Blender 2.90 is out now!
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Blender 2.90 is out now! Building on the success of the 2.8x series, Blender 2.90 continues to polish the user experience, introducing improvements to EEVEE, Cycles, sculpt, VR, animation, modeling, UV editing and so much more.
Watch the video and tell us how you like the new features.
Inspired by Animal Crossing: New Horizons, Korean artist use Blender to create exclusive cabins
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As soon as Nintendo Switch launches Animal Crossing: New Horizons, it has been loved by game fans all over the world. Due to the epidemic, many people can enjoy traveling abroad through games during quarantine, which makes the Switch a hit again. And many CG artists eager to create many fan art or amazing creations. Korean designer Seungho Jeong (Neon3D) was invited to talk about his latest work "Miniature style cute character 3d artwork" (Soondol) and talk about the toy model made for the animation of "Molang".
Seungho Jeong (Neon3D)
Seungho Jeong, from South Korea, is good at product design and 3D printing. Most of them are created in Fusion360 and Blender. He is currently designing toy models for "Molang". He also runs a YouTube channel to share the process behind the scenes.
Miniature style cute character 3d artwork (Soondol) Year of completion: 2020 Software: Blender
Tell us about the artwork.
Seungho Jeong: Recently I was playing Animal Crossing: New Horizons, and I was attracted by the cute graphic style in the game, so I proposed a series of creative projects, with my original character "Soon-dol" as the main character, and designed a series of The miniature style house in Mori.
I use Cycle render in Blender to create. It is worth mentioning that instead of using texture mapping, I changed the color of the object or made some images using Illustrator, and used Blender's Shrinkwrap modifier to place the image on the character's face. The most difficult part of this work is the lighting effect. After all, to create "emits natural light from the outside of the window" is a test of the creator's Lighting skills. At first, I put a glass on the window, but then I found that no glass looks more natural, so I had to take it away.
What is your usual job?
Seungho Jeong: Mainly making character toy models. For example, the "Molang" series is currently on sale. I designed many different sets of costumes for the character, including Halloween, New Year, Hanbok and other styles. The main creative process is the use of product design software Fusion 360. It has a free-form modeling function, similar to Blender's modeling method.
I also made an introduction video for the company's YouTube channel "Behind Molang". First, I redesigned all 2D characters into 3D. Since our company is not an animation studio but a character commodity company, most of the 3D creation process of characters is the process of making plastic models, such as Fusion 360 (some are designed directly in Blender). When creating images in 3D, as mentioned above, instead of using texture mapping, we change the color of the object or use Illustrator to create the image, which is created in accordance with the process of making dolls and doll models.
Is animation different from product design?
Seungho Jeong: Making animation is very difficult, after all, that is not my major. Although product production and animation look very similar, there are still some system differences. Therefore, I have to learn by myself and complete the animation creation, so I simplified the character movement as much as possible.
Can you share your creative tips?
Seungho Jeong: If you want to create on a hard surface, Fusion 360 is recommended, which can be modeled for the accuracy of the size, which is very convenient. In addition, the ShrinkWrap modifier is used to attach the image to Blender without any texture drawing.
Who is your Favorite artist?
Seungho Jeong: Absolutely my boss Hye-Ji Yoon, he is the character designer of "Molang". And Molang's animation is currently being played on Netflix, which is receiving the attention of the global audience! I respect my boss very much and want to be a well-known creator like him.
Seungho Jeong’s Artstion:
How to Render High-quality Images in Blender
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With the development of computer technology, it has been widely used in the field of graphic design, so that ordinary people also have the opportunity to come into contact with Computer Graphics technology referred to as "CG technology". Computer Graphic Image is also computer 3D animation technology, referred to as "CGI". Whether it is "Toy Story", "The Lion King" or "1917", the success of these world-class blockbusters can not be separated from the establishment of models in 3D software, and then to visual effects, post-production software composition, Editing, and more.
Image via blendercn.org
As a new star in 3D software, blender integrates modeling, sculpting, binding, particles, animation, etc., and is a software that supports commercial creation for free forever. So how do we use blender to output high-quality images?
