Blender (software): Difference between revisions
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Template:Short description Template:Multiple issuesTemplate:Infobox software
Blender is a free and open-source 3D computer graphics software tool set that runs on Windows, macOS, BSD, Haiku, IRIX and Linux. It is used for creating animated films, visual effects, art, 3D-printed models, motion graphics, interactive 3D applications, and virtual reality. It is also used in creating video games.
Blender was used to produce the Academy Award-winning film Flow (2024).<ref name="FlowOscar"/>
History
[edit]Blender was initially developed as an in-house application by the Dutch animation studio NeoGeo (no relation to the video game brand), and was officially launched on January 2, 1994.<ref>Template:Cite web</ref> Version 1.00 was released in January 1995,<ref name=":19">Template:Cite web</ref> with the primary author being the company co-owner and software developer Ton Roosendaal. The name Blender was inspired by a song by the Swiss electronic band Yello, from the album Baby, which NeoGeo used in its showreel.<ref name=":20">Template:Cite web</ref><ref>Archived at GhostarchiveTemplate:Cbignore and the Wayback MachineTemplate:Cbignore: Template:Cite webTemplate:Cbignore</ref><ref>Template:Cite web</ref> Some design choices and experiences for Blender were carried over from an earlier software application, called Traces, that Roosendaal developed for NeoGeo on the Commodore Amiga platform during the 1987–1991 period.<ref>Template:Cite web</ref>
On January 1, 1998, Blender was released publicly online as SGI freeware.<ref name="25th"/> NeoGeo was later dissolved, and its client contracts were taken over by another company. After NeoGeo's dissolution, Ton Roosendaal founded Not a Number Technologies (NaN, a reference to the computing term of the same name) in June 1998 to further develop Blender, initially distributing it as shareware until NaN went bankrupt in 2002. This also resulted in the discontinuation of Blender's development.<ref>Template:Cite web</ref>
In May 2002, Roosendaal started the non-profit Blender Foundation, with the first goal to find a way to continue developing and promoting Blender as a community-based open-source project. On July 18, 2002, Roosendaal started the "Free Blender" campaign, a crowdfunding precursor.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> The campaign aimed at open-sourcing Blender for a one-time payment of €100,000 (USD 100,670 at the time), with the money being collected from the community.<ref>Template:Cite web</ref> On September 7, 2002, it was announced that they had collected enough funds and would release the Blender source code. Today, Blender is free and open-source software, largely developed by its community as well as 26 full-time employees and 12 freelancers employed by the Blender Institute.<ref name=":13">Template:Cite web</ref>
The Blender Foundation initially reserved the right to use dual licensing so that, in addition to GPL 2.0-or-later, Blender would have been available also under the "Blender License", which did not require disclosing source code but required payments to the Blender Foundation. However, this option was never exercised and was suspended indefinitely in 2005.<ref>Template:Cite web</ref> Blender is solely available under "GNU GPLv2 or any later" and was not updated to the GPLv3, as "no evident benefits" were seen.<ref name="libredwg-gplv3-opinion">Template:Cite web</ref> The binary releases of Blender are under GNU GPLv3 or later because of the incorporated Apache libraries.<ref>Template:Cite web</ref>
In 2019, with the release of version 2.80, the integrated game engine for making and prototyping video games was removed; Blender's developers recommended that users migrate to more powerful open source game engines such as Godot instead.<ref name="bge-removed">Template:Cite web</ref><ref name="OSgodotRec">Template:Cite web</ref>
Suzanne
[edit]In February 2002, the fate of the Blender software company, NaN, became evident as it faced imminent closure in March.Template:Citation needed Nevertheless, one more release was pushed out, Blender 2.25.Template:Citation needed As a sort of Easter egg and last personal tag,Template:Citation needed the artists and developers decided to add a 3D model of a chimpanzee head (called a "monkey" in the software). It was created by Willem-Paul van Overbruggen (SLiD3), who named it Suzanne after the orangutan in the Kevin Smith film Jay and Silent Bob Strike Back.<ref>Template:Cite web</ref>
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 included as a primitive, alongside other meshes such as cubes and planes.<ref>Template:Cite web</ref>
The largest Blender contest gives out an award called the Suzanne Award,<ref>Template:Cite web</ref> underscoring the significance of this unique 3D model in the Blender community.
Features
[edit]Modeling
[edit]Blender has support for a variety of geometric primitives, including polygon meshes, Bézier curves, NURBS surfaces, metaballs, icospheres, text, and an n-gon modeling system called B-mesh. There is also an advanced polygonal modelling system which can be accessed through an edit mode. It supports features such as extrusion, bevelling, and subdividing.<ref>Template:Cite web</ref>
Modifiers
[edit]Modifiers apply non-destructive effects which can be applied upon rendering or exporting, such as subdivision surfaces.
Sculpting
[edit]Blender has multi-resolution digital sculpting, which includes dynamic topology, "baking", remeshing, re-symmetrization, and decimation. The latter is used to simplify models for exporting purposes (an example being game assets).
Geometry nodes
[edit]Blender has a node graph system for procedurally and non-destructively creating and manipulating geometry. It was first added to Blender 2.92, which focuses on object scattering and instancing.<ref>Template:Cite web</ref> It takes the form of a modifier, so it can be stacked over other different modifiers.<ref>Template:Cite web</ref> The system uses object attributes, which can be modified and overridden with string inputs. Attributes can include positions, normals and UV maps.<ref>Template:Cite web</ref> All attributes can be viewed in an attribute spreadsheet editor.<ref>Template:Cite web</ref> The Geometry Nodes utility also has the capability of creating primitive meshes.<ref>Template:Cite web</ref> In Blender 3.0, support for creating and modifying curves objects was added to Geometry Nodes;<ref name=":7">Template:Cite web</ref> in the same release, the Geometry Nodes workflow was completely redesigned with fields, in order to make the system more intuitive and work like shader nodes.<ref name=":8">Template:Cite web</ref><ref name=":9">Archived at GhostarchiveTemplate:Cbignore and the Wayback MachineTemplate:Cbignore: Template:CitationTemplate:Cbignore</ref>
Simulation
[edit]Blender can be used to simulate smoke, rain, dust, cloth, fluids, hair, and rigid bodies.<ref>Template:Cite web</ref>
Fluid simulation
[edit]The fluid simulator can be used for simulating liquids, like water being poured into a cup.<ref>Template:Cite web</ref> It uses Lattice Boltzmann methods (LBM) to simulate fluids and allows for plenty of adjustment of particles and resolution. The particle physics fluid simulation creates particles that follow the smoothed-particle hydrodynamics method.<ref>Template:Cite web</ref>
Blender has simulation tools for soft-body dynamics, including mesh collision detection, LBM fluid dynamics, smoke simulation, Bullet rigid-body dynamics, an ocean generator with waves, a particle system that includes support for particle-based hair, and real-time control during physics simulation and rendering.
