<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="https://digitalproduction.com/wp-content/plugins/xslt/public/template.xsl"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:rssFeedStyles="http://www.wordpress.org/ns/xslt#"
>

<channel>
	<title>Gottfried Hofmann - DIGITAL PRODUCTION</title>
	<atom:link href="https://digitalproduction.com/author/gottfriedhofmann/feed/" rel="self" type="application/rss+xml" />
	<link>https://digitalproduction.com</link>
	<description>Magazine for Digital Media Production</description>
	<lastBuildDate>Fri, 31 Oct 2025 08:21:27 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	

<image>
	<url>https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/cropped-dp-logo-kurz-weiss-auf-schwarz.png?fit=32%2C32&#038;quality=72&#038;ssl=1</url>
	<title>Gottfried Hofmann - DIGITAL PRODUCTION</title>
	<link>https://digitalproduction.com</link>
	<width>32</width>
	<height>32</height>
</image> 
<site xmlns="com-wordpress:feed-additions:1">236729828</site>	<item>
		<title>BlenderDay &#038; Summer School 2025 return to Mannheim</title>
		<link>https://digitalproduction.com/2025/06/20/blenderday-summer-school-2025-return-to-mannheim/</link>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Fri, 20 Jun 2025 10:47:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D training]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender game production]]></category>
		<category><![CDATA[Blender Summer School]]></category>
		<category><![CDATA[Blender workshops]]></category>
		<category><![CDATA[Blender3D]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Laura Körting]]></category>
		<category><![CDATA[Mafinex Mannheim]]></category>
		<category><![CDATA[professional rendering]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=187205</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/Screenshot-2025-06-18-164602.jpg?fit=1200%2C676&quality=80&ssl=1" width="1200" height="676" title="#image_title" alt="A collage of images representing various creative workshops, including landscapes, a car, art displays, and character designs. The text "20+ Workshops" is prominently displayed in white at the bottom with a purple background." /></div><div><p>BlenderDay and Summer School take over Mannheim July 25–27 featuring a keynote by Laura Körting and game‑focused workshops.</p>
<p>The post <a href="https://digitalproduction.com/2025/06/20/blenderday-summer-school-2025-return-to-mannheim/">BlenderDay & Summer School 2025 return to Mannheim</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/Screenshot-2025-06-18-164602.jpg?fit=1200%2C676&quality=80&ssl=1" width="1200" height="676" title="#image_title" alt="A collage of images representing various creative workshops, including landscapes, a car, art displays, and character designs. The text "20+ Workshops" is prominently displayed in white at the bottom with a purple background." /></div><div><p class="wp-block-paragraph">From <strong>July 25 to 27, 2025</strong>, the <strong>Blender Summer School</strong> and <strong>BlenderDay</strong> conference return to the <a href="https://www.mafinex.de/" target="_blank" rel="noopener">Mafinex Technologiezentrum</a> (<a href="https://maps.app.goo.gl/W7hXbDs3AB5Ph7Px7" title="">Map</a>)in Mannheim. The German-language conference <strong>BlenderDay</strong> takes place over the weekend on <strong>July 26 and 27</strong>, and is framed by the Summer School beginning <strong>Friday, July 25</strong>. And, as you might have guessed, it’s all about <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a>! </p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:1416,&quot;href&quot;:&quot;https:\/\/www.mafinex.de&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20200807123637\/http:\/\/mafinex.de\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:17:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 20:47:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:30:32&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 17:38:14&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-02-13 16:03:22&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-02-26 07:46:17&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-10 03:29:22&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-05-11 21:44:14&quot;,&quot;http_code&quot;:404}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:44:14&quot;,&quot;http_code&quot;:404},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1417,&quot;href&quot;:&quot;https:\/\/maps.app.goo.gl\/W7hXbDs3AB5Ph7Px7&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1418,&quot;href&quot;:&quot;https:\/\/lab132.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251010195742\/https:\/\/lab132.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:17:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 20:47:09&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:30:31&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 17:38:13&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-13 16:03:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-26 07:46:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 03:29:20&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 21:44:10&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:44:10&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1419,&quot;href&quot;:&quot;https:\/\/blender3dschool.de\/season2025\/generative-ki-modelle-mit-blender-trainieren&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250715132144\/https:\/\/blender3dschool.de\/season2025\/generative-ki-modelle-mit-blender-trainieren\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:17:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 20:47:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:30:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 17:38:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-13 16:03:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-26 07:46:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 03:29:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 21:44:24&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:44:24&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1420,&quot;href&quot;:&quot;https:\/\/blender3dschool.de\/season2025\/blender-git-its-a-complicated-relationship&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250803055850\/https:\/\/blender3dschool.de\/season2025\/blender-git-its-a-complicated-relationship\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:17:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 20:47:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:30:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 17:38:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-13 16:03:27&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-26 07:46:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 03:29:23&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 21:44:30&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:44:30&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1421,&quot;href&quot;:&quot;https:\/\/blender3dschool.de\/season2025\/professionelles-rendern-mit-blender&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250910111250\/https:\/\/blender3dschool.de\/season2025\/professionelles-rendern-mit-blender\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:18:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 20:47:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:30:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 17:38:28&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-13 16:03:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-26 07:46:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 03:29:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 21:44:32&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:44:32&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1422,&quot;href&quot;:&quot;https:\/\/www.df-automotive.de&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250906224817\/https:\/\/www.df-automotive.de\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:18:10&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 20:47:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:30:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 17:38:34&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-13 16:03:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-26 07:46:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 03:29:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 21:44:34&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:44:34&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1423,&quot;href&quot;:&quot;https:\/\/workshops.blender3dschool.de&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20240919095740\/https:\/\/workshops.blender3dschool.de\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:18:11&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-15 20:47:19&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-20 09:30:39&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-03 17:38:46&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-13 16:03:26&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-26 07:46:21&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-10 03:29:35&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-05-11 21:44:35&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:44:35&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1424,&quot;href&quot;:&quot;https:\/\/blender3dschool.de\/game-engine-track&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250803055945\/https:\/\/blender3dschool.de\/game-engine-track\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:18:14&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 20:47:20&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:30:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 17:38:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-13 16:03:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-26 07:46:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 03:29:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 21:44:46&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:44:46&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1425,&quot;href&quot;:&quot;https:\/\/blender3dschool.de\/einsteiger&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250803045334\/https:\/\/blender3dschool.de\/einsteiger\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:18:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 20:47:20&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:30:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 17:38:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-13 16:03:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-26 07:46:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 03:29:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 21:44:45&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:44:45&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1426,&quot;href&quot;:&quot;https:\/\/workshops.blender3dschool.de\/?tag=sculpting&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1427,&quot;href&quot;:&quot;https:\/\/workshops.blender3dschool.de\/?tag=scripting&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1428,&quot;href&quot;:&quot;https:\/\/workshops.blender3dschool.de\/?tag=geometry%20nodes&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1429,&quot;href&quot;:&quot;https:\/\/workshops.blender3dschool.de\/?tag=workflow&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1430,&quot;href&quot;:&quot;https:\/\/blender3dschool.de\/season2025\/feurig-magische-effekte-mit-geometry-nodes-und-point-rendering&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251010210426\/https:\/\/blender3dschool.de\/season2025\/feurig-magische-effekte-mit-geometry-nodes-und-point-rendering\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:18:20&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 20:47:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:30:40&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 17:39:41&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-26 07:46:23&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 03:29:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 21:44:57&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:44:57&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1431,&quot;href&quot;:&quot;https:\/\/www.google.com\/maps\/search\/?api=1\u0026query=49.4729654,8.4745236&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251218151128\/https:\/\/www.google.com\/maps\/search\/?api=1&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:18:21&quot;,&quot;http_code&quot;:404}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2025-12-27 19:18:21&quot;,&quot;http_code&quot;:404},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1432,&quot;href&quot;:&quot;https:\/\/blender3dschool.de\/season2025\/blender_day_2025&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250521084712\/https:\/\/blender3dschool.de\/season2025\/blender_day_2025\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:18:28&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-01-15 20:47:22&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-01-20 09:30:43&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-03-10 03:29:36&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-05-11 21:45:55&quot;,&quot;http_code&quot;:404}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:45:55&quot;,&quot;http_code&quot;:404},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1433,&quot;href&quot;:&quot;https:\/\/blender3dschool.de\/season2025\/starboost&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250910105416\/https:\/\/blender3dschool.de\/season2025\/starboost\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 19:18:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 20:47:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:30:43&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 03:29:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 21:45:56&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 21:45:56&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>