Blender has 2 renderers that can convert a 3D scene into a 2D image.
- Eevee is a physics-based real-time renderer.
- Cycles is a physically-based ray-tracing renderer.
Use plugins to add more third-party rendering engines. Each renderer has its own rendering settings to control rendering quality and performance. And the rendering effect is determined by the camera, lighting,and materials, which also determine the quality of the output images.
Image via blendercn.org
Here is the Cycles renderer that comes with Blender as an example. As a GPU-based rendering engine, rendering effects have become more and more mature, and its speed is much faster than the CPU renderer. So where does it affect the output image quality?
The sampling method determines how the light is calculated. The light is emitted from the camera into the scene and bounces back and forth until they find a light source, such as a light object, a glowing object, or the ambient background light. Number of light path traces for a single pixel in the final render. The more samples there are, the less noise there will be in the result and the more accurate it will be.
The rendering attribute is the amount of light emitted from the camera to each pixel. The view attribute is used for scene rendering in the view. A value of 32 means that each pixel will be tracked by 32 rays.)
Noise in the image will greatly affect the image quality because 32 beams of light per pixel are not enough to produce a high-quality image (To reduce the noise by 50%, double the number of lights, so the rendering time will also double, depending on the computer configuration to set the value, at least 1024 if you want a better effect.
The rendering properties greatly affect the rendering quality, try to adjust to the maximum value that the view can reach, and adjust the view back to 32 to maximize the quality.
Optical Path Length
It refers to the value of the number of bounces to track the path of each beam. The difference between 0 and the maximum will be very large.
Camera size: It needs a proper ratio and size, and the focal length needs to be adjusted according to the content of the image. The appropriate size can display the details of the Depth of field.
Depth of field: The choice of lens will affect the depth of field details. The depth of field determines how far away the object will be displayed clearly.
Aperture radius: determines how far the object in the radius is clear, and it will become blurred
Focus: Focus needs to be adjusted. Set important objects in the image as axes and adjust the appropriate aperture radius to show the correct object to the viewer.
If you want to improve the quality of the images, you can try some of the suggestions above. Improving the quality of images is not something that can be improved by reading an article. Continuous learning and practice is the best way.
Cycles is undoubtedly a young renderer. Blender is also constantly improving some of the features of Cycles, and it has a lot of room for development in the future. As your TPN-accredited cloud render farm, Fox Renderfarm supports most mainstream 3D software, renderers, and plugins, including Blender, 3ds Max, Maya, Cinema 4D, Clarisse, and more. We always provide fast, secure and affordable cloud rendering services to reduce your rendering time. Welcome to the blender render farm get a $ 25 free trial.
Blender vs Maya vs Cinema 4D, Which One Is The Best 3D Software？
Blender vs Maya vs Cinema 4D, which one is the best 3D software for animation? As the leading render farm in the CG industry, Fox Renderfarm will answer this question in a personal opinions. As we know, Blender, Maya and Cinema 4D, all are 3D production software, and they can all make 3D animation. The concept of 3D animation is actually very wide, and the movement of 3D objects can be called 3D animation. Therefore, this software should be distinguished according to their areas of expertise, and cannot be generalized.
Maya can also be said to be a resource integration platform, which is mainly used in the production of film and television animation and the integration of related resources. Maya's 3D animation, modeling, simulation, and rendering modules provide a powerful integrated toolset. Can be used for animation, environment, motion graphics, virtual reality, and character creation. We can see the figure of Maya in the major movie screens.
C4D, full name Cinema 4D. One of the major features of C4D is the integrated package. Using these packages can quickly produce good quality effects and animations. Relatively speaking, novices are relatively easy to get started with C4D. C4D can be seamlessly connected with AE(After Effects), and C4D scenes can be directly imported into AE, so C4D is still very popular in the production of short films and film packaging.
Blender is a free and open-source, cross-platform, all-round 3D animation production software, providing a series of animated short film production solutions from modeling, animation, materials, rendering, to audio processing, video editing and so on. Blender has a variety of user interfaces that are easy to use in different tasks, with built-in advanced video solutions such as green screen keying, camera backtracking, mask processing, and post node synthesis. There are also built-in cartoon strokes (FreeStyle) and GPU-based Cycles renderer. Python is a built-in script that supports multiple third-party renderers. It is favored by the majority of graphics enthusiasts in short videos and game production.