In Blender 2.82, a new fluid simulation system called Mantaflow was added, replacing the old FLIP system.<ref>Template:Cite web</ref> In Blender 2.92, another fluid simulation system called APIC, which builds on Mantaflow,Template:Citation needed was added. Vortices and more stable calculations are improved from the FLIP system.
Cloth Simulation
[edit]Cloth simulation is done by simulating vertices with a rigid body simulation. If done on a 3D mesh, it will produce similar effects as the soft body simulation.
Animation
[edit]Blender's keyframed animation capabilities include inverse kinematics, armatures, hooks, curve- and lattice-based deformations, shape keys, non-linear animation, constraints, and vertex weighting. In addition, its Grease Pencil tools allow for 2D animation within a full 3D pipeline.
Rendering
[edit]Blender includes three render engines since version 2.80: EEVEE, Workbench and Cycles.
Cycles is a path tracing render engine. It supports rendering through both the CPU and the GPU. Cycles supports the Open Shading Language since Blender 2.65.<ref>Template:Cite web</ref>
Cycles Hybrid Rendering is possible in Version 2.92 with Optix. Tiles are calculated with GPU in combination with CPU.<ref>Template:Cite web</ref>
EEVEE is a new physically based real-time renderer. While it is capable of driving Blender's real-time viewport for creating assets thanks to its speed, it can also work as a renderer for final frames.
Workbench is a real-time render engine designed for fast rendering during modelling and animation preview. It is not intended for final rendering. Workbench supports assigning colors to objects for visual distinction.<ref>Template:Cite web</ref>
Cycles
[edit]Cycles is a path-tracing render engine that is designed to be interactive and easy to use, while still supporting many features.<ref name="manual-cycles-intro">Template:Cite web</ref> It has been included with Blender since 2011, with the release of Blender 2.61. Cycles supports with AVX, AVX2 and AVX-512 extensions, as well as CPU acceleration in modern hardware.<ref>Template:Cite web</ref>
GPU rendering
[edit]Cycles supports GPU rendering, which is used to speed up rendering times. There are three GPU rendering modes: CUDA, which is the preferred method for older Nvidia graphics cards; OptiX, which utilizes the hardware ray-tracing capabilities of Nvidia's Turing architecture & Ampere architecture; HIP, which supports rendering on AMD Radeon graphics cards; and oneAPI for Intel and Intel Arc GPUs. The toolkit software associated with these rendering modes does not come within Blender and needs to be separately installed and configured as per their respective source instructions.
Multiple GPUs are also supported (with the notable exception of the EEVEE render engine<ref>Template:Cite web</ref>) which can be used to create a render farm to speed up rendering by processing frames or tiles in parallel—having multiple GPUs, however, does not increase the available memory since each GPU can only access its own memory.<ref>Template:Cite web</ref> Since Version 2.90, this limitation of SLI cards is broken with Nvidia's NVLink.<ref>Template:Cite web</ref>
Apple's Metal API got initial implementation in Blender 3.1 for Apple computers with M1 chips and AMD graphics cards.<ref>Template:Cite web</ref>
Integrator
[edit]The integrator is the core rendering algorithm used for lighting computations. Cycles currently supports a path tracing integrator with direct light sampling. It works well for a variety of lighting setups, but it is not as suitable for caustics and certain other complex lighting situations. Rays are traced from the camera into the scene, bouncing around until they find a light source (a lamp, an object material emitting light, or the world background), or until they are simply terminated based on the number of maximum bounces determined in the light path settings for the renderer. To find lamps and surfaces emitting light, both indirect light sampling (letting the ray follow the surface bidirectional scattering distribution function, or BSDF) and direct light sampling (picking a light source and tracing a ray towards it) are used.<ref>Template:Cite web</ref>
The default path tracing integrator is a "pure" path tracer. This integrator works by sending several light rays that act as photons from the camera out into the scene. These rays will eventually hit either: a light source, an object, or the world background. If these rays hit an object, they will bounce based on the angle of impact, and continue bouncing until a light source has been reached or until a maximum number of bounces, as determined by the user, which will cause it to terminate and result in a black, unlit pixel. Multiple rays are calculated and averaged out for each pixel, a process known as "sampling". This sampling number is set by the user and greatly affects the final image. Lower sampling often results in more noise and has the potential to create "fireflies" (which are uncharacteristically bright pixels), while higher sampling greatly reduces noise, but also increases render times.
