Blender
blender.org Windows, Mac OS, Linux
Free desktop 3D creation suite, with a wide range of tools for modeling, sculpting, texturing, rigging, animation, rendering, compositing, motion tracking, and video editing. It's easily extendable via community plugins
- Homepage: blender.org
- GitHub: github.com/blender/blender
- Privacy: blender.org/privacy-policy
- Web info: web-check.xyz/results/blender.org
Blender Privacy Policy
Privacy Policy Summary
- The terms for this service are easy to read
- Features of the website are made available under a free software license
- No need to register
- Third-party cookies are used for statistics
- There is a date of the last update of the agreements
- You are being tracked via social media cookies/pixels
- This service gives your personal data to third parties involved in its operation
- You can request access, correction and/or deletion of your data
- Information is provided about what kind of information they collect
- Information is provided about how your personal data is used
- Do Not Track (DNT) headers are ignored and you are tracked anyway even if you set this header.
- Your data is processed and stored in a country that is friendlier to user privacy protection
- The service is open-source
Documents
- Privacy PolicyCreated 25 Apr 23, Last modified 11 months ago
About the Data
This data is kindly provided by tosdr.org. Read full report at: #8114
Blender Source Code
Author
Description
Official mirror of Blender
Homepage
https://www.blender.org/get-involved/developers/License
NOASSERTION
Created
09 Oct 19
Last Updated
07 Apr 24
Latest version
Primary Language
C++
Size
969,186 KB
Stars
11,330
Forks
1,765
Watchers
11,330
Language Usage
Star History
Top Contributors
-
@ideasman42 (35330)
-
@sergeyvfx (10954)
-
@brechtvl (4837)
-
@tonroosendaal (4831)
-
@HansGoudey (4539)
-
@Aligorith (3362)
-
@JacquesLucke (3000)
-
@dfelinto (2131)
-
@julianeisel (2040)
-
@Antonioya (1906)
-
@DingTo (1729)
-
@lichtwerk (1434)
-
@jeroenbakker-atmind (1306)
-
@psy-fidelious (1285)
-
@drsybren (1173)
-
@jesterKing (1165)
-
@kjym3 (1010)
-
@joeedh (882)
-
@nicholasbishop (846)
-
@LazyDodo (812)
-
@significant-bit (741)
-
@RichardAntalik (691)
-
@harley-acheson (682)
-
@Blendify (648)
-
@jbakker-atmind (611)
-
@ben2610 (560)
-
@lukastoenne (540)
-
@pablodp606 (531)
-
@Moguri (509)
-
@lukas-toenne (502)
Recent Commits
-
Harley Acheson (07 Apr 24)
UI: Menu Status Text Clears Incorrectly When we open dropdown (and context) menus we often show "Press spacebar to search..." or "Type to search..." in the status bar. The status text is set when menus are opened, and cleared when closed, but this means that they are cleared when closing a submenu. This PR corrects this to only clear then the base menu is freed. Pull Request: https://projects.blender.org/blender/blender/pulls/120351
-
Lukas Tönne (06 Apr 24)
GPv3: Implement UV rotation mode for the noise modifier UV rotation in the noise modifier was a todo since UVs were not supported yet at the time the modifier was added. This patch adds the missing UV rotation feature. Pull Request: https://projects.blender.org/blender/blender/pulls/120336
-
Lukas Tönne (06 Apr 24)
Fix #119554: Remove links to and from unsupported socket types #114401 added forward compatibility code to remove unsupported socket types and avoid crashing with unknown default_value data. However, this did not update link pointers (which haven't been read at that point), so the tree can end up with dangling pointers. To fix this, removal of unsupported sockets is moved further back to a point where links have been read and can be fixed accordingly. Ported to main from #119630 Pull Request: https://projects.blender.org/blender/blender/pulls/119650
-
Hans Goudey (05 Apr 24)
Fix #120309: Remove from Vertex Group operator broken This check for whether there is vertex group data was mistakenly reversed in b52a071e7a3a11728821.