All in all, the three software cannot be compared without any restrictions. Each of them has its strengths. It depends on which area you want to develop and then choose the best software tool from them.
Which hardware will affect the blender to reduce rendering time?
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What hardware should I use to reduce rendering time in blender? In the production of blender, it takes a lot of time to render. While there are many factors that can affect rendering time, which hardware can speed up rendering time? Although a properly configured hardware will increase efficiency, you can choose different hardware for different production processes.
3D design and production can generally be roughly divided into several major steps: Modeling, UV Mapping, Texturing and Shaders, Rigging, Animation, Lighting, Rendering Setting, Compositing. This step is the most important step in the final product, the final rendering, and always using a render farm in this step.
Professional graphics cards are optimized for professional 3D design software, so they are more accurate on the display. Professional graphics cards can make your previews more realistic. Improve the speed of modeling and the performance of materials in 3D. Professional graphics can also greatly reduce the load on the CPU during the production process. For example, if you move a complex model, the game graphics card will be skipped and not smooth, resulting in inaccurate movement. It may move many times and still Unable to move to the exact location. However, whether the display is wrong, whether the operation is smooth or stable, will greatly affect the efficiency of production, and even affect the mood of the producer.
In the step of blender rendering, such as the Cycles renderer, you can use the CPU or GPU for rendering calculations, but its rendering speed is independent of the graphics card, only related to the processing power of the CPU or GPU, and secondly related to memory. And for the final rendering, the professional graphics card and the game graphics card are no different (if you really want to say that there is a difference, it is only the display of the picture, the color is better). The biggest impact on the rendering speed is the CPU or GPU, especially for the Blender renderer, which is very dependent on the GPU, and the excellent GPU has faster rendering images than the excellent CPU, and the graphics card can be added to the device continuously.
Many people also think that memory will affect the rendering speed. This view is not correct. When the memory is enough, the rendering speed will not have much impact. What is enough?? Generally, 3D use is to open a scene file and it will take up a lot of memory. The more polygons in the scene, the larger the memory. When the memory is not enough, there will be a serious delay, because the hard disk space is called to make virtual memory. When the memory satisfies the amount required by the scene file, the rendering requires almost no memory except for the memory calculation that requires more memory.
In summary, a high-performance machine has a great impact on the speed of production and rendering. The reasonable hardware configuration and software adjustment can bring out the best works.
Behind the Scenes: Cafed Kona
In the process of learning Blender, I gradually got a certain degree of familiarity with each link and production process, so I wanted to try to create a work of my own. First, I found a reference on the Internet, then set up a scene model, create an atmosphere, material, rendering, etc., and finally showed the best effects.
In the process of production, I encountered many problems, such as how to perfectly bridge the base of the syphon pot base and the foot of the base. When the two things are connected at the beginning, because the wiring is different, there is always a problem, so the syphon pot filter In the case of the filter, these filter holes are exaggerated after Boolean. In this case, all the wires need to be connected reasonably, so that the shape of the syphon filter can be perfectly produced.
However, it is more difficult than this to see the spiral springs under the filter, and how the small steel balls below are perfectly placed in the glass bottle. I didn't know how to start. But, after many tests, the steel balls in the filter were increased by the number of arrays in the modifier, and the path was planned with a curve, which was placed according to the curvature of the glass.
After all the difficulties, the model was finally completed, the whole scene was set up, and the bar and wine cabinet were added. Wine glasses and wine barrels were placed on the wine cabinet, and a lot of wine bottles were put in to make the picture richer.
In the performance of the wood material, the texture of a chicken wing wood is used, the effect is amazing, and the texture of the whole set is improved. At the beginning, the bar used the material of the wood. The whole appearance was too dark to highlight the main body. Later it was changed to marble material and embellished.
Even a small coffee bean is meticulous.