The alternative is a branched path tracing integrator, which works mostly the same way. Branched path tracing splits the light rays at each intersection with an object according to different surface components,Template:Clarify and takes all lights into account for shading instead of just one. This added complexity makes computing each ray slower but reduces noise in the render, especially in scenes dominated by direct (one-bounce) lighting. This was removed in Blender 3.0 with the advent of Cycles X, as improvements to the pure path tracing integrator made the branched path tracing integrator redundant.<ref>Template:Cite web</ref>
Open Shading Language
[edit]Blender users can create their own nodes using the Open Shading Language (OSL); this allows users to create stunning materials that are entirely procedural, which allows them to be used on any objects without stretching the texture as opposed to image-based textures which need to be made to fit a certain object. (Note that the shader nodes editor is shown in the image, although mostly correct, has undergone a slight change, changing how the UI is structured and looks.<ref>Template:Cite web</ref>
Materials
[edit]Materials define the look of meshes, NURBS curves, and other geometric objects. They consist of three shaders to define the mesh's surface appearance, volume inside, and surface displacement.<ref name="manual-cycles-intro" />
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.<ref name="manual-cycles-intro" /> 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 emittedTemplate:Clarify at any point in the volume.<ref name="manual-cycles-intro" />
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.<ref name="manual-cycles-intro" />
EEVEETemplate:Anchor
[edit]EEVEE (or Eevee) is a real-time PBR renderer included in Blender from version 2.8.<ref>Template:Cite web</ref> This render engine was given the nickname EEVEE,<ref>Template:Cite web</ref> after the Pokémon species. The name was later made into the backronym "Extra Easy Virtual Environment Engine" or EEVEE.<ref>Template:Cite web</ref>
With the release of Blender 4.2 LTS<ref>Template:Cite web</ref> in July 2024, EEVEE received an overhaul by its lead developer, Clément Foucault, called EEVEE Next. EEVEE Next boasts a variety of new features for Blender's real-time and rasterised renderer, including screen-space global illumination (SSGI),<ref>Template:Cite web</ref> virtual shadowmapping, sunlight extraction from HDRIs, and a rewritten system for reflections and indirect lighting via light probe volumes and cubemaps.<ref>Template:Cite web</ref> EEVEE Next also brings improved volumetric rendering, along with support for displacement shaders and an improved depth of field system similar to Cycles.
Plans for future releases of EEVEE include support for hardware-accelerated ray-tracing<ref name=":5">Template:Cite web</ref> and continued improvements to performance and shader compilation.<ref name=":5" />
Workbench
[edit]Using the default 3D viewport drawing system for modeling, texturing, etc.<ref name="auto">Template:Cite web</ref>
External renderers
[edit]Free and open-source:<ref>Template:Cite web</ref>
- Mitsuba Renderer<ref>Template:Cite web</ref>
- YafaRay (previously Yafray)
- LuxCoreRender (previously LuxRender)
- Appleseed Renderer<ref>Template:Cite web</ref>
- POV-Ray
- NOX Renderer<ref>Template:Cite web</ref>
- Armory3D – a free and open source game engine for Blender written in Haxe<ref>Template:Cite web</ref>
- Radeon ProRender – Radeon ProRender for Blender
- Malt Render – a non-photorealistic renderer with GLSL shading capabilities<ref>Template:Cite web</ref>
- Pixar RenderMan – Blender render addon for RenderMan<ref>Template:Cite web</ref>
- Octane Render – OctaneRender plugin for Blender
- Indigo Renderer – Indigo for Blender
- V-Ray – V-Ray for Blender, V-Ray Standalone is needed for rendering
- Maxwell Render – B-Maxwell addon for Blender
- Thea Render – Thea for Blender<ref>Template:Cite web</ref>
- Corona Renderer – Blender To Corona exporter, Corona Standalone is needed for rendering<ref>Template:Cite web</ref>
Texturing and shading
[edit]Blender allows procedural and node-based textures, as well as texture painting, projective painting, vertex painting, weight painting and dynamic painting.
Post-production
[edit]Blender has a node-based compositor within the rendering pipeline, which is accelerated with OpenCL, and in 4.0 it supports GPU. It also includes a non-linear video editor called the Video Sequence Editor (VSE), with support for effects like Gaussian blur, color grading, fade and wipe transitions, and other video transformations. However, there is no built-in multi-core support for rendering video with the VSE.
Plugins/addons and scripts
[edit]Blender supports Python scripting for the creation of custom tools, prototyping, importing/exporting from other formats, and task automation. This allows for integration with several external render engines through plugins/addons. Blender itself can also be compiled & imported as a Python library for further automation and development.
Deprecated features
[edit]Blender Game Engine
[edit]The Blender Game Engine was a built-in real-time graphics and logic engine with features such as collision detection, a dynamics engine, and programmable logic. It also allowed the creation of stand-alone, real-time applications ranging from architectural visualization to video games. In April 2018, the engine was removed from the upcoming Blender 2.8 release series, due to updates and revisions to the engine lagging behind other game engines such as Unity and the open-source Godot.<ref name="bge-removed" /> In the 2.8 announcements, the Blender team specifically mentioned the Godot engine as a suitable replacement for migrating Blender Game Engine users.<ref name="OSgodotRec" />
Blender Internal
[edit]Blender Internal, a biased rasterization engine and scanline renderer used in previous versions of Blender, was also removed for the 2.80 release in favor of the new "EEVEE" renderer, a realtime physically based renderer.<ref name="bi-removed">Template:Cite web</ref>
File format
[edit]Blender features an internal file system that can pack multiple scenes into a single ".blend" file.
- Most of Blender's ".blend" files are forward, backward, and cross-platform compatible with other versions of Blender, with the following exceptions:
- Loading animations stored in post-2.5 files in Blender pre-2.5. This is due to the reworked animation subsystem introduced in Blender 2.5 being inherently incompatible with older versions.
- Loading meshes stored in post 2.63. This is due to the introduction of BMesh, a more versatile mesh format.
- Blender 2.8 ".blend" files are no longer fully backward compatible, causing errors when opened in previous versions.
- Many 3.x ".blend" files are not completely backwards-compatible as well, and may cause errors with previous versions.
- All scenes, objects, materials, textures, sounds, images, and post-production effects for an entire animation can be packaged and stored in a single ".blend" file. Data loaded from external sources, such as images and sounds, can also be stored externally and referenced through either an absolute or relative file path. Likewise, ".blend" files themselves can also be used as libraries of Blender assets.
- Interface configurations are retained in ".blend" files.
A wide variety of import/export scripts that extend Blender capabilities (accessing the object data via an internal API) make it possible to interoperate with other 3D tools.
Blender organizes data as various kinds of "data blocks" (akin to glTF), such as Objects, Meshes, Lamps, Scenes, Materials, Images, and so on. An object in Blender consists of multiple data blocks – for example, what the user would describe as a polygon mesh consists of at least an Object and a Mesh data block, and usually also a Material and many more, linked together. This allows various data blocks to refer to each other. There may be, for example, multiple Objects that refer to the same Mesh, and making subsequent editing of the shared mesh results in shape changes in all Objects using this Mesh. Objects, meshes, materials, textures, etc. can also be linked to other .blend files, which is what allows the use of .blend files as reusable resource libraries.