<h3 id="a-producer-takes-the-mic" class="wp-block-heading">A producer takes the mic</h3>



<p class="wp-block-paragraph">Keynote speaker <strong>Laura Körting</strong>, co-founder and producer at <a href="https://lab132.com" target="_blank" rel="noopener">LAB132 GmbH</a>, presents on indie game production. She’ll discuss funding sources, project acquisition, staffing, and how to professionally prepare a game for release.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/blender3dschool.de/wp-content/uploads/2025/02/orbit.industries_detail_1920px.jpg?w=1200&quality=80&ssl=1"  alt="https://blender3dschool.de/wp-content/uploads/2025/02/orbit.industries_detail_1920px.jpg" ></figure>



<h3 id="focused-feature-talks" class="wp-block-heading">Focused feature talks</h3>



<p class="wp-block-paragraph"><a href="https://blender3dschool.de/season2025/generative-ki-modelle-mit-blender-trainieren/" title=""><strong>Sven Wanner</strong> from Artificial Pixel explains how to train generative AI systems using photorealistic Blender renders captured from multiple angles.</a> The talk covers camera setups, lighting uniformity, and asset variation.</p>



<p class="wp-block-paragraph"><strong>Timo Hilger</strong> walks through the development of <strong>“Starboost”</strong>, a sci-fi spaceship racing game built entirely in Blender. Topics include modeling, animation, environment design, and game asset workflows.</p>



<figure class="wp-block-image is-resized"><a href="https://blender3dschool.de/season2025/blender-git-its-a-complicated-relationship/"><img data-recalc-dims="1" height="350" width="750"  decoding="async"  src="https://i0.wp.com/blender3dschool.de/wp-content/uploads/2025/03/2025-07_BlenderDays_Presentation-750x350.jpg?resize=750%2C350&quality=80&ssl=1"  alt="https://blender3dschool.de/wp-content/uploads/2025/03/2025-07_BlenderDays_Presentation-750x350.jpg"  style="width:800px;height:auto" ></a></figure>



<p class="wp-block-paragraph"><strong>Benjamin Çoban</strong> breaks down the friction between Blender and Git. He shares techniques for converting .blend files into Git-compatible formats and outlines version control best practices for teams.</p>



<p class="wp-block-paragraph"><strong>Deline‑Isabeau Kremer</strong>, a student in game design, gives an insight into horror game development, exploring atmosphere, mechanics, and storytelling.</p>



<figure class="wp-block-image is-resized"><a href="https://blender3dschool.de/season2025/professionelles-rendern-mit-blender/"><img data-recalc-dims="1" height="350" width="750"  decoding="async"  src="https://i0.wp.com/blender3dschool.de/wp-content/uploads/2025/03/Rendering-1920x1080-1-750x350.jpg?resize=750%2C350&quality=80&ssl=1"  alt="https://blender3dschool.de/wp-content/uploads/2025/03/Rendering-1920x1080-1-750x350.jpg"  style="width:800px;height:auto" ></a></figure>



<p class="wp-block-paragraph"><strong>Michael Wetzel and Andreas Lohmann</strong> from <a href="https://www.df-automotive.de/" target="_blank" rel="noopener">DF Automotive</a> present their rendering workflows for photorealistic automotive visuals in Blender. They cover light rigs, camera systems, and optimized shaders.</p>