This work uses Blender's powerful rendering function. No lighting is used in the rendering. The final rendering has not been modified. Just add an AO layer to the rendering, perfect for glass and wood and metal. The texture is expressed. And very close to the real effect. The blender's rendering capabilities are really powerful.
From encountering problems to solving problems, there are still many things to learn. Modeling is the first thing to learn, followed by lighting, materials, and rendering. The lighting and rendering’s settings are simple in blender, but I still need to learn more in terms of materials. To perfect each of your own works, and to add more design sense based on the model, will make your work better.
About the Author Lizhu Xie
Blender Tutorial: To Create A Wild Jungle(2)
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In the previous article “Blender Tutorial: To Create A Wild Jungle”, we have shown the production of the scene model part in Blender, and then let’s starts the part of the texture. I hope to help you with your production process. Thanks again to the author of this article, 3D artist Leo Lee.
Material Shader can choose ‘Principle BSDF’, which is a kind of useful in Blender, and supports some commonly used texture mapping parameters. UV treatment before mapping. Switch to Edit Mode, select all faces, and select Unwrap UV - Smart Unwrap in the mesh menu. Since the model here is an irregular model, there is no need to manually process the UV. Then add these texture options in Node, select Image Texture, and import the corresponding material map.
In Basic Color, you can choose a ground material that looks moist. Connect to the Basic Color and use the Multiply node to make the color darker.
Add the Roughness map again, and also use Multiply to control the intensity of the reflection. Then import the Normal Map and Height Map in turn, and link to the Normal of the Principle through the Bump node. The size of the texture can be controlled by adding a Mapping node to control the angle, position, and size of the texture.
In order to make some changes to the surface, another map similar to grass is added. The purpose is to add the raised part to the material of the grass according to the undulation of the ground, and the wetland material is recessed to make the ground appear more real.
So how do you mix two different materials according to the fluctuations of the surface? The node that needs to be used here is called Geometry. After adjusting the black and white over with the color ramp, the convex part is set to white, and the concave part is black, thus distinguishing the surface according to the geometric structure. Start and volt, then mix the two materials together through the Mix Shader.
Then switch the node wrangler to the mix shader to see the mixed effect and use the same method to attach materials to other objects.
What needs to be used here is the transparent method of material. First, you need to select a PNG or TGA transparent material map in the image texture, then use the Transparent BSDF to link it with the Diff BSDF through the Shader Mix Alpha, you can follow the Alpha The parameter hides the black part of the transparent material.
In the same way, the leaf part of the tree is also made of material. If the leaves and the trunk are in the same Object, then in the edit mode, the trunk and the leaves can be separated by the separate function, and then the new material is assigned to the selected area.
In the same way, small plants are also made of transparent materials.
Before rendering, you need to adjust some of the following parameters. We choose the GPU rendering mode, which will be faster than the CPU. Then set the length and width pixels to increase the rendering detail to 100%, the default is 50%. Transparency is activated in the film menu below, and the background can be transparently processed after rendering.
If you want to blur the foreground, you can select the camera, and then set the distance of the focus in the depth of view, which can better render the spatial sense of the picture.
Here, some effects are processed on the rendered image, similar to the film and television in the VFX workflow, to superimpose some fog and Sun Bean effects and color adjustment according to the space of the object.
Article translation from:
Blender Tutorial: To Create A Wild Jungle(1)
Blender render farm
Blender is a powerful and free open-source application, especially in 3D scene construction, rendering, and special effects, compared to similar software has obvious advantages. As the leading cloud rendering service provider in CG industry, Fox Renderfarm supports both blender rendering, 3ds Max rendering, Maya rendering, C4D rendering, Clarisse rendering, SketchUp rendering, etc.. This article wrote by 3D artist Leo Lee, will show you the potential of Blender to quickly create scenes and texture rendering, and will show some experience and hope to help your production process. Let learn how to create a wild jungle in the blender.
Add a Plane to the view, the size can be larger, switch to Sculpt Mode. It is similar to some familiar engraving software, such as Zbrush, which can choose different brushes to process the model. Check Dyntopo at the menu (no need to manually subdivide the model), and select ‘Constant’ for the detail mode, and check the smooth shadow.
As shown in the figure below, when the model is engraved, the system automatically subdivides the number of faces.