File formats supported
[edit]Import
[edit]2D
[edit].bmp, .dxf, .sgi, .hdr, .jpg, .jpeg, JPEG 2000, .png, .tif, .tiff, .tga, .exr, .cin, .dpx, .svg, .webp <ref>https://docs.blender.org/manual/en/latest/files/media/image_formats.html</ref>
3D
[edit].3ds, .abc, .blend, .bvh, .dae, .dxf, .fbx, .gltf, .glb, .lwo, .obj, .ply, .stl, .usd, .wrl, .x3d
Video
[edit].avi, .mkv, .mov, .mp4, .ogv, .webm
Export
[edit]2D
[edit].bmp, .dxf, .exr, .jpg, .png, .svg, .tif, .tga, .webp
3D
[edit].abc, .blend, .bvh, .dae, .dxf, .fbx, .gltf, .glb, .obj, .ply, .stl, .usd, .wrl, .x3d
Video
[edit].avi, .mkv, .mp4, .ogv, .webm <ref>https://all3dp.com/2/blender-file-format-overview/</ref>
User interface
[edit]Commands
[edit]Most of the commands are accessible via hotkeys. There are also comprehensive graphical menus. Numeric buttons can be "dragged" to change their value directly without the need to aim at a particular widget, as well as being set using the keyboard. Both sliders and number buttons can be constrained to various step sizes with modifiers like the Template:Mono and Template:Mono keys. Python expressions can also be typed directly into number entry fields, allowing mathematical expressions to specify values.
Modes
[edit]Blender includes many modes for interacting with objects, the two primary ones being Object Mode and Edit Mode, which are toggled with the Template:Mono key. Object mode is used to manipulate individual objects as a unit, while Edit mode is used to manipulate the actual object data. For example, an Object Mode can be used to move, scale, and rotate entire polygon meshes, and Edit Mode can be used to manipulate the individual vertices of a single mesh. There are also several other modes, such as Vertex Paint, Weight Paint, and Sculpt Mode.
Workspaces
[edit]The Blender GUI builds its tiled windowing system on top of one or multiple windows provided by the underlying platform. One platform window (often sized to fill the screen) is divided into sections and subsections that can be of any type of Blender's views or window types. The user can define multiple layouts of such Blender windows, called screens, and switch quickly between them by selecting from a menu or with keyboard shortcuts. Each window type's own GUI elements can be controlled with the same tools that manipulate the 3D view. For example, one can zoom in and out of GUI-buttons using similar controls, one zooms in and out in the 3D viewport. The GUI viewport and screen layout are fully user-customizable. It is possible to set up the interface for specific tasks such as video editing or UV mapping or texturing by hiding features not used for the task.
Development
[edit]Since the opening of the source code, Blender has experienced significant refactoring of the initial codebase and major additions to its feature set.
Improvements include an animation system refresh;<ref>Template:Cite web</ref> a stack-based modifier system;<ref>Template:Cite web</ref> an updated particle system<ref>Template:Cite web</ref> (which can also be used to simulate hair and fur); fluid dynamics; soft-body dynamics; GLSL shaders support<ref>Template:Cite web</ref> in the game engine; advanced UV unwrapping;<ref>Template:Cite web</ref> a fully recoded render pipeline, allowing separate render passes and "render to texture"; node-based material editing and compositing; and projection painting.<ref>Template:Cite web</ref>
Part of this development was fostered by Google's Summer of Code program, in which the Blender Foundation has participated since 2005.
Historically, Blender has used Phabricator to manage its development but due to the announcement in 2021 that Phabricator would be discontinued,<ref>Template:Cite web</ref> the Blender Institute began work on migrating to another system in early 2022.<ref>Template:Citation</ref> After extensive debate on what software it should choose<ref>Template:Cite web</ref> it was finally decided to migrate to Gitea.<ref>Template:Cite web</ref> The migration from Phabricator to Gitea is currently a work in progress.<ref>Template:Cite web</ref>
Blender 2.8
[edit]Official planning for the next major revision of Blender after the 2.7 series began in the latter half of 2015, with potential targets including a more configurable UI (dubbed "Blender 101"), support for physically based rendering (PBR) (dubbed EEVEE for "Extra Easy Virtual Environment Engine") to bring improved realtime 3D graphics to the viewport, allowing the use of C++11 and C99 in the codebase, moving to a newer version of OpenGL and dropping support for versions before 3.2, and a possible overhaul of the particle and constraint systems.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> Blender Internal renderer has been removed from 2.8.<ref name="bi-removed" /> Code Quest was a project started in April 2018 set in Amsterdam, at the Blender Institute.<ref name=":0">Template:Cite web</ref> The goal of the project was to get a large development team working in one place, in order to speed up the development of Blender 2.8.<ref name=":0" /> By June 29, 2018, the Code Quest project ended, and on July 2, the alpha version was completed.<ref>Template:Cite web</ref> Beta testing commenced on November 29, 2018, and was anticipated to take until July 2019.<ref name="release-2.8">Template:Cite web</ref> Blender 2.80 was released on July 30, 2019.<ref>Template:Cite web</ref>
Cycles X
[edit]On April 23, 2021, the Blender Foundation announced the Cycles X project, where they improved the Cycles architecture for future development. Key changes included a new kernel, removal of default tiled rendering (replaced by progressive refine), removal of branched path tracing, and the removal of OpenCL support. Volumetric rendering was also replaced with better algorithms.<ref name=":2">Template:Cite web</ref><ref>Archived at GhostarchiveTemplate:Cbignore and the Wayback MachineTemplate:Cbignore: Template:CitationTemplate:Cbignore</ref><ref name=":4">Template:Cite web</ref> Cycles X had only been accessible in an experimental branch<ref>Template:Cite web</ref> until September 21, 2021, when it was merged into the Blender 3.0 alpha.<ref name=":3">Template:Cite news</ref>
Support
[edit]Blender is extensively documented on its website.<ref>Template:Cite web</ref> There are also a number of online communities dedicated to support, such as the Blender Stack Exchange.<ref>Template:Cite web</ref>
Modified versions
[edit]Due to Blender's open-source nature, other programs have tried to take advantage of its success by repackaging and selling cosmetically modified versions of it. Examples include IllusionMage, 3DMofun, 3DMagix, and Fluid Designer,<ref>Template:Cite web</ref> the latter being recognized as Blender-based.
