indirect lighting, and ambient occlusion that can export in a wide variety of formats; A 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. Cycles Hybrid Rendering is possible in Version 2.92 with Optix. Tiles are calculated with GPU in combination with cpu.
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.
Texture and shading
Blender allows procedural and node-based textures, as well as texture painting, projective painting, vertex painting, weight painting and dynamic painting.
Blender has a node-based compositor within the rendering pipeline accelerated with OpenCL.
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 built-in multi-core support for rendering video with the VSE.
Plugins/addons and scripts
Blender supports Python scripting for the 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.
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 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. In the 2.8 announcement, the Blender team specifically mentioned the Godot engine as a suitable replacement for migrating Blender Game Engine users.
Blender Internal, a biased rasterization engine / 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.
Blender features an internal file system that can pack multiple scenes into a single file (called a ".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.
- 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 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 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 export
The software supports a variety of 3D file formats for import and export, among them Alembic, 3D Studio (3DS), Filmbox (FBX), Autodesk (DXF), SVG, STL (for 3D printing), UDIM, USD, VRML, WebM, X3D and Obj.
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.
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, 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.
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 types 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.
Cycles is a path-tracingrender engine that is designed to be interactive and easy to use, while still supporting many features. It has been included with Blender since 2011, with the release of Blender 2.61. Cycles supports with AVX, AVX2 and AVX-512 extensions a cpu acceleration in modern hardware of Intel and AMD.
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; and OpenCL, which supports rendering on AMDgraphics cards and added Intel Iris and Xe in 2.92.
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. Since Version 2.90 this limitation of SLI cards is broken with Nvidia Systems with NVlink.
|Hardware Minimum for 2.92||x86-64 and other 64-Bit||Cuda 3.0+: Nvidia cards Kepler to Ampere||OpenCL 1.2+: AMD GCN 2+, RDNA+; Intel Iris, Xe (last Version 2.93 LTS, deprecated OpenCL support in 3.0 with new Cycle X) ||OptiX 7.1 with driver 450+: Full: Nvidia RTX Series; Parts: Maxwell+|
|Smoke and fire||Yes||Yes||Yes||Yes|
|Open Shading Language (OSL 1.11)||Yes||No||No||No|
|Correlated multi-jittered sampling||Yes||Yes||Yes||Yes|
|Branched path tracing||Yes||Yes||Yes||No|
|Bevel and AO shaders||Yes||Yes||Yes||Yes 2.92+ |
|Can use CPU memory||Yes||No||Yes|
|Distribute memory across devices||Yes render farm ||Yes with NVlink||No||Yes with NVlink|
|Baking ||Yes||Yes||Yes||Yes, but only redirected to CUDA|
|Advanced volume light sampling to reduce noise||Yes||No||No||No|
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.
The 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 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.
- 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.
Open Shading Language
Blender users can create their own nodes using the Open Shading Language (OSL), although it is important to note that this feature is not supported by GPUs.
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.
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. 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.
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.
On the 23rd April 2021 the Blender Foundation announced the Cycles X project, where they will improve the Cycles architecture for future development. Key changes include a new kernel, removal of tiled rendering (replaced with progressive refine), removal of branched path tracing and removal of OpenCL support. Volumetric rendering will also be replaced with better algorithms. Cycles X had been accessible only on an experimental branch until 21st of September 2021 when it was merged into master.
EEVEE (or Eevee) is a real-timePBR renderer included in Blender from version 2.8. This render engine was given the nickname Eevee, after the Pokémon. The name was later made into the backronym "Extra Easy Virtual Environment Engine" or EEVEE.
Using the default 3D viewport drawing system for modeling, texturing, etc.
Free and open-source:
Blender's non photorealistic renderer. It was removed from Blender in version 2.8.Render clay is an add-on by Fabio Russo; it overwrites materials in Blender Internal or Cycles with a clay material in a chosen diffuse color. Included in Blender version 2.79.
Blender Game Engine
A real-time renderer removed in 2019 with the release of 2.8
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; 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.
Part of these developments were fostered by Google's Summer of Code program, in which the Blender Foundation has participated since 2005.
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. 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 was 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 was anticipated to take until July 2019. Blender 2.80 was 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.
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 industry
- 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 many 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 anthropomorphictalking animals.
- Video Copilot used blender for their bullet vfx course.
- 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 previsualization 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.
- 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.
- The 2020 film Wolfwalkers was partially created using Blender.
- In 2021 SPA Studios started hiring Blender artists.
Big Buck Bunny promotional poster
Sintel promotional poster
Tears of Steel promotional poster
Since 2005, every 1–2 years the Blender Foundation has announced a new creative project to help drive innovation in Blender. 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, 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 utilizing the CrystalSpacegame engine that reused some of the assets created for Big Buck Bunny.
Elephants Dream (Project Orange)
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 codename, "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.
Big Buck Bunny (Project Peach)
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 site. The movie had its premiere on April 10, 2008. This later made its way to Nintendo 3DS's Nintendo Video between 2012 and 2013.
Yo Frankie! (Open Game Project: Apricot)
Main article: Yo Frankie!