Here are a few other ways to create terrain. Use Subdivide to subdivide the surface as follows: subdivide into 50-100. Then add a black and white material through the Displacement Modifier in Blender, similar to the Height Map, which can be hand-painted in PS or downloaded. Click Add Material Map to import the material.
The strength of the ground fluctuations can be controlled by adjusting the parameters. Then add Subsurface Modifier to smooth the surface. In addition, if you want to adjust the terrain manual area, you can activate the area control button below, the middle button wheel to adjust the area range, select a point to drag and drop.
Here is a finished terrain. The next step is to add some decorations to the terrain, such as trees, grass, stones, and medium-sized plants, to create a more realistic picture.
The model of several trees is imported into the scene, as shown below. It can be imported via ‘append’ ‘Import’. Append can only add original Blender files. Import can import some commonly used 3D files, such as 3ds, FBX or OBJ.
Previously, the terrain and trees were layered. The layering function in Blender can manage the model very effectively, compared to the layer function in PS. Select the model, ‘M’ to move the active model to any layer, press the number keys to move to the corresponding layer. Hold down the Shift key to select multiple layers at the same time to display the contents of their layers.
The imported trees are arranged in order according to space and the composition, and then the position is selected to place the camera. As shown below,
Below are the layers of stones and grasses and small and medium plants.
Due to the large size and a limited number of trees, manual placement can be used. But like those small and large objects, you can use the ‘Particle’ series to let Blender randomly place small objects according to the range we set.
As shown in the figure below, first switch to ‘Weight Mode’, you can first lower the transparency, then draw the range of the area where you need to place small objects on the terrain, blue is the vacant area, gradually yellow, and the dense area is excessive.
Then switch to "Particle System" in the menu on the right, click the Add button, here is similar to the step of adding material to the object, and the material here is the object that needs to be placed, the first layer I chose the grass, can pass the view The button hides other objects. Activate the data indicated by the arrow in turn.
Each of the previous objects must be Ctrl+G in advance and merged into their respective groups. Then here Dupli Group chooses the grass group. The values in the red box are some random parameters for which various adjustment objects are placed, such as orientation, size, rotation angle, and so on. If you adjust the density and length units more deeply, you can also select the corresponding Group in turn.
In the same way, the stones and other vegetation are also brushed in. As shown below.
After the addition of plants and ground, the contents of the camera lens are richer.
Blender, Keyshot And Modo Will All Support RTX-based Rendering
Last week, SIGGRAPH 2019 was successfully finished. At this SIGGRAPH, the high-tech displays are still amazing. As the leading cloud rendering service provider, Fox Renderfarm supports both GPU and CPU, as one of the well-known GPU render farms, and one of Nvidia's partners, we are happy to know that several DCC applications, like Modo, Keyshot, and Blender, are announced to support Nvidia’s new RTX GPUs on hardware-accelerated ray tracing.
What is RTX and is it supported by other applications?
First announced last March, RTX is Nvidia’s implementation of DXR, and a new ray tracing extension for DirectX 12. Current RTX GPUs—GeForce RTX consumer graphics, Quadro RTX workstation graphics, and Titan RTX all have dedicated RT hardware cores for ray tracing calculations.
These core software accesses were implemented through the ray tracing architecture provided by Nvidia Optix and announced for free commercial use in 2017. The rendering engine that now supports RTX includes Clarisse iFX, which is mainly for window preview.
For final quality output, Arnold GPU, OctaneRender, Redshift, and Unreal Engine have alpha or beta implementations, the latter being primarily hybrid rasterization/ray tracing renderers.
In Substance Painter and Substance Designer, RTX ray tracing is also used for texture baking.
Keyshot The Keyshot program will support RTX in the 9th version released this fall. The general function is that if the software detects a compatible GPU in the user system, a new button will appear on the Keyshot ribbon interface to enable GPU rendering. Otherwise, The scene will be rendered normally on the CPU.
Modo In modo, the situation is more complicated, because Foundry's 3D software already has a GPU rendering engine, which is similar to AMD's Radeon Prorender. In the current form, the prorender is primarily used as an interactive preview during asset development, while modo's original CPU renderer is used for the final quality output.