Use in industry
[edit]Blender started as an in-house tool for NeoGeo, a Dutch commercial animation company.<ref>Template:Cite web</ref> The first large professional project that used Blender was Spider-Man 2, where it was primarily used to create animatics and pre-visualizations for the storyboard department.<ref>Template:Cite web</ref>
The French-language film Friday or Another Day (Template:Ill) was the first 35 mm feature film to use Blender for all the special effects, made on Linux workstations.<ref>Template:Cite web</ref> It won a prize at the Locarno International Film Festival. The special effects were by Digital Graphics of Belgium.<ref>Template:Cite web</ref>
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".<ref>Template:Cite web</ref> Blender has also been used for shows on the History Channel, alongside many other professional 3D graphics programs.<ref>Template:Cite web</ref>
Plumíferos, a commercial animated feature film created entirely in Blender,<ref>Template:Cite web</ref> had premiered in February 2010 in Argentina. Its main characters are anthropomorphic talking animals.
Special effects for episode 6 of Red Dwarf season X, screened in 2012, were created using Blender as confirmed by Ben Simonds of Gecko Animation.<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref>
Blender was used for previsualization in Captain America: The Winter Soldier.<ref> Template:Cite web</ref>
Some promotional artwork for Super Smash Bros. for Nintendo 3DS and Wii U was partially created using Blender.<ref>Template:Cite web</ref>
The alternative hip-hop group Death Grips has used Blender to produce music videos. A screenshot from the program is briefly visible in the music video for Inanimate Sensation.<ref>Archived at GhostarchiveTemplate:Cbignore and the Wayback MachineTemplate:Cbignore: Template:Cite webTemplate:Cbignore</ref>
The visual effects for the TV series The Man in the High Castle were done in Blender, with some of the particle simulations relegated to Houdini.<ref>Archived at GhostarchiveTemplate:Cbignore and the Wayback MachineTemplate:Cbignore: Template:CitationTemplate:Cbignore</ref><ref>Template:Cite web</ref> NASA used Blender to develop an interactive web application Experience Curiosity to celebrate the 3rd anniversary of the Curiosity rover landing on Mars.<ref name="nasa-press-release">Template:Cite web</ref> This app<ref name="curiosity-app">Template:Cite web</ref> makes it possible to operate the rover, control its cameras and the robotic arm and reproduces some of the prominent events of the Mars Science Laboratory mission.<ref name="technology-org-nasa-webapp">Template:Cite web</ref> The application was presented at the beginning of the WebGL section on SIGGRAPH 2015.<ref name="khronos-events-2015-SIGGRAPH">Template:Cite web</ref>Template:List entry too long Blender is also used by NASA for many publicly available 3D models. Many 3D models on NASA's 3D resources page are in a native .blend format.<ref>Template:Cite web</ref>
The 2015 animated short film Alike was developed using the operating system Linux and using Blender as primary tool for modeling, animation, rendering, composing and editing.<ref>Template:Cite web Archived at Wayback Machine</ref><ref>Template:Cite web Archived at Wayback Machine</ref>
Blender was used for both CGI and compositing for the movie Hardcore Henry.<ref>Template:Cite web</ref> The visual effects in the feature film Sabogal were done in Blender.<ref>Template:Cite web</ref> VFX supervisor Bill Westenhofer used Blender to create the character "Murloc" in the 2016 film Warcraft.<ref>Template:Cite web</ref>
Director David F. Sandberg used Blender for multiple shots in Lights Out,<ref>Archived at GhostarchiveTemplate:Cbignore and the Wayback MachineTemplate:Cbignore: Template:Cite webTemplate:Cbignore</ref> and Annabelle: Creation.<ref>Archived at GhostarchiveTemplate:Cbignore and the Wayback MachineTemplate:Cbignore: Template:Cite webTemplate:Cbignore</ref><ref>Template:Cite web</ref>
Blender was used for parts of the credit sequences in Wonder Woman.<ref>Template:Cite web</ref>
Blender was used for doing the animation in the film Cinderella the Cat.<ref>Template:Cite web</ref>
VFX Artist Ian Hubert used Blender for the science fiction film Prospect.<ref>Template:Citation</ref> 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.<ref>Template:Cite news</ref><ref>Archived at GhostarchiveTemplate:Cbignore and the Wayback MachineTemplate:Cbignore: Template:Cite newsTemplate:Cbignore</ref>
The 2019 film I Lost My Body was largely animated using Blender's Grease Pencil tool by drawing over CGI animation allowing for a real sense of camera movement that is harder to achieve in purely traditionally drawn animation.<ref>Template:Cite web</ref>
Ubisoft Animation Studio will use Blender to replace its internal content creation software starting in 2020.<ref>Template:Cite web</ref>
Khara and its child company Project Studio Q are trying to replace their main tool, 3ds Max, with Blender. They started "field verification" of Blender during their ongoing production of Evangelion: 3.0+1.0.<ref>Template:Cite web</ref> They also signed up as Corporate Silver and Bronze members of Development Fund.<ref>Template:Cite web</ref><ref>Template:Cite tweet</ref><ref>Template:Cite web</ref>
The 2020 film Wolfwalkers was partially created using Blender.<ref>Template:Cite web</ref>
The 2021 Netflix production Maya and the Three was created using Blender.<ref>Template:Cite web</ref>
In 2021 SPA Studios started hiring Blender artists<ref>Template:Cite web</ref> and as of 2022, contributes to Blender Development.<ref>Template:Citation</ref> Warner Bros. Animation started hiring Blender artists in 2022.<ref>Template:Cite web</ref>
VFX company Makuta VFX used Blender for the VFX for Indian blockbuster RRR.<ref>Template:Cite web</ref>
Blender was used in several cases for the 2023 film Spider-Man: Across the Spider-Verse. Sony Pictures Imageworks, the primary studio behind the film's animation, used Blender's Grease Pencil for adding line-work and 2D FX animation alongside 3D models.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> At 14 years old, Canadian animator Preston Mutanga used Blender to create the Lego-style sequence in the film.<ref>Template:Cite web</ref> Mutanga was recruited after his fan-made Lego-style recreation of the film's teaser caught the attention of the filmmakers.<ref>Template:Cite web</ref>
The 2024 Latvian film Flow (Straume) was made entirely in Blender using the EEVEE render engine.<ref>Template:Cite AV media</ref><ref>Template:Cite web</ref> It received two nominations at the 97th Academy Awards, winning for Best Animated Feature.<ref name="FlowOscar">Template:Cite news</ref>
Use in Education and Academia
[edit]Due to its free and open source nature, Blender has become the primary software of introductory 3D art, animation, visualization, and 3D printing courses at institutions including the University of Michigan, Ann Arbor<ref>Template:Cite web</ref> where it has been made widely available in campus laboratories.<ref>Template:Cite web</ref> Blender has also been used to generate synthetic images<ref>Template:Cite web</ref> for computer vision and AI training from crop monitoring<ref>Template:Cite journal</ref> to additive manufacturing.<ref>Template:Cite journal</ref>
Open projects
[edit]Template:Main Template:Multiple images
Since 2005, every one to two years the Blender Foundation has announced a new creative project to help drive innovation in Blender.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> In response to the success of the first open movie project, Elephants Dream, in 2006, the Blender Foundation founded the Blender Institute to be in charge of additional projects, such as films: Big Buck Bunny, Sintel, Tears of Steel; and Yo Frankie!, or Project Apricot, an open game utilizing the Crystal Space game engine that reused some of the assets created for Big Buck Bunny.
