A 3D modeller, animation suite and not one but two render engines. Blender’s codebase is full of insanely complex work and math. So, how can it be free? We’re talking about one of the most math intensive problem domains in software. It’s no wonder that in all these years there have been very few open source
Oh hey, it’s been a while! As you might guess what was to be a short, self-contained, reasonable release turned into a chaotic avalanche of features. Typical. You fix one thing and then you get an idea to make something better. You get on it since it’s a small change, and when you snap out of it weeks have
Watch out! A new version of Render+ is out. We finally take the first step towards network rendering and many improvements all around. Network rendering The batch server can now be run in a separate computer. For now, the server also does the rendering. I will be working on distributed rendering over future releases. Please refer to the
I’ve been working on Mirage 3.5 for a while now and have some neat new features to show; including a new move/rotation tool, new terrain type, new modifiers system, new settings for modifiers, rewritten modifiers, distribution system maps and more. This is still heavy work in progress so many things can still change.
The time has finally come. Mirage 3.4 is out today! The highlight of this release is the new terrain engine. It’s been a while, hasn’t it? This has probably been the longest time between releases, but there’s a good reason for the delay! Mirage 3.4 comes with a new terrain engine completely rewritten in Rust for top-performance. I’ve codenamed
It’s release time! Render+ 2.1 is now out. This version comes with several small quality of life improvements. I’m trying to smaller, more frequent releases moving forward. This way you can get bug fixes and small improvements faster instead of waiting until I implement some big feature. Let’s look at the changes in this version Debug messages
Welcome to another productive week for Mirage! This time I focused on fixing seamless terrains. Seamless terrains have matching edges and can be tiled and repeated. I had this working a while ago at the noise generation level. The Perlin function I’m using is periodic, so it’s possible to grab coordinates outside of the terrain and interpolate
Whoa, how long has it been? Wasn’t I supposed to do this every week? These last few weeks have been crazy with work, life, the release of Blender 2.80, Mirage 3.2 and Render+ 2. But that’s all done now. Time to get back on the horse! The good news is that I still managed to put some
After a long time Render+ 2 is finally out. I started working on this version on September last year, and went into beta around January until now. But the planning for these changes goes back years. I’m really happy with this release, the code base and the whole system have taken a leap forward in quality. These changes pave
New Blender, new Mirage. Or so I’d like to say. This is boring release actually. The only news is compatibility with Blender 2.80. Note that from this point onward, Mirage will require at least Blender 2.80. All the new features I’ve been blogging about will come in the next version: 3.4. Join the mailing list
Blender 2.80 is out today after almost a year and a half in development. Time to celebrate! This is one of the largest and most important releases of Blender. As big as 2.5 back in the day. So, what’s the big deal? Don’t be fooled by the version number. 2.80 isn’t just 0.01 better than 2.79, it’s 100x times
Time for the usual weekly development news. This week I worked some more on the water erosion modifier. I started by fixing the randomness of the rain. Every iteration 100 drops fall at random places in the terrain. The problem was that I wasn’t keeping the seeds for the random values around so everytime a setting changed it