Foundry's new RTX-based path tracking renderer seems to be a replacement for Reyes-based CPU renderers. Currently Foundry has not specified which version of modo will be available in the new RTX rendering engine, although "in the coming months" plans to release access versions to subscribers in advance.
Blender There are also two rendering engines for Blender, although they have all been accelerated by the GPU.
This time, the RTX integration is for the old Cycles engine, which has used Nvidia's CUDA API for GPU rendering - users without Nvidia cards use OpenCL and CPU rendering instead of the new OpenGL-based Eeve engine introduced in Blender 2.80.
Like Keyshot, RTX support is switchable, users can select optix, cuda or opencl or pure CPU rendering via the checkbox in Blender's preferences.
In the benchmarks posted on the Blender Developers blog, when running under OptiX, Cycles renders about twice as fast as the same Nvidia GPU when running under CUDA on the Nvidia GPU. The source code for the new implementation is public, but considering that Blender 2.80 has just been released, it may take some time for the RTX to be officially built.
Made By You, Blender 2.80 Officially Released
After four years of development, the Blender 2.80 version was officially released! Blender is an open source, cross-platform, all-round 3D animation software that provides a range of animated short film production solutions from modeling, animation, materials, rendering, to audio processing, and video editing. Blender 2.80, this version update brings a lot of new features, a redesigned user interface, a new physics-based real-time rendering engine Eevee (which can be used as the final rendering output, or as a real-time rendering engine for views) and more.
Blender 2.8, made by you, a brand new start
Blender 2.80 has reworked the user interface to make the interface more concise and consistent, making it easier for users to use tools, joysticks and more. Blender redesigned a new black theme and modern icons to focus on your artistic creation. The icon can also be controlled by the theme to make it easier to visualize the icon under a variety of themes.
The workspace gives you quick access to things like sculpting, texture drawing or motion tracking. Click on the tabs at the top of the window to change the usage, or customize your workspace to make your work more efficient.
Clip coloring workspace
The 2.80 version has a more advanced 3D view display capability, and the display mode is more diverse and free. The new Workbench rendering engine makes it easier for you to get the job done.
Alpha Studio Random Cavity Shadow
Alpha Wire Random
Alpha Lookdev Texturing
Real-time rendering engine Eevee
Eevee has many advanced features such as volumetric fog, screen space refraction, subsurface reflections, soft and contact shadows, depth of field, camera motion blur and glow.
Eevee's material nodes are the same as Cycles, so it's easy to render existing scenes. For Cycles users, Eevee can also be used as a live preview.
The 2.80 version greatly enhances 2D rendering capabilities. The new Grease Pencil interface is more friendly to 2D artists, and you can have both 2D and 3D production capabilities to make your creations easier.
Grease Pencil is more than just a drawing tool, it is highly integrated with existing object selection, editing, management and linking tools, and has powerful deformers and brush tools.
Normalized hair BSDF Rendering physics-based hair is easier, eliminating the need to set up complex shader networks.
Subdivision and micro replacement
Cryptomatte This function saves the inconvenience of setting the object object and the object material ID for the later stage. You only need to check this before rendering, and then select the desired selection in the post-synthesis.
Random walk subsurface scattering
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Let's Take A Look At Blender's Growth In 25 Years!