<h3 id="workshops-in-detail" class="wp-block-heading">Workshops in detail</h3>



<p class="wp-block-paragraph"><a href="https://workshops.blender3dschool.de/" title="">The <strong>Blender Summer School</strong></a>, running <strong>July 25–27</strong>, features <a href="https://workshops.blender3dschool.de/" title="">20+ three-hour workshop sessions</a> which are organized in different tracks:</p>



<p class="wp-block-paragraph"><strong><a href="https://blender3dschool.de/game-engine-track/" title="">Game-engine track</a></strong>: This year’s main topic. Explores Blender’s role in interactive game design. Sessions tackle level layouts, asset pipelines, and integration into real-time engines.</p>



<p class="wp-block-paragraph"><strong><a href="https://blender3dschool.de/einsteiger/" title="">Beginner track</a></strong>: For 3D newcomers, these workshops introduce Blender’s interface, object modeling, materials, and basic rendering using Cycles and Eevee.</p>



<p class="wp-block-paragraph"><strong><a href="https://workshops.blender3dschool.de/" title="">All the workshops</a></strong>: Selection of workshops for all kind of skill levels. Offers artistic topics like <a href="https://workshops.blender3dschool.de/?tag=sculpting" title="">sculpting</a> or technical deep-dives into <a href="https://workshops.blender3dschool.de/?tag=scripting" title="">scripting with Python in Blender, Unity shader development</a>, and procedural design using <a href="https://workshops.blender3dschool.de/?tag=geometry%20nodes" title="">Geometry Nodes</a>. There is even a workshop where you can <a href="https://workshops.blender3dschool.de/?tag=workflow" title="">create a pro quality printout of your Blender artworks</a>.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/blender3dschool.s3.eu-central-1.amazonaws.com/lecturers/4d8205c6506dea2418a2d5b69c8d2012/MagischeEffekte_pointdensity_outliner_byGottfriedHofmann.jpg?w=1200&quality=80&ssl=1"  alt="https://blender3dschool.s3.eu-central-1.amazonaws.com/lecturers/4d8205c6506dea2418a2d5b69c8d2012/MagischeEffekte_pointdensity_outliner_byGottfriedHofmann.jpg" ></figure>



<p class="wp-block-paragraph">And there’s even four workshops by <a href="https://digitalproduction.com/2023/06/02/auf-zur-blender-school-in-mannheim-vom-28-bis-zum-30-7/" title="Off to Blender School! In Mannheim from 28.7 to 30.7!">yours truly</a>! In one of them I’m bringing the sparks—literally. In my workshop <em><a href="https://blender3dschool.de/season2025/feurig-magische-effekte-mit-geometry-nodes-und-point-rendering/" title="">“Feurig-magische Effekte mit Geometry Nodes und Point Rendering”</a></em>, we’ll dive headfirst into the glowing chaos of sci-fi blasts, magical flares, and digital firestorms. If it glows and flickers, we’ll tame it—with Geometry Nodes, not garden hoses. Expect plenty of shiny points, nerdy laughs, and techniques you’ll actually use. Bring a GPU and an open mind.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Another <a href="https://workshops.blender3dschool.de/" title="">workshop</a> to look out for is <em>“Realistic Urban Scenes with Kitbashing & Modifier Techniques”</em> with Larry (Vavrinec Foltan). In this three-hour workshop, Larry demonstrates how to build believable urban environments in Blender using kitbashing and modifiers – no need for complex modeling of plants or rocks. The focus is on buildings, street elements, and efficient workflows to bring city scenes to life. Perfect for artists who want to create detailed urban spaces quickly and effectively.</p>



<p class="wp-block-paragraph"></p>



<h2 id="community-competitions" class="wp-block-heading">Community & competitions</h2>



<p class="wp-block-paragraph">Social side-events include a <strong>modeling contest</strong>—sponsored by <em>Digital Production</em>. The top three winners receive a <strong>one-year subscription</strong>. Evening events with burgers, lightning talks, and feedback sessions round out the schedule.</p>



<h3 id="location-logistics" class="wp-block-heading">Location & logistics</h3>



<p class="wp-block-paragraph">The venue, <a href="https://www.mafinex.de/" target="_blank" rel="noopener">Mafinex</a>, is within walking distance of Mannheim Hauptbahnhof. Multiple workshop rooms and lecture halls support a flexible learning environment. Youth hostel options are available nearby.</p>



<div class="wp-block-jetpack-map" data-map-id="jp-map-1" data-map-provider="mapkit" data-api-key="pk.eyJ1IjoiYXV0b21hdHRpYyIsImEiOiJjazVpZjA5aWswYTFvM21sOWtzNW1rNG9lIn0.Gu-sp4wRxnnQB-Qa8CpuZQ" data-map-style="default" data-blog-id="236729828"><ul><li><a href="https://www.google.com/maps/search/?api=1&query=49.4729654,8.4745236">Julius-Hatry-Straße 1, Mannheim, Deutschland</a></li></ul></div>



<hr class="wp-block-separator has-alpha-channel-opacity" />



<p class="wp-block-paragraph"></p>



<hr class="wp-block-separator has-alpha-channel-opacity" />



<h3 id="links" class="wp-block-heading">Links </h3>



<div class="wp-block-group is-nowrap is-layout-flex wp-container-core-group-is-layout-8f761849 wp-block-group-is-layout-flex">
<ul class="wp-block-list">
<li>Event Info // <a href="https://blender3dschool.de/season2025/blender_day_2025/" target="_blank" rel="noopener">BlenderDay 2025 & Summer School</a></li>



<li>Keynote by Laura Körting // <a href="https://lab132.com" target="_blank" rel="noopener">LAB132 GmbH</a></li>



<li>Workshops Overview // <a href="https://workshops.blender3dschool.de/" target="_blank" rel="noopener">Blender3DSchool Workshops</a></li>



<li>Automotive Rendering Session // <a href="https://blender3dschool.de/season2025/professionelles-rendern-mit-blender/" target="_blank" rel="noopener">Professionelles Rendern mit Blender</a></li>