"Apricot" was the project name for production of a game based on the universe and characters of the Peach movie (Big Buck Bunny) using free software, including the Crystal Space framework. The resulting game is titled Yo Frankie!. The project started on February 1, 2008, and development was completed at the end of July. A finalized product was expected at the end of August; however, the release was delayed. The game was eventually released on December 9, 2008, under either the GNU GPL or LGPL, with all content being licensed under Creative Commons Attribution 3.0.
Sintel (Project Durian)
Main article: Sintel
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 (Project Mango)
Main article: Tears of Steel
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: First Cycle (Project Gooseberry)
Main article: Cosmos Laundromat
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 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 section needs expansion. You can help by adding to it. (November 2018)
On November 13, 2015, Glass Half was released in HD format. This project demonstrates real-time rendering capabilities using OpenGL for 3D cartoon animation. It also marks the end of the fruit naming scheme. Glass Half was financed by the Blender Foundation with proceeds from the Blender Cloud. It is a short, roughly three-minute long comedy in a gibberish language that addresses subjectivity in art.
This page is meant to provide new developers with information about how the Blender development process works, where to find info and how to find a good project to work on.
There are various communication channels used.
See the Contact page for more information.
If you want to start developing in Blender you will have lots of startup questions. You can ask them in the #blender-coders blender.chat channel each day of the week.
When in doubt and no particular channel seems to match your question, mail the bf-committers mailing list and you will get an answer there or get redirected to the right channel.
No spamming or flaming on the lists or other channels is allowed. Please stay on topic in the lists, and follow good net etiquette. Also do not send html messages to the mailing lists. Html messages can be contain a variety of security problems and as such tend to be mistrusted by many people.
The modules have autonomy to organize their work how they see fit. Some modules have weekly or bi-weekly meetings. The less active modules meet once there is something specific to discuss. The future meetings are announced as part of the meeting notes.
See Building Blender.
Blender development is structured similarly to Python's BDFL model (BDFL stands for Benevolent Dictator For Life). The idea is that the project is managed by one person, in this case Ton Roosendaal, who delegates design decisions to a group of module owners, while still maintaining a veto right of what goes into Blender.
Your First Project
Once you have blender compiled you're probably wondering where to start tinkering. If you are a Blender user then there is probably some niggling thing you would like to add or change. If you are new to Blender then you will need to take a look and see what you might work on.
There are no hard and fast rules about where to start, so find an area that interests you and start looking onto it.
A good location to start checking on what is on the roadmaps for modules is the list on the right hand of developer.blender.org under the Blender Release Status section.
Some hints for your first projects:
- An area of interest (even better, an area of Blender you use)
- Double check it is not already done.
- Try to avoid a project that spans across many files and areas of Blender, since you may get bogged down trying to understand everything at once.
Here are some areas that can give you a foot in the door:
Adding in small features is a good way to start getting your hands dirty, even if you don't make a patch to commit. The feature you worked on can evolve into something more useful, take a new direction, or spark interest in new areas to develop.
Here is a list of quick hacks - tasks that core developers think could be reasonably tackled as a first blender project without a major time commitment (these tasks typically would take a core developer less than 4 hours to accomplish, but might take quite a bit more time for a new coder who needs to learn the code base).
One of the easiest ways to get involved with coding Blender is by fixing bugs. Bug-fixing lets you focus on a small part of the Blender source rather than trying to understand it all at once. The list of current bugs is on developer.blender.org. So pick an area of interest and start fixing! When you have got it, make a patch and submit it.
Navigating the Code
Have a look at the Files structure and Code Layout diagram.
The editors directory is usually a good place - it is where most of the operators live. Have a look at the header files and structs related to what you are interested in working on. The headers usually have the best overview of what a function does. To find the struct a simple grep or other search for struct Foo.
You can also start with writing python scripts, the API for our python tools - is similar in many ways to our C API. You can often find out where some C code lives by seeing the python tool tips by hovering over a button and seeing what the operator name is. If you add a console window you can see what is output to it when you do an action, then just search the code.
Also putting a break on a function in a debugger and doing a back trace can help you find the path code took to get to your function of interest. Or you can start blender from the command line with the -d option and every command is printed to the console.
Have a look at Debugging for help and hints on doing debugging. If you end up not being able to solve the bug yourself, post a bug to our Bug Tracker, if it is a bug in our code.
If it is a bug in your code, load your test file and the information you have found out about the bug to pasteall.org then ask for help in #blender-coders on blender.chat. If no-one can help you there you can try emailing [email protected]
Steps for getting a patch into Blender
- Find an area in Blender you want to improve upon.
- If it's a non-trivial feature, check in advance if Blender developers agree with the project and design, to avoid doing work for nothing. Contacting developers is typically done on the developer forums, or on #blender-coders on blender.chat. To talk to the individual owners of parts of the code, see the list of module owners
- Do the actual coding :)
- Once you have code, see the Contributing Code section on how to make a patch get it submitted, reviewed and included.
We encourage everyone to use the Blender Wiki to document code work and to share proposals. Note that we strictly apply the rule "No code gets in trunk without documentation!". Also never hesitate to include good example .blend files and tests and videos showing the feature.
People who only want to help with technical documentation are welcome too. Just use the general contact information here to get started.
For more information about the release schedule, see Release Cycle and Current Projects to understand the schedule and times when new features can get in and releases are made.
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