-
Pablo Vazquez (05 Apr 24)
UI: Fix label in Particle System modifier Fix two issues with the current label: 1. "particle tab" should be "Particles tab" since that's the actual name of the tab. 2. "Settings are in..." is inconsistent with similar labels where the word used is "inside" instead of "in". Pull Request: https://projects.blender.org/blender/blender/pulls/120319
-
Philipp Oeser (05 Apr 24)
UI: Clarify Playback "Play In" option The "Play In" > "Properties Editor" option is not only updating Property Editors but also the sidebars of other editors (such as the 3DView). This caused a bit of confusion since we also have "Play In" > "3D Viewport" (which only updates the 3DView main region but not the sidebar) So now call the option "Properties and Sidebars" in the UI ("Editor" has been stripped to fit the text - but also since the editor is usually only called "Properties" e.g. in the editor dropdown). Came up in #120012 Pull Request: https://projects.blender.org/blender/blender/pulls/120305
-
Sergey Sharybin (05 Apr 24)
Fix #120308: GP3 objects with geonodes renders original data from CLI The issue was caused by the special code in Cycles which clears object caches when it thinks they are not needed. We should not free caches of grease pencils because it is needed later by a separate render engine. Pull Request: https://projects.blender.org/blender/blender/pulls/120315
-
Harley Acheson (05 Apr 24)
Fix #120133: Incorrect BG color Hovering Inactive Hovering on inactive menu items combines the colors in a way that does not work correctly with light themes. This PR changes nothing but how colors are mixed for hover + inactive, doing so similarly to hovering active. Pull Request: https://projects.blender.org/blender/blender/pulls/120262
-
Clément Foucault (05 Apr 24)
Fix: EEVEE-Next: Broken volume integration shader on Metal
-
Omar Emara (05 Apr 24)
Compositor: Update test for GPU Vector Blur node
-
Clément Foucault (05 Apr 24)
EEVEE-Next: Volume: Fragment shader voxelization This replaces the compute shader pass for volume material properties voxelization by a fragment shader that is run only once per pixel. The fragment shader then execute the nodetree in a loop for each individual froxel. The motivations are: - faster evaluation of homogenous materials: can evaluate nodetree once and fast write the properties for all froxel in a loop. This matches cycles homogenous material optimization (except that it only considers the first hit). - no invocations for empty froxels: not restricted to box dispach. - support for more than one material: invocations are per pixel. - cleaner implementation (no compute shader specific paths). Implementation wise, this is done by adding a stencil texture when rendering volumetric objects. It is populated during the occupancy phase but it is not directly used (the stencil test is enabled but since we use `imageAtomic` to set the occupancy bits, the fragment shader is forced to be run). The early depth-test is then turned on for the material properties pass, allowing only one fragment to be invoked. This fragment runs the nodetree at the desired frequency: once per direction (homogenous), or once per froxel (heterogenous). Note that I tried to use the frontmost fragment using a depth equal test but it was failing for some reason on Apple silicon producing flickering artifacts. We might reconsider this frontmost fragment approach later since the result is now face order dependant when an object has multiple materials. Pull Request: https://projects.blender.org/blender/blender/pulls/119439
-
Philipp Oeser (05 Apr 24)
Fix #120012: 3D Viewport sidebar not updating when playback stops Since d8388ef36a1d, updates were missing after stopping playback. As a followup, c774cc0cc097 added a notifier which we can also listen to from the sidebar. Pull Request: https://projects.blender.org/blender/blender/pulls/120300
-
Philipp Oeser (05 Apr 24)
Fix #120211: Dynamic paint surface format change resets surface type too There is no need to reset this since most types are supported for both formats: - if format is image sequence: `Paint`, `Displace`, `Waves` are supported - if format is vertex: `Paint`, `Displace`, `Weight`, `Waves` are supported So the only combination that needs a reset is when we change from vertex format (weight type) to image sequence. Pull Request: https://projects.blender.org/blender/blender/pulls/120248
-
Julian Eisel (05 Apr 24)
Fix slightly increased layout height for tree-view item rows Since 427bdc8dcf there is some trickery going on to make the underlying view-item button slightly bigger, but that unintentionally also scaled up the layout drawn on top of it. This would be visible whenever the background is drawn, e.g. by using a different emboss type or when an animated property was displayed.
-
Pratik Borhade (05 Apr 24)
Fix #120278: Anim properties are not highlighted in tree view Animation state of any property is not colored in tree-view structure. This is due to wrong emboss value. `widget_color_blend_from_flags` returns correct theme value if emboss is not `UI_EMBOSS_NONE`. `UI_EMBOSS_NONE_OR_STATUS` is preferred for animating properties. Pull Request: https://projects.blender.org/blender/blender/pulls/120298
-
Jacques Lucke (05 Apr 24)
Cleanup: quiet warning
-
Falk David (05 Apr 24)
Fix: GPv3: Crash on conversion This was introduced by d7230516c142af522bd4ae94bff0c89c2d02b30c. The wrong API was used.