<li>Blender & Git Talk // <a href="https://blender3dschool.de/season2025/blender-git-its-a-complicated-relationship/" target="_blank" rel="noopener">Blender Git: It’s Complicated</a></li>



<li>Starboost Session // <a href="https://blender3dschool.de/season2025/starboost/" target="_blank" rel="noopener">Starboost Game Development</a></li>



<li>AI Training Talk // <a href="https://blender3dschool.de/season2025/generative-ki-modelle-mit-blender-trainieren/" target="_blank" rel="noopener">Generative KI mit Blender</a></li>
</ul>
</div>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/06/20/blenderday-summer-school-2025-return-to-mannheim/">BlenderDay & Summer School 2025 return to Mannheim</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/Screenshot-2025-06-18-164602.jpg?fit=1721%2C969&#038;quality=80&#038;ssl=1" length="163172" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/Screenshot-2025-06-18-164602.jpg?fit=1200%2C676&#038;quality=80&#038;ssl=1" width="1200" height="676" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title>#image_title</media:title>
	<media:description type="html"><![CDATA[A collage of images representing various creative workshops, including landscapes, a car, art displays, and character designs. The text "20+ Workshops" is prominently displayed in white at the bottom with a purple background.]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/Screenshot-2025-06-18-164602.jpg?fit=1200%2C676&#038;quality=80&#038;ssl=1" width="1200" height="676" />
<post-id xmlns="com-wordpress:feed-additions:1">187205</post-id>	</item>
		<item>
		<title>Scaling New Heights: Blender Users Summit on the Blender Mountain</title>
		<link>https://digitalproduction.com/2025/05/05/scaling-new-heights-blender-users-summit-on-the-blender-mountain/</link>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Mon, 05 May 2025 06:30:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender Germany]]></category>
		<category><![CDATA[Blender summit]]></category>
		<category><![CDATA[Blender users]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=164550</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/image-20.png?fit=1024%2C768&quality=72&ssl=1" width="1024" height="768" title="" alt="A group of hikers celebrating on a mountain trail near rocky peaks." /></div><div><p>On May 24, 2025, Blender enthusiasts will gather in Wiggensbach, Germany, to ascend the Blender mountain together.</p>
<p>The post <a href="https://digitalproduction.com/2025/05/05/scaling-new-heights-blender-users-summit-on-the-blender-mountain/">Scaling New Heights: Blender Users Summit on the Blender Mountain</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/image-20.png?fit=1024%2C768&quality=72&ssl=1" width="1024" height="768" title="" alt="A group of hikers celebrating on a mountain trail near rocky peaks." /></div><div><p class="wp-block-paragraph">On May 24, 2025, Blender users from the DACH region (Germany, Austria, Switzerland) are invited to a unique community event titled “Die Besteigung des Blender 2025” (“The Ascent of the Blender 2025”)This gathering offers a blend of physical activity and networking opportunities for 3D artists and developers.</p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:1693,&quot;href&quot;:&quot;https:\/\/www.blenderdiplom.com\/en\/training\/777-scaling-blender-2025.html&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251111072334\/https:\/\/www.blenderdiplom.com\/en\/training\/777-scaling-blender-2025.html&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 20:52:53&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2025-12-27 20:52:53&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1694,&quot;href&quot;:&quot;https:\/\/www.bockwirt.net&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250908093041\/https:\/\/www.bockwirt.net\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 20:52:54&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2025-12-27 20:52:54&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1695,&quot;href&quot;:&quot;https:\/\/www.google.com\/maps\/search\/?api=1\u0026query=47.74383975017594,10.230810035713075&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251218151128\/https:\/\/www.google.com\/maps\/search\/?api=1&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 20:52:55&quot;,&quot;http_code&quot;:404}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2025-12-27 20:52:55&quot;,&quot;http_code&quot;:404},&quot;process&quot;:&quot;done&quot;}]"></span>


<p class="wp-block-paragraph">All the information is here: <a href="https://www.blenderdiplom.com/en/training/777-scaling-blender-2025.html">https://www.blenderdiplom.com/en/training/777-scaling-blender-2025.html</a></p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/1743925759392.png?resize=1200%2C675&quality=72&ssl=1"  alt=""  class="wp-image-165946" ><figcaption class="wp-element-caption">The actual Blender “Mountain”</figcaption></figure>



<h3 id="event-details" class="wp-block-heading">Event Details</h3>



<p class="wp-block-paragraph">Participants will convene at 11:00 AM at <a href="https://www.bockwirt.net/">Gasthof zum Hirsch in Wiggensbach</a> for an initial meet-and-greet over refreshments At 1:00 PM, the group will embark on the ascent to the summit of the Blender mountain .Post-climb, attendees have the option to hike towards Kempten or return to Wiggensbach, accommodating both public transport users and those who arrived by car.</p>



<div class="wp-block-jetpack-map" data-map-id="jp-map-2" data-map-provider="mapkit" data-api-key="pk.eyJ1IjoiYXV0b21hdHRpYyIsImEiOiJjazVpZjA5aWswYTFvM21sOWtzNW1rNG9lIn0.Gu-sp4wRxnnQB-Qa8CpuZQ" data-map-style="default" data-blog-id="236729828"><ul><li><a href="https://www.google.com/maps/search/?api=1&query=47.74383975017594,10.230810035713075">Blenderweg, Wiggensbach, Deutschland</a></li></ul></div>



<h3 id="transportation-information" class="wp-block-heading">Transportation Information</h3>



<p class="wp-block-paragraph">For those traveling via public transport, Bus Line 40 departs from Kempten Bahnhof to Wiggensbach at 10:37 AM, aligning conveniently with the event’s schedule. Or take the one before, because … public transport in Kempten (Germanys oldest town, by the way. And the birthplaces of yours truly.) </p>