Online services
[edit]Blender Foundation
[edit]Blender Studio
[edit]The Blender Studio platform, launched in March 2014 as Blender Cloud,<ref name=":14" /><ref>Archived at GhostarchiveTemplate:Cbignore and the Wayback MachineTemplate:Cbignore: Template:CitationTemplate:Cbignore</ref><ref>Template:Cite web</ref> is a subscription-based cloud computing platform where members can access Blender add-ons, courses and to keep track of the production of Blender Studio's open movies.<ref>Template:Cite web</ref> It is currently operated by the Blender Studio, formerly a part of the Blender Institute.<ref name=":13" /> It was launched to promote and fundraiser for Project: Gooseberry, and is intended to replace the selling of DVDs by the Blender Foundation with a subscription-based model for file hosting, asset sharing and collaboration.<ref name=":14">Template:Cite web</ref><ref>Template:Cite web</ref> Blender Add-ons included in Blender Studio are CloudRig,<ref>Template:Cite web</ref> Blender Kitsu,<ref>Template:Cite web</ref> Contact sheet Add-on,<ref>Template:Cite web</ref> Blender Purge<ref>Template:Cite web</ref> and Shot Builder.<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref> It was rebranded from Blender Cloud to Blender Studio on 22 October 2021.<ref name=":12">Template:Cite web</ref>
The Blender Development Fund
[edit]The Blender Development Fund is a subscription where individuals and companies can fund Blender's development.<ref>Template:Cite web</ref> Corporate members include Epic Games,<ref>Template:Cite web</ref> Nvidia,<ref>Template:Cite web</ref> Microsoft,<ref>Template:Cite web</ref> Apple,<ref>Template:Cite web</ref> Unity,<ref>Template:Cite web</ref> Intel,<ref>Template:Cite web</ref> Decentraland,<ref>Template:Cite web</ref> Amazon Web Services,<ref>Template:Cite web</ref> Meta,<ref>Template:Cite web</ref> AMD,<ref>Template:Cite web</ref> Adobe<ref>Template:Cite web</ref> and many more. Individual users can also provide one-time donations to Blender via payment card, PayPal, wire transfer, and some cryptocurrencies.<ref>Template:Cite web</ref>
Blender ID
[edit]The Blender ID is a unified login for Blender software and service users, providing a login for Blender Studio, the Blender Store, the Blender Conference, Blender Network, Blender Development Fund, and the Blender Foundation Certified Trainer Program.<ref>Template:Cite web</ref>
Blender Open Data
[edit]The Blender Open Data is a platform to collect, display, and query benchmark data produced by the Blender community with related Blender Benchmark software.<ref>Template:Cite web</ref>
Blender Network
[edit]The Blender Network was an online platform to enable online professionals to conduct business with Blender and provide online support.<ref>Template:Cite web</ref> It was terminated on 31 March 2021.<ref>Template:Cite web</ref>
Blender Store
[edit]A store to buy Blender merchandise, such as shirts, socks, beanies, etc.<ref>Template:Cite web</ref>
Blender Extensions
[edit]Blender Extensions acts as the main repo for extensions, introduced in Blender 4.2, which include both addons and themes. Users can then install and update extensions right in Blender itself.<ref>Template:Cite web</ref>
Release history
[edit]The following table lists notable developments during Blender's release history: green indicates the current version, yellow indicates currently supported versions, and red indicates versions that are no longer supported (though many later versions can still be used on modern systems).Template:Citation needed
Version | Release date<ref>Template:Cite web</ref> | Notes and key changes |
---|---|---|
Template:Version | January 1994 | Blender in development.<ref name="Foundation">Template:Cite web</ref> |
Template:Version | January 1998 | SGI version released, IrisGL.<ref name="Foundation" /> |
Template:Version | April 1998 | Linux and FreeBSD version, port to OpenGL and X11.<ref name="Foundation" /> |
Template:Version | September 1998 | Sun and Linux Alpha version released.<ref name="Foundation" /> |
Template:Version | November 1998 | First Manual published.<ref name="Foundation" /> |
Template:Version | April 1999 | New features behind a $95 lock. Windows version released.<ref name="Foundation" /> |
Template:Version | June 1999 | BeOS and PPC version released.<ref name="Foundation" /> |
Template:Version | June 2000 | Blender freeware again.<ref name="Foundation" /> |
Template:Version | August 2000 | Interactive 3D and real-time engine.<ref name="Foundation" /> |
Template:Version | 2000 | Handbook The official Blender 2.0 guide. |
Template:Version | December 2000 | New engine, physics, and Python.<ref name="Foundation" /> |
Template:Version | August 2001 | Character animation system.<ref name="Foundation" /> |
Template:Version | October 2001 | Blender Publisher launch.<ref name="Foundation" /> |
Template:Version | December 2001 | Apple macOS version.<ref name="Foundation" /> |
Template:Version | October 13, 2002 | Blender Publisher freely available.<ref name="Foundation" /> |
Template:Version | February 2003 | The first truly open source Blender release.<ref name="Foundation" /> |
Template:Version | November 22, 2003 | New GUI; edits are now reversible. |
Template:Version | February 3, 2004 | Ray tracing in internal renderer; support for YafaRay. |
Template:Version | August 5, 2004 | LSCM-UV-Unwrapping, object-particle interaction. |
Template:Version | May 31, 2005 | Simulation of elastic surfaces; improved subdivision surface. |
Template:Version | December 22, 2005 | Greatly improved system and character animations (with a non-linear editing tool), and added a fluid and hair simulator. New functionality was based on Google Summer of Code 2005.<ref>Template:Cite web</ref> |