-
Falk David (05 Apr 24)
Cleanup: GPv3: Add drawing API for fill color This adds two functions to the `Drawing` class: `fill_colors()` and `fill_colors_for_write()`. In places where the attribute API was used directly, these functions are now used instead. This is part of #119080. The point is that developers shouldn't need to remember the name, type, default value, and domain of built-in attributes (e.g. used by the renderer). Pull Request: https://projects.blender.org/blender/blender/pulls/120296
-
Omar Emara (05 Apr 24)
Compositor: Update Fire2 test to be more useful It relied on the old clipping behavior of the Translate node, so rewrite the nodes to produce a result similar to the old one.
-
Hans Goudey (05 Apr 24)
Fix #117338: Texture paint sampling broken with modifiers e64b3c821252fc8707b4 worked to complete a transition started during 2.8 development to avoid dynamically re-evaluating objects outside of the dependency graph's control. However, that behavior was used to make sure the original index mapping was available for the texture paint sample operator. Conceptually, sampling a texture on an arbitrary evaluated mesh should not require original indices at all. All we need to know is the UV map value under the mouse. This commit changes from using GPU index textures to a BVH tree raycast. This significantly simplifies the code and makes it work with GPU subdivision too. Though it may be slower to build the BVH tree, that should be okay because it's cached and only needs to be built once, and that's something we're want to optimize anyway. Removing the reliance on original indices also means we could paint textures on completely procedurally generated meshes, which may be an interesting feature in the future. Pull Request: https://projects.blender.org/blender/blender/pulls/120259
-
Jacques Lucke (05 Apr 24)
Curves: add subdivide curves edit mode operator
-
Jacques Lucke (05 Apr 24)
Curves: add switch direction edit mode operator
-
Sybren A. Stüvel (05 Apr 24)
Cleanup: Anim, re-word the explanation of the term 'binding' Re-word the explanation of 'binding', as the old explanation was still based on the old name 'output'. No functional changes.
-
Sybren A. Stüvel (05 Apr 24)
Refactor: Anim, use `eBezTriple_KeyframeType` in more code Instead of using `short key_type`, use `eBezTriple_KeyframeType key_type`, so that it's clear which type it is, and so that a `switch()` can cause compiler warnings when it's incomplete. This also adds missing `case`s to `switch`es where necessary, in a way that doesn't affect the outcome. There is one change that looks like it is a functional change, but it should provide the same result: ```diff - size -= 0.8f * key_type; + size *= 0.8f; ``` Since `size = 12` and in this case `key_type = 3`, the numerical values are the same, but now the code is consistently multiplying and thus should scale properly. Furthermore some overly obvious comments are removed and some missing `const` keywords have been added. No functional changes. Pull Request: https://projects.blender.org/blender/blender/pulls/120178
-
Campbell Barton (05 Apr 24)
Unbreak build WITH_GPU_BUILDTIME_SHADER_BUILD This was valid C++ but not GLSL. Own error in a00843d5606a659489e83fdd0fe4d738f3047.
-
Omar Emara (05 Apr 24)
Fix: Vector Blur slightly differs between CPU and GPU The Vector Blur implementation slightly differs between CPU and GPU due to different precision in the sqrt2 constant, so use the float variant in CPU to make it closer to GPU.
-
Sergey Sharybin (05 Apr 24)
Fix #120119: Area lamp artifacts in Cycles with light trees This is a regression in 4.1, caused by 36e603c430. For unbiased MIS weight in light tree, we should use sd->N for mis_origin_n, since sc->N is not available in NEE. The change also makes it so we do not sample lights below sd->N even when bump map correction is disabled. This diverges from the original idea of giving full control to artists, but ensures the internal math is happy. Pull Request: https://projects.blender.org/blender/blender/pulls/120216
-
Jacques Lucke (05 Apr 24)
Cleanup: remove scary warning about reading Library data-block From what I can tell, this was fixed a long time ago already in 42057481fbb0c7ed3. See the change from `(Library *)(bheadlib+1)` to `read_struct(fd, bheadlib, "Library")`. The warning was added 5 months before that in f1a217c5f9f05045. Pull Request: https://projects.blender.org/blender/blender/pulls/120272
-
Omar Emara (05 Apr 24)
Compositor: Port GPU Vector Blur to CPU This patch ports the GPU Vector Blur node to the CPU, which is in turn ported from EEVEE. This is a breaking change since it produces different motion blur results that are more similar to EEVEE's motion blur. Further, the Curved, Minimum, and Maximum options were removed on the user level since they are not used in the new implementation. There are no significant changes to the code, except in the max velocity computation as well as the velocity dilation passes. The GPU code uses atomic indirection buffers, while the CPU runs single threaded for the dilation pass, since it is a fast pass anyways. However, we impose artificial constraints on the precision of the dilation process for compatibility with the atomic implementation. There are still tiny differences between CPU and GPU that I haven't been able to solve, but I shall solve them in a later patch. Pull Request: https://projects.blender.org/blender/blender/pulls/120135
-
Jeroen Bakker (05 Apr 24)
Revert "Overlay: Wireframe: avoid using custom depth bias with xray enabled" This reverts commit 14500953ed5a6ecbdc5842c9f86c557b1f6af5e1. The commit has introduced multiple drawing regressions in xray mode and was already reverted in 4.1. A different solution has to be found or the current one should make sure these regressions are fixed. Finding the correct solution isn't priority. * #120208 * #119527 Pull Request: https://projects.blender.org/blender/blender/pulls/120285
Blender Website
Website
blender.org - Home of the Blender project - Free and Open 3D Creation Software
The Freedom to Create
Redirects
Does not redirect
Security Checks
All 65 security checks passed
Server Details
- IP Address 104.22.65.163
- Location San Francisco, California, United States of America, NA
- ISP CloudFlare Inc.