<p class="wp-block-paragraph"><em>Note: While this event promotes community building, attendees should assess their own physical readiness for the hike and ensure they have appropriate gear. It is not a “Hard” Hike, but a hike nonetheless.</em></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/05/05/scaling-new-heights-blender-users-summit-on-the-blender-mountain/">Scaling New Heights: Blender Users Summit on the Blender Mountain</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/image-20.png?fit=1024%2C768&#038;quality=72&#038;ssl=1" length="485339" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/image-20.png?fit=1024%2C768&#038;quality=72&#038;ssl=1" width="1024" height="768" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/image-20.png?fit=1024%2C768&#038;quality=72&#038;ssl=1" width="1024" height="768" />
<post-id xmlns="com-wordpress:feed-additions:1">164550</post-id>	</item>
		<item>
		<title>How to Persuade Competing VFX Studios to Cooperate</title>
		<link>https://digitalproduction.com/2024/10/30/how-to-persuade-competing-vfx-studiosto-cooperate/</link>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Wed, 30 Oct 2024 11:04:31 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Academy Software Foundation]]></category>
		<category><![CDATA[ASWF]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[DP2404]]></category>
		<category><![CDATA[FMX]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Linux Foundation]]></category>
		<category><![CDATA[Open Shading Language]]></category>
		<category><![CDATA[open-source development]]></category>
		<category><![CDATA[open-source technologies]]></category>
		<category><![CDATA[OpenColorIO]]></category>
		<category><![CDATA[OpenEXR]]></category>
		<category><![CDATA[OpenImageIO]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[VFX industry]]></category>
		<category><![CDATA[visual effects software]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=150601</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/incubation_projects.png?fit=1200%2C558&quality=72&ssl=1" width="1200" height="558" title="In the incubator The projects that do not yet fulfil all the criteria are in the incubator with the aim of adoption. These include the material format MaterialX, the VFX plug-in standard OpenFX, the library of 3D example assets DPEL, the image exchange library OpenImageIO and the exchange format for video editing OpenTimelineIO." alt="" /></div><div><p>How can you get a number of companies that are in extreme competition with each other and, therefore, do not trust each other to work together? You introduce an independent third organization in which all competitors are jointly involved.</p>
<p>The post <a href="https://digitalproduction.com/2024/10/30/how-to-persuade-competing-vfx-studiosto-cooperate/">How to Persuade Competing VFX Studios to Cooperate</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/incubation_projects.png?fit=1200%2C558&quality=72&ssl=1" width="1200" height="558" title="In the incubator The projects that do not yet fulfil all the criteria are in the incubator with the aim of adoption. These include the material format MaterialX, the VFX plug-in standard OpenFX, the library of 3D example assets DPEL, the image exchange library OpenImageIO and the exchange format for video editing OpenTimelineIO." alt="" /></div><div><p class="wp-block-paragraph">In the case of Linux, this is done by the Linux Foundation. Some VFX-relevant open-source projects, such as OpenEXR or OpenVDB, are now under the umbrella of the Academy Software Foundation (ASWF), which in turn is under the umbrella of the Linux Foundation.</p>



<p class="wp-block-paragraph">Anyone working with VFX will inevitably also directly or indirectly use open-source technologies, such as OpenEXR for exchanging images with high bit depth in the scene-referenced colour space, OpenColorIO for colour management, or OpenImageIO for reading and writing numerous image formats. These components are usually invisible to the user as parts of larger software, such as The Foundry Nuke, Autodesk Maya, or Blender. Although these open-source projects are used by many companies, the development of the projects was mostly in the hands of individual companies. For example, OpenEXR was under the control of Industrial Light & Magic (ILM), Open Shading Language (OSL) was managed by Sony Pictures Imageworks, and OpenVDB was overseen by DreamWorks.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-3 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="558"  data-id="150605"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/incubation_projects.png?resize=1200%2C558&quality=72&ssl=1"  alt=""  class="wp-image-150605" ><figcaption class="wp-element-caption">In the incubator The projects that do not yet fulfil all the criteria are in the incubator with the aim of adoption. These include the material format MaterialX, the VFX plug-in standard OpenFX, the library of 3D example assets DPEL, the image exchange library OpenImageIO and the exchange format for video editing OpenTimelineIO.</figcaption></figure>
</figure>



<p class="wp-block-paragraph"><strong>A Question of Trust</strong></p>



<p class="wp-block-paragraph">This situation was unsatisfactory for other market participants, as they did not trust each other. This is also one of the reasons why all these projects are open-source and subject to extremely permissive licenses. Disney, for instance, would never use proprietary software from DreamWorks, but it would use OpenVDB as open-source software under the Mozilla Public License. However, trust would be further strengthened if the projects were managed by a neutral third party. This would also address the issue of projects becoming orphaned when a central developer changes jobs.</p>



<h2 id="enter-the-aswf" class="wp-block-heading">Enter the ASWF</h2>



<p class="wp-block-paragraph"></p>


<div class="wp-block-image">
<figure class="alignleft size-large is-resized"><img data-recalc-dims="1"  decoding="async"  width="769"  height="769"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/panisset.jpg?resize=769%2C769&quality=80&ssl=1"  alt=""  class="wp-image-150610"  style="width:167px;height:auto" ><figcaption class="wp-element-caption">Jean-Francois Panisset (is.gd/jean_francois_panisset)</figcaption></figure>
</div>


<p class="wp-block-paragraph">The Academy Software Foundation (ASWF) has taken on this role, and under the auspices of the experienced Linux Foundation, it has successfully persuaded competitors such as NVIDIA and AMD, DreamWorks and Weta Digital, as well as The Foundry and Adobe, to work together. Jean-Francois Panisset explains how this was achieved in an interview.</p>