Template:Version | 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. |
Template:Version | 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. |
Template:Version | February 16, 2007 | Sculpt-Modeling as a result of Google Summer of Code 2006. |
Template:Version | May 19, 2008 | With the production of Big Buck Bunny, Blender gained the ability to produce grass quickly and efficiently.<ref>Template:Cite web</ref> |
Template:Version | October 14, 2008 | Due to development of Yo Frankie!, the game engine was improved substantially.<ref>Template:Cite web</ref> |
Template:Version | June 13, 2009 | New window and file manager, new interface, new Python API, and new animation system.<ref>Template:Cite web</ref> |
Template:Version | April 13, 2011 | First official stable release of 2.5 branch: new interface, new window manager and rewritten event — and tool — file processing system, new animation system (each setting can be animated now), and new Python API.<ref>Template:Cite web</ref> |
Template:Version | June 22, 2011 | New features, such as the addition of the warp modifier and render baking. Improvements in sculpting.<ref>Template:Cite web</ref> |
Template:Version | July 4, 2011 | Some bug fixes, along with small extensions in GUI and Python interface.<ref>Template:Cite web</ref> |
Template:Version | August 13, 2011 | 3D mouse support. |
Template:Version | 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. |
Template:Version | December 14, 2011 | New Render Engine, Cycles, added alongside Blender Internal (as a "preview release").<ref>Template:Cite web</ref> Motion Tracking, Dynamic Paint, and Ocean Simulator. |
Template:Version | February 16, 2012 | Motion tracking improvement, further expansion of UV tools, and remesh modifier. Cycles render engine updates to make it more production-ready. |
Template:Version | 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. |
Template:Version | October 3, 2012 | Green screen keying, node-based compositing. |
Template:Version | December 10, 2012 | Over 200 bug fixes, support for the Open Shading Language, and fire simulation. |
Template:Version | February 21, 2013<ref>Template:Cite web</ref> | Rigid body simulation available outside of the game engine, dynamic topology sculpting, hair rendering now supported in Cycles. |
Template:Version | May 7–30, 2013<ref>Template:Cite web</ref> | Freestyle rendering mode for non-photographic rendering, subsurface scattering support added the motion tracking solver is made more accurate and faster, and an add-on for 3D printing now comes bundled. |
Template:Version | July 18, 2013<ref>Template:Cite web</ref> | Rendering performance is improved for CPUs and GPUs, support for Nvidia Tesla K20, GTX Titan and GTX 780 GPUs. Smoke rendering improved to reduce blockiness. |
Template:Version | October 31, 2013<ref>Template:Cite web</ref> | Motion tracking now supports plane tracking, and hair rendering has been improved. |
Template:Version | March 19, 2014<ref>Template:Cite web</ref> | Initial support for volume rendering and small improvements to the user interface. |
Template:Version | June 26, 2014<ref>Template:Cite web</ref> | Support for baking in Cycles and volume rendering branched path tracing now renders faster. |
Template:Version | October 4, 2014<ref>Template:Cite web</ref> | Volume rendering for GPUs, more features for sculpting and painting. |
Template:Version | January 8, 2015<ref>Template:Cite web</ref> | New fullscreen mode, improved Pie Menus, 3D View can now display the world background. |
Template:Version | March 31, 2015<ref>Template:Cite web</ref> | Cycles got several precision, noise, speed, memory improvements, and a new Pointiness attribute. |
Template:Version | July 1, 2015<ref>Template:Cite web</ref> | Blender now supports a fully integrated Multi-View and Stereo 3D pipeline, Cycles has much-awaited initial support for AMD GPUs, and a new Light Portals feature. |
Template:Version | November 3, 2015<ref>Template:Cite web</ref> | Cycles volume density render, Pixar OpenSubdiv mesh subdivision library, node inserting, and video editing tools. |
Template:Version | April 6, 2016<ref>Template:Cite web</ref> | Improvements to Cycles, new features for the Grease Pencil, more support for OpenVDB, updated Python library and support for Windows XP has been removed. |
Template:Version | February 28, 2017<ref>Template:Cite web</ref> | Spherical stereo rendering for virtual reality, Grease Pencil improvements for 2D animations, Freehand curves drawing over surfaces, Bendy Bones, Micropolygon displacements, and Adaptive Subdivision. Cycles performance improvements. |
Template:Version | September 11, 2017<ref>Template:Cite web</ref> | Cycles denoiser, improved OpenCL rendering support, Shadow Catcher, Principled BSDF Shader, Filmic color management, improved UI and Grease Pencil functionality, improvements in Alembic import and export, surface deformities modifier, better animation keyframing, simplified video encoding, Python additions and new add-ons. |
Template:Version | July 30, 2019<ref>Template:Cite web</ref> | Revamped UI, added a dark theme, EEVEE realtime rendering engine on OpenGL, Principled shader, Workbench viewport, Grease Pencil 2D animation tool, multi-object editing, collections, GPU+CPU rendering, Rigify. |
Template:Version | November 21, 2019<ref>Template:Cite web</ref> | OpenVDB voxel remesh, QuadriFlow remesh, transparent BSDF, brush curves preset in sculpting, WebM support. |
Template:Version | February 14, 2020<ref>Template:Cite web</ref> | Improved fluid and smoke simulation (using Mantaflow), UDIM support, USD export and 2 new sculpting tools. |
Template:Version | June 3, 2020<ref>Template:Cite web</ref> | Introduction of the Long Term Support (LTS) program, VDB files support, VR scene inspection, new cloth sculpt brush and viewport denoising. |
