It’s been a while, hasn’t it? Life has been really, really hectic. But there’s always some time to work on Mirage! This new version comes with a complete revamp of the distribution system, now using Geometry Nodes. Also M1 macs are supported now. The first thing you will notice is that changes are applied inmediately. Vertex groups or
Render+ 2.3 is out today! This version comes with another important step towards better batch rendering. Parallel Renders After a massive rewrite of the batch server, Render+ can now render more than one job at a time. The global batch settings include a small slider to change the number of jobs that get run in parallel. Render jobs
No video this time, because a lot of the improvements are basically iterative or under the hood (also had no time to make a full video TBH). This release comes with much needed performance work, better materials a new modifier. I also did some janitor work removing dead code and improving several parts of the terrain module with the recent
Yes! today is the day. After well over a year, Mirage 3.5 is finally officially out. So many things have happened, so many new features too. Let’s get into the new stuff New Modifiers system and terrain tools Mirage has gained a new terrain type: the BASIC terrain. This type uses a similar algorithm to what we had in
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
Ever wanted to copy markers from one scene to another? Blender doesn’t have a built-in method to do this but we can do it with some Python. Markers are stored as scene properties, much like Render settings or units, that’s why we can’t copy them individually. The alternative is to append/duplicate the entire scene and then
I started this little motion graphics project sometime in the 2.78 days, originally using Blender Render but the lack of nodes and the viewport performance made it more complicated than it had to be. But live in the future now! Eevee and the UI improvements over the last few releases have made this a lot more fun. Note
Making video tutorials? Juggling multiple projects? Ever wanted to switch between different Blender setups without having to remember what preferences to flip every time? Application templates allow you to save Blender configurations and easily swap between them. This includes different startup files, addons and even splash screens. App templates can also run custom Python code
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.
For this tutorial you need to know the basics of making UI lists with Python in Blender, luckily someone has already made a tutorial about that! In the last episode we learned how to make a UIList and place it in a panel. It even had sorting and searching for free. So what’s left to do? Build our
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