<p class="wp-block-paragraph"><strong>DP: I‘m here at FMX with Jean-Francois Panisset (is.gd/jean_francois_panisset) from the Academy Software Foundation (ASWF). It‘s basically an umbrella foundation for a lot of open source projects that are currently used in visual effects. But why do you need an umbrella foundation for those projects at all?</strong><br />Jean-Francois Panisset: Many foundational projects, like OpenEXR, OpenColorIO, and OpenVDB, were originally developed by major visual effects studios and later open-sourced. OpenEXR, for example, was open-sourced around 2003, and for a while, everything worked well — other studios could download the software, and vendors could integrate it into their products.<br />However, as time went on, the original creators moved on to new roles, left their companies, or even left the industry entirely. This led to a lack of active maintenance, and these projects began to stagnate. Bug reports went unaddressed, pull requests weren’t reviewed or merged, and in some cases, the projects couldn’t even be built anymore due to a lack of automated CI builds. It became an industry-wide problem. Recognizing this issue, discussions began on how to maintain these projects long-term and create a sustainable ecosystem. CTOs from major studios and software companies held meetings, conducted surveys, and explored solutions with organizations experienced in setting up foundations.<br />The Linux Foundation emerged as the best fit, having successfully created similar initiatives, like the Automotive Linux Foundation, which brought together competing car manufacturers to collaborate. This led to the decision to establish the Academy Software Foundation (ASWF) as a sub-foundation of the Linux Foundation, providing a structured environment for professional open-source development, ensuring projects wouldn’t collapse when individual contributors moved on.<br />Since its formation, the ASWF has expanded from the original three projects to 14, all of which are now active and well-maintained. One key advantage of the foundation is its legal framework, which allows competing companies to collaborate on these projects without concerns about antitrust issues. This neutral, legally protected space enables a higher level of cooperation than a three friends developing together – competing companies need to have a neutral space to collaborate.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="112"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/members0003.jpg?resize=1200%2C112&quality=80&ssl=1"  alt=""  class="wp-image-150609" ></figure>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>DP: How do you support developers looking to contribute?</strong><br />Jean-Francois Panisset: The ASWF offers a range of resources to support project development. We provide collaboration tools like a paid Slack instance, Zoom, and scheduling platforms to keep teams connected. Our GitHub organization is at the enterprise level, giving projects higher build-time limits, and we also have technical support through the Linux Foundation’s release engineering team for any GitHub issues.<br />We cover paid infrastructure like Docker Hub to avoid throttling on container pulls and offer more powerful build systems for projects that need extra memory or CPU, like OpenVDB. Projects with GPU-enabled test suites can also access paid GPU runners, which aren‘t available for free on GitHub. While development still follows the open-source model, working publicly on GitHub, these resources help avoid roadblocks and make the process smoother. The way you develop software within ASWF is really still the open source way – you get access to all these extra features that just facilitate the development process and mean you don‘t get blocked because “oh we don‘t have access to this”.</p>



<p class="wp-block-paragraph"><strong>DP: Let‘s say I found a bug in one of your projects and I want to file a report or maybe I even have a fix. Usually it can be quite daunting to approach a project. I think you have some on-boarding process?</strong><br />Jean-Francois Panisset: It varies by project, but most follow a standard process since they’re all GitHub-based. If you find a bug, the first step is to create a GitHub issue. All projects monitor these, and their technical steering committees review and prioritize new issues. If you also know how to fix it, submitting a pull request (PR) is encouraged. Some projects require signing a Contributor License Agreement (CLA), which assigns ownership of the code to the project, preventing IP disputes. The Linux Foundation provides an easy process for this. Individual developers sign an ICLA, while companies can sign a corporate CLA, allowing their employees to contribute without additional approvals. Though it may seem like legal paperwork, it can simplify contributions, especially from large organizations.<br />Other projects have a simpler process, requiring a Developer Certificate of Origin (DCO), where you certify that you wrote the code. Before submitting a PR, it‘s always good to engage with the project to confirm how they‘d like it implemented. Even if a PR needs adjustments, the steering committees ensure that issues and contributions are addressed.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1050"  height="393"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/sandbox_projects.png?resize=1050%2C393&quality=72&ssl=1"  alt=""  class="wp-image-150611" ><figcaption class="wp-element-caption">At the very beginning, projects end up in the sandbox at the ASWF. The toolset <br />for content management OpenAssetIO and the programme collection for the playback and review process Open Review Intiative are currently there.</figcaption></figure>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>DP: What if we’ve made a larger change, like customizing a library, and want to start small before submitting the bigger contribution?</strong><br />Jean-Francois Panisset: The concept of a “good first issue” is key to project maturity. Projects are encouraged to flag these issues to attract new developers. While some projects require domain-specific knowledge—like contributing to OpenColorIO’s colour transform engine, which is suited for colour scientists—there are still many contributions that don‘t require specialized expertise. By tagging beginner-friendly tasks, newcomers can browse the backlog, find something they can tackle, and submit a pull request.<br />Last year, we introduced “Dev Days,” a 48-hour event, similar to a hackathon, where developers can get real-time help with setting up their environment or validating their approach. It’s a great way to onboard new contributors. Facilities are also participating by encouraging their engineers to work on open-source projects. This helps studios prevent knowledge loss — especially when only one developer knows certain systems like OpenEXR — by getting more developers familiar with key projects.<br />There‘s a tool called Clotributor, developed by the Cloud Native Computing Foundation (CNCF), that aggregates “good first issues” across multiple projects. You can search for projects you‘re interested in, and it will suggest issues flagged for beginners. It‘s not limited to ASWF; several foundations use it. Some projects have received PRs from developers outside their field who found the issues interesting. It‘s in every project‘s best interest to attract new contributors, even if it‘s just for a one-off fix — you‘re still better off than before.</p>