Template:Version | August 31, 2020<ref>Template:Cite web</ref> | Physically based Nishita Sky Texture, improved EEVEE motion blur, sculpting improvements including a new multiresolution modifier and modelling improvements. |
Template:Version | November 25, 2020<ref name=":1">Template:Cite web</ref> | Cloth Brush improvements, new sculpting Trim tool, new mesh boolean solver, volume to mesh and mesh to volume modifiers and customisable curve bevels. |
Template:Version | February 25, 2021<ref>Template:Cite web</ref> | New Geometry Nodes procedural modelling system, New interactive Add Primitive Tool, sculpting improvements and Grease Pencil improvements. |
Template:Version | June 2, 2021<ref>Template:Cite web</ref> | Expansion of Geometry Nodes with mesh primitives and a new spreadsheet editor, sculpting improvements, new grease pencil line art modifier and EEVEE rendering improvements. |
Template:Version | December 3, 2021<ref>Template:Cite web</ref> | Major Cycles update with rewritten GPU kernels and rewritten shadow catchers and other rendering improvements. Overhaul to Geometry nodes with new 'Fields' system. A new UI visual refresh as well as other features and improvements. |
Template:Version | March 9, 2022<ref>Template:Cite web</ref> | Point cloud objects, Cycles Metal Backend and new geometry nodes. |
Template:Version | June 8, 2022<ref>Template:Cite web</ref> | Cycles light groups, shadow caustics rendering, sculpt mode painting and collection support in the asset browser. |
Template:Version | September 7, 2022<ref>Template:Cite web</ref> | New procedural hair system with geometry nodes, support for Intel Arc GPUs and new geometry nodes. |
Template:Version | December 7, 2022<ref>Template:Cite web</ref> | Path Guiding in Cycles, auto masking in sculpt mode, new UV relax tool and new geometry nodes. |
Template:Version | March 29, 2023<ref>Template:Cite web</ref> | New hair system with Geometry nodes and asset browser, real-time viewport compositor, vector displacement maps for sculpting, viewport performance improvements with Apple Metal. |
Template:Version | June 27, 2023<ref>Template:Cite web</ref> | Simulation Nodes, rendering performance improvements on AMD Hardware and better UV packing. |
Template:Version | November 14, 2023<ref>Template:Cite web</ref> | Cycles light linking, improved Principled BSDF shader, better Color management with the AgX tone mapper, and Geometry Nodes improvements. |
Template:Version | March 26, 2024<ref>Template:Cite web</ref> | Geometry nodes baking, OpenImageDenoise performance improvements and viewport compositor improvements. |
Template:Version | July 16, 2024<ref>Template:Cite web</ref> | Rewrite of the EEVEE render engine to be closer to cycles, addition of Ray Portal BSDF in Cycles, addition of Khronos PBR Neutral tone mapping, and GPU acceleration for the compositor.<ref>Template:Cite web</ref> |
Template:Version | November 19, 2024<ref>Template:Cite web</ref> | Multi-pass compositing support for EEVEE, hardware accelerated ray tracing support for Linux, geometry node support for grease pencil.<ref>Template:Cite web</ref> |
Template:Version | March 18, 2025.<ref>Template:Cite web</ref> | "Slotted" actions.<ref>Template:Cite web</ref> |
Template:Version | Full release planned for approximately July 15, 2025.<ref>Template:Cite web</ref> | This version is currently under development. |
Template:Version |
As of 2021, official releases of Blender for Microsoft Windows, macOS and Linux,<ref name="download">Template:Cite web</ref> as well as a port for FreeBSD,<ref>Template:Cite web</ref> are available in 64-bit versions. Blender is available for Windows 8.1 and above, and Mac OS X 10.13 and above.<ref>Template:Cite web</ref><ref>Template:Cite web</ref>
Blender 2.80 was the last release that had a version for 32-bit systems (x86).<ref>Template:Cite web</ref> Blender 2.76b was the last supported release for Windows XP, and version 2.63 was the last supported release for PowerPC. Blender 2.83 LTS and 2.92 were the last supported versions for Windows 7.<ref name="system-requirements">Template:Cite web</ref> In 2013, Blender was released on Android as a demo, but has not been updated since.<ref name="Index of /demo/android">Template:Cite web</ref>
See also
[edit]- CAD library
- MB-Lab, a Blender add-on for the parametric 3D modeling of photorealistic humanoid characters
- MakeHuman
- List of free and open-source software packages
- List of video editing software
- List of 3D printing software
References
[edit]Further reading
[edit]External links
[edit]Template:Wikibooks Template:Commons
Template:Blender Foundation Template:3D software Template:Compositing Software Template:Animation editors Template:Video editors Template:FOSS Template:Fractal software
- Pages with broken file links
- 1994 software
- Free 2D animation software
- Free 3D animation software
- 3D rendering software for Linux
- 3D modeling software for Linux
- AmigaOS 4 software
- Articles containing video clips
- Blender Foundation
- Computer-aided design software for Linux
- Cross-platform free software
- Free software for BSD
- Free software for Linux
- Free software for Windows
- Free software for macOS
- Formerly proprietary software
- Free computer-aided design software
- Free software programmed in C
- Free software programmed in C++
- Free software programmed in Python
- Global illumination software
- Haiku (operating system)
- IRIX software
- MacOS graphics-related software
- MorphOS software
- Motion graphics software for Linux
- Portable software
- Software that uses FFmpeg
- Technical communication tools
- Visual effects software
- Windows graphics-related software