Blender, an open-source 3D animation software, is 25 years old. Fox Renderfarm is the world's leading visual cloud rendering, supporting a variety of CG software and plug-ins, including Blender. Fox Renderfarm is here to present a birthday greeting to Blender. At the same time, it is also hard to talk to all CG artists and TD’s who have spent time and energy on this open source software! Let's take a look at Blender's growth in 25 years! 1993 On the Christmas holiday of 1993, Ton Roosendaal began researching Blender software based on his original design. 1994 On January 2, 1994, the first Blender version based on the subdivision window system was officially launched. The system was restored from an old backup of Ton's SGI Indigo2 workstation and is now marked as Blender's official birthday. It took them 15 months to use the software as an internal authoring tool for the NeoGeo animation studio in the Netherlands. Until January 1, 1998, Blender was released online as SGI free software. 2002 In the early 21st century after the Internet bubble burst, Blender released versions of Linux and Windows under the GNU General Public License (GPL), which was free for the industry from October 13, 2002, to the present. Now Blender is run by the Blender Foundation, a Dutch charity that supports and promotes projects on Blender.org. Its mission is to build a free, completely open source 3D creation pipeline for artists and small teams. Although Blender is already a very good open source software, hundreds of technicians from all over the world are constantly developing and enriching its features. Currently, Blender supports the entire 3D animated short film production solution, which provides modelling, rigging, animation, simulation, rendering, compositing and motion tracking, as well as video editing and game creation. The power of Blender 2.7 Blender supports cross-platform work and works well on Linux, Windows, and Macintosh computers. Blender is an open source project licensed under the GNU GPL. All code is written in C, C++ and Python, and its interface uses OpenGL to provide a consistent experience. Blender is well-suited to the needs of individuals and small studios that benefit from the unified pipeline and responsive development. 1. Cycles rendering engine Cycles are Blender's built-in unbiased path tracker engine that delivers realistic rendering. Live viewport preview CPU and GPU rendering PBR shader and HDR lighting support VR rendering support 2. Animation and rigging Blender has high-quality rigging and animation tools. Currently, Blender is used in numerous short films, commercials, TV series and feature films. Envelope, character bone rigging and automatic skinning B-spline interpolation bone Curve editor and animated photo table Customize bone shapes for quick input Sound synchronization 3. Story Art (Drawing 2D) Drawing directly in the 3D viewport makes sense, providing a free workflow for storyboarders and 2D artists. Combine 2D and 3D in the viewport Onion skin full animation support Strokes and filled layers and colours Engraving brush strokes and parent pens into 3D objects 4. Tracker Blender includes production-ready cameras and object tracking, allowing artists to import raw material, track footage, mask areas and watch camera movements in 3D scenes. Automatic and manual tracking Powerful camera reconstruction Preview your tracking footage and 3D scenes in real time Support for plane tracking and tripod solver 5. Python Blender has a flexible Python control interface that can adjust layout, colour, size and even fonts. The community uses hundreds of add-ons. Custom interface layout and colour Hi-res / Retina screen support Create your own tools and add-ons Draw an OpenGL viewport Connect using Blender's Render API In addition to the key rendering denoising tools, the Blender 2.7 version includes many tools for full pipelines. For example, a strong simulation foundation, including industry standard libraries such as Bullet and MagnaFlow, and even basic video editing tools. Blender 2.8 Beta five highlights Version 2.80 is now in beta and may be released in February or March. The new beta also includes a new 2D animation mode that can be drawn directly into a 3D animation environment and is more consistent and easy to use. 1.User interface Blender 2.8 version of the user interface and user experience will be more smooth and fit than the previous version, through the workspace, you can quickly start using sculpting, texture drawing or motion tracking tasks. Can be customized according to their own needs, improve work efficiency. 2. EEVEE A new physics-based real-time renderer that acts as both a final frame renderer and a real-time viewport engine that drives Blender to create assets with advanced features such as volume, screen space reflection and refraction, and subsurfaces. Scatter, soft and touch shadows, depth of field, camera motion blur and bloom. 3. Viewport The new modern 3D viewport, the workbench engine provides flexible display of work scenes. EEVEE powers the viewport for interactive modelling and painting using PBR materials. (Blender's minimum graphics requirements have been added to OpenGL Core 3.3) 4. 2D animation The 2.8 version of the 2D drawing function has been greatly improved. The new Grease Pencil creates a more user-friendly interface for 2D artists while maintaining the benefits of a complete 3D suite. The grease pencil has changed from a stroke to a real Blender object, and the brushes and tools have been greatly improved. 5. Cycle The new principle volume and hair shader, bevel and ambient occlusion shaders now fully support the industry standard Cryptomatte, which combines CPU and GPU for rendering, random walk subsurface scattering and more. The 2.8 version is still in the testing phase, and more complete features are coming online, let’s looking forward to it! Render Farm give the best wishes to Blender again.
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