<p class="wp-block-paragraph"><strong>DP: The list of projects on your umbrella is pretty impressive and every artist in the industry is using them actively. What‘s the rationale for the organizations behind the projects to open source their technology in the first place?</strong><br />Jean-Francois Panisset: So, obviously, I don‘t speak for any of those organizations, but there‘s multiple motivations. The first one is: don‘t underestimate people wanting to do the right thing, and realizing that in our industry being able to collaborate is important. Maybe there‘s that, but also almost a business reason, because today there‘s very few projects that are done at only one facility. So, if I as a facility have this great proprietary data format that no one else know, that‘s not really helpful. How am I going to exchange data with other facilities? So open sourcing my component and “hoping” it becomes the de facto industry standard is great because I don‘t have to rewrite all my internal software.<br />Also, I don‘t have to carry a hundred percent of the burden of maintaining that software, because other facilities have an incentive to help develop and maintain that software. That‘s partly why the list of projects in ASWF are interchange formats – which are handling how you move data around between projects and departments and facilities and vendors. There‘s also the idea that I would love software vendors to support that format – and the way to do that is to make sure that my format becomes a de facto standard and the implementation becomes the de facto implementation.</p>



<p class="wp-block-paragraph">Also if they can easily adopt the implementation into their software, it becomes more likely – who wants extra work, right? And in turn this would attract and retain software development talent – which is always a challenge and providing the opportunity for your engineers to not just “work internally” but also to contribute to a greater community will demonstrate their value to the community. And that‘s good for the company in the long term, because you‘ll have happier engineers who will be more productive.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Because, as an engineer, if you‘re exposed to not just the way things are done in your company but the way things are done elsewhere,you learn more and you become better at what you do. Open Sourcing as a way to make your engineers more productive and attract talent. I wouldn’t want to work where all the work is just internal – and with an Open Source Development, you will show the fact that you‘re not just a great studio that makes great visual effects, but you also have a great technical culture. There‘s no better way to advertise to professionals that than through open sourcing some of your internal technologies.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="551"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/members0001.jpg?resize=1200%2C551&quality=80&ssl=1"  alt=""  class="wp-image-150607" ><figcaption class="wp-element-caption">Although they are in competition with each other, Dreamworks and Sony Pictures Imageworks work together under the ASWF umbrella, as do SideFX with Autodesk, Red Hat with Canonical and nVidia with AMD.</figcaption></figure>



<p class="wp-block-paragraph"><br /></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="614"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/members0002.jpg?resize=1200%2C614&quality=80&ssl=1"  alt=""  class="wp-image-150608" ></figure>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2024/10/30/how-to-persuade-competing-vfx-studiosto-cooperate/">How to Persuade Competing VFX Studios to Cooperate</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/incubation_projects.png?fit=1506%2C700&#038;quality=72&#038;ssl=1" length="31193" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/incubation_projects.png?fit=1200%2C558&#038;quality=72&#038;ssl=1" width="1200" height="558" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title>In the incubator The projects that do not yet fulfil all the criteria are in the incubator with the aim of adoption. These include the material format MaterialX, the VFX plug-in standard OpenFX, the library of 3D example assets DPEL, the image exchange library OpenImageIO and the exchange format for video editing OpenTimelineIO.</media:title>
	<media:description type="html"><![CDATA[]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/10/incubation_projects.png?fit=1200%2C558&#038;quality=72&#038;ssl=1" width="1200" height="558" />
<post-id xmlns="com-wordpress:feed-additions:1">150601</post-id>	</item>
		<item>
		<title>Blender 4.1 goes into detail</title>
		<link>https://digitalproduction.com/2024/05/13/blender-4-1-goes-into-detail/</link>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Mon, 13 May 2024 07:32:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[DP2403]]></category>
		<category><![CDATA[LTS]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=144561</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/09/image-37.webp?fit=667%2C500&quality=72&ssl=1" width="667" height="500" title="" alt="" /></div><div><p>The Blender release cycle consists of three new versions of the software per year. The first release is usually characterised by new features. The reason for this is that the third and final release is a Long Term Support (LTS) version, which is supplied with bug fixes for another two years.</p>
<p>The post <a href="https://digitalproduction.com/2024/05/13/blender-4-1-goes-into-detail/">Blender 4.1 goes into detail</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/09/image-37.webp?fit=667%2C500&quality=72&ssl=1" width="667" height="500" title="" alt="" /></div><div><p class="wp-block-paragraph"></p>





<p class="wp-block-paragraph">The developers are naturally more hesitant when it comes to adding new features and are happy to postpone them until the next cycle.<br /></p>





<p class="wp-block-paragraph">With a medium release, which includes the current version 4.1, clean-up work and improvements usually take place. This is the case again this time. Many of the new features that were introduced in Blender 4.0 have now been polished again.</p>





<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/35b62a22-a881-417b-99d0-5841fb9d2bb7.png&w=3840&q=100"  alt="Die Covergrafik der letzten Ausgabe mit der Kuwahara-Node verfremdet. Die Filtergröße ist umso kleiner, je näher die Elemente am Betrachter sind. Dadurch lassen sich die Schläuche im Inneren gut erkennen, während die Skulptur in die Tiefe immer weiter verschwimmt." ><figcaption class="wp-element-caption">The cover graphic of the last edition with the Kuwahara Node alienated. The filter size is smaller the closer the elements are to the viewer. This makes it easy to recognise the hoses inside, while the sculpture becomes increasingly blurred in depth.</figcaption></figure>





<h6 id="kuwahara-filter-controllable" class="wp-block-heading">Kuwahara filter controllable</h6>





<p class="wp-block-paragraph">One example of this is the Kuwahara filter in the Compositor, which was introduced in Blender 4.0 and can be used to give images an oil painting look. This can now optionally be executed with higher precision, which should achieve a better result for images with HDR dynamic range and at particularly high resolutions with a slightly longer execution time. The size of the filter area is now no longer static, but can be influenced via a socket. This makes it possible, for example, for image elements to look more picturesque or blurred the further away they are from the camera.</p>





<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/1bb313ab-f3ab-4b61-b99f-779899e8278d.png&w=3840&q=100"  alt="Ein Beispiel für die Inpaint-Node. Die Mitte der Nase wurde maskiert und per Inpaint neu gefüllt. Links das Ergebnis in Blender 4.0, rechts in Blender 4.1. Die deutlich erkennbare Linie in der Mitte des Inpaint-Bereichs im linken Bild liegt daran, dass die Randpixel in der Mitte zusammenlaufen. Dank eines zweiten Passes ist der Bereich in Blender 4.1 weich und stetig." ><figcaption class="wp-element-caption">An example of the inpaint node. The centre of the nose was masked and refilled using Inpaint. On the left the result in Blender 4.0, on the right in Blender 4.1. The clearly recognisable line in the middle of the inpaint area in the left image is due to the fact that the edge pixels converge in the middle. Thanks to a second pass, the area in Blender 4.1 is smooth and continuous.</figcaption></figure>