- ASN AS13335
Associated Countries
-
US
-
NL
Saftey Score
Website marked as safe
100%
Blacklist Check
www.blender.org was found on 0 blacklists
- ThreatLog
- OpenPhish
- PhishTank
- Phishing.Database
- PhishStats
- URLhaus
- RPiList Not Serious
- AntiSocial Blacklist
- PhishFeed
- NABP Not Recommended Sites
- Spam404
- CRDF
- Artists Against 419
- CERT Polska
- PetScams
- Suspicious Hosting IP
- Phishunt
- CoinBlockerLists
- MetaMask EthPhishing
- EtherScamDB
- EtherAddressLookup
- ViriBack C2 Tracker
- Bambenek Consulting
- Badbitcoin
- SecureReload Phishing List
- Fake Website Buster
- TweetFeed
- CryptoScamDB
- StopGunScams
- ThreatFox
- PhishFort
Website Preview
Blender Docker
Container Info
Blender
[Blender](https://www.blender.org/) is a free and open-source 3D computer graphics software toolset used for creating animated films, visual effects, art, 3D printed models, motion graphics, interactive 3D applications, virtual reality, and computer games. **This image does not support GPU rendering out of the box only accelerated workspace experience**
DockerHub Metrics
- Pull Count 21,439,308
- Stars 27
- Date Created 14 Mar 22
- Last Updated 1 month ago
View on DockerHub
linuxserver/blenderRun Command
docker run -d \ -p 3000:3000/tcp \ -p 3001:3001/tcp \ -e PUID=${PUID} \ -e PGID=${PGID} \ -e TZ=${TZ} \ -e SUBFOLDER=${SUBFOLDER} \ -v /volume1/docker/blender/config:/config \ --restart=unless-stopped \ linuxserver/blender:latest
Compose File
version: 3.8 services: blender: image: linuxserver/blender:latest ports: - 3000:3000:tcp - 3001:3001:tcp environment: PUID: 1024 PGID: 100 TZ: Europe/Amsterdam SUBFOLDER: / volumes: - /volume1/docker/blender/config:/config restart: unless-stopped
Environment Variables
- Var Name Default
- PUID 1024
- PGID 100
- TZ Europe/Amsterdam
- SUBFOLDER /
Port List
- 3000:3000/tcp
- 3001:3001/tcp
Volume Mounting
- /volume1/docker/blender/config /config
Permissions
- read ✅ Yes
- write ✅ Yes
- admin ✅ Yes
Blender Reviews
More 3D Graphics
-
A simple and easy-to-use subdivision 3D modeler with AutoUV facility for unfolding a models surface for painting/texturing. Unlike Blender, it has no built-in animation capabilites, and it's feature set is more limited, but it's a good choice for beginners.
About the Data: Blender
API
You can access Blender's data programmatically via our API.
Simply make a GET
request to:
https://api.awesome-privacy.xyz/creativity/3d-graphics/blender
The REST API is free, no-auth and CORS-enabled. To learn more, view the Swagger Docs or read the API Usage Guide.
About the Data
Beyond the user-submitted YAML you see above, we also augment each listing with additional data dynamically fetched from several sources. To learn more about where the rest of data included in this page comes from, and how it is computed, see the About the Data section of our About page.
Share Blender
Help your friends compare 3D Graphics, and pick privacy-respecting software and services.
Share Blender and Awesome Privacy with your network!