/r/blender
Blender is a free and open-source software for 3D modeling, animation, rendering and more.
Download it today at www.blender.org
/r/blender is a subreddit devoted to Blender, the free and open-source software program for 3D modeling, animation, rendering and more!
Other community builds download at GraphicAll.org
Support the Blender Foundation!
New to Blender? Check out our Wiki of tutorials!
Useful/Related Blender tool websites:
P3D.in: share and view your Blender models
Sheep it A free render farm through distributed computing
Golem Decentralized supercomputer
Blender Stack Exchange for technical help with Blender
Blend4Web to export your blend to the web
Blender Discord for live chats with other Blender users
CC0 textures and additional contents and services to support blender.org - €9.90 / month
Related Subreddits:
/r/blender
I want to render a scene that i put above the object particles system and to render only that without the base model. tried to figure it out but couldn't so asking reddit :)
adding a photo of what i mean. i don't want the cant to render, only the particles on it but i put the particles system as a modifier on it.
I think the title says it all.
Im working currently on a fairly easy animation of a car interior. Nothing moves except the camera. Slow orbiting around the dashboard. The car model is ridicoulsly heavy (>30M polys) and the textures are too (50MB+ EXRs).
The time it takes Blender to load all of this to the GPU heavily exceedes the rendertime.
I once rendered with Octane and there was this toggle, called something like "live geometry update" or something like this. It basically stopped the rendering engine to update the mesh transformations / deformations every frame. That sped up the scene preparations when rendering animations.
Is there some trick to do this in Blender?
Hello everyone, I hope you're all well. I'd like to start designing beyblades X for 3D printing, but I don't know much about modelling. I've decided to do it on Blender (I had the choice between that and TinkerCAD) and I'd like to know if you have any tutorials or training practices that could help me. I've been told that I should look into hard-surface, is there an interesting youtuber in this field that I should know ?
I'd also like to know if there's a specific way of doing things for 3D printing, if there's a number of segments that I mustn't exceed, and so on.
I hope you can advise me, I've never done this before and I'm totally lost.
Good day.
I'm using triangulate modifier in my pipeline quite often and I have a scripts that using it and I've noticed that after updating to 4.2 "Keep normals" feature is gone.
I was like okay.. I suppose "keep normals" now is always true. But no.. It's ruining my custom normals and there's no option to keep it.
Is it intentional or a bug?
Hey guys
I'm enviro artist and 3d artist. I made sometimes ago japanese pagoda building with mirroring, overlapping uv etc. Just good modular object. Is anyone here can help me with geo nodes how to make just procedural pagoda builder? I'm looking for courses, tutorials. Tested and watched by you to get this one but good enough to increase my skill in geo nodes.
Thanks
Hello Blender Community,
I recently updated to Blender 4.2 and encountered a significant issue with rendering in both Cycles and Eevee on my MacBook M3. When I utilize the full hardware capabilities (GPU with 18 cores and M3 Pro processor), the rendered viewport appears transparent, displaying nothing. However, the render preview and final render work without any problems.
Interestingly, when I switch the render device from GPU compute to CPU, the viewport functions correctly.
I'm very interested to know if anyone else is experiencing this issue. If this problem is widespread, it would be great if it could be addressed in one of the upcoming updates.
Thank you!
Best regards
I'm rendering in ACEScg and need to see the proper colors I'm rendering out in the vieport.
But in the "View Transform" settings and "Display Device" there is no ACEScg anywhere.
How can I have a proper view of what I am rendering in Blenders viewport? Because now the render looks different from what I see in Blender.
OK, this is an extremely niche question, but you may know the answer. I'm learning Blender physics want to create physics simulations for weird thought-experiment's I've been having, and this is part of it. I want a way to make rigid bodies emit Force Fields that move with them and also be affected by each other's force fields.
So for example, in the simplified picture I showed, the two cubes are identical; both are rigid bodies and both are emitting force fields. I want both cubes to be effected by each other's force fields, and be pushed apart.
Ideally, I would like a generalized way to make this work with any arbitrary force-fields across any arbitrary number and combination of objects.
ps: I'm not going for photorealism
Took me some time to model the skull but I think it looks great, the blade part is kinda weird, tho.
Hi, I am a Maya user working in a studio, we are considering using Blender for doing some blendshapes (shapekeys) for a character but we need to find some equivalent of Maya’s blendshapes tools like a brush that can smooth or erase only the sculpted blendshapes, without touching the original mesh, do you guys know any of that ? It could also work like Zbrush and its morph brush.
I’ve already found out you can paint live maps with weight painting and vertex groups but it’s not convenient enough because you need to change mode and setup vertex groups.
Thanks!
Hi everyone, I need a European company which can develop the new website for my e-commerce business and will do SEO optimization. Which companies would you suggest?
Something feels off
Might add some more hearts to add some layers