<h6 id="viewport-compositor-finally-complete" class="wp-block-heading">Viewport compositor finally complete</h6>





<p class="wp-block-paragraph">The depth pass required for this now also works in Eevee and the Workbench engine and is supported by the Live Compositor. This allows you to display the compositing result in the viewport. In Blender 4.1, all nodes are now supported for the first time. Only the Render Layers node is limited to the image, alpha and depth passes. The latter is also not yet available with cycles and outputs the depth in normalised coordinates and not the absolute distance of the pixels to the camera sensor as in rendering. The developers therefore recommend attaching a normalise node directly to the depth pass if you want to use it in the viewport. This ensures that the result does not suddenly change during rendering.</p>





<p class="wp-block-paragraph">The Split Viewer node has been replaced by a new node called Split. Like its predecessor, it divides the image into two halves, either along the X or Y axis. This allows two effects to be compared directly in one image. Unlike the Split Viewer node, it has an image output, so it can no longer be used purely for viewing, but can also be used to post-process or save the result. The Pixelate node has a new property size. Previously, you had to switch a node in front of the pixel effect to scale it down and a second node behind it to scale it up again. This can now be dispensed with and the size can be set directly in the node. The inpaint node can be used to remove ropes, markers and other small details from images and videos by extending the edge pixels of an area defined via a mask or the alpha channel inwards. In Blender 4.1, it now uses the Euclidean distance instead of the Manhattan distance, which should ensure a more even fill. In addition, the node now works in two steps, which means that there should no longer be any artefacts at the point where the fills converge. Previously, a clear line was usually visible there, but now the area looks soft and blurred.</p>





<p class="wp-block-paragraph">Detail improvements have also been made to a number of other nodes. The Defocus node now calculates the bokeh radius more accurately, which means that the results match the output of render engines better.</p>





<p class="wp-block-paragraph">The Sun Beams node now produces softer beams and the anti-aliasing of Z Combine and Dilate has been improved. The Double Edge Mask node works between 50 and 250 times faster and also utilises the edge pixels, whereas previously it was shifted one pixel inwards. The crop node now makes an image disappear completely if the upper border is below the lower border, whereas up to Blender 4.0 it would have inverted the crop in this case. The flip node now works in local coordinates. This means that the image no longer moves away when the source is moved. The UV map node now has a choice between anisotropic and nearest neighbour filtering. This simplifies some NPR workflows such as palette-based remapping of colour tones. More interpolation options may be implemented in the future.</p>





<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/4930f04c-b776-4b52-8610-e7240e1fca1d.png&w=3840&q=100"  alt="Die verschiedenen Inter­polationsmodi für Strips im Video Sequence Editor (VSE). Neu hinzugekommen sind die beiden kubischen Algorithmen, wobei sich Mitchell grundsätzlich besser für Bilder eignet als Cubic B-Spline, welches auch an anderen Stellen in Blender zum Einsatz kommt." ><figcaption class="wp-element-caption">The various interpolation modes for strips in the Video Sequence Editor (VSE). The two cubic algorithms are new additions, whereby Mitchell is generally better suited for images than Cubic B-Spline, which is also used in other places in Blender.</figcaption></figure>





<p class="wp-block-paragraph">With the keying screen node, two-dimensional colour gradients are generated by sampling points on a source image. The idea behind this is to fill the colour input of a keying node with a gradient in order to compensate for uneven illumination of a green screen. The gradients created in this way were previously characterised by hard edges and linear gradients. The new version in Blender 4.1 uses Gaussian interpolation, which ensures a buttery smooth result. The compositor is now only executed if its result is actually displayed somewhere, for example with a viewer node or in the image editor. For the entire node tree, you can now select whether it should be calculated with full or automatic numerical precision. The latter uses half the bit strength for previews, which means that the calculations can be performed faster and with less memory, although this can lead to increased artefacts.</p>





<h6 id="eevee-next-only-in-the-next-release" class="wp-block-heading">Eevee Next only in the next release</h6>





<p class="wp-block-paragraph">In the last issue, we reported that we were looking forward to Eevee Next, a modernised version of the Eevee real-time render engine supplied with Blender. This was actually supposed to be integrated into Blender 4.0, but was then postponed to Blender 4.1. And then came the news that it still does not meet the developers’ quality requirements and will only be released in Blender 4.2. In Blender 4.1, the light probes in Eevee were renamed from Reflection Cubemap to Sphere, Reflection Plane to Plane and Irradiance Grid to Volume. The changes are not purely cosmetic, but also affect the Python API.</p>





<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/b6884049-d095-47ce-b3a8-fb07719280a3.png&w=3840&q=100"  alt="Denoising mit OpenImageDenoise auf unterschiedlicher Hardware. Als Beispieldatei wurde der Junkshop-Splashscreen von Blender 2.81 verwendet. Eine Geforce RTX 3090-GPU entrauscht die Szene ca. 15-mal schneller als eine Intel i9-13900k-CPU." ><figcaption class="wp-element-caption">Denoising with OpenImageDenoise on different hardware. The Junkshop splash screen from Blender 2.81 was used as an example file. A Geforce RTX 3090 GPU denoises the scene approx. 15 times faster than an Intel i9-13900k CPU.</figcaption></figure>





<h6 id="openimagedenoise-on-the-gpu" class="wp-block-heading">OpenImageDenoise on the GPU</h6>





<p class="wp-block-paragraph">After rendering with pathtracing-based render engines such as Cycles, which is included in Blender, there is usually a post-processing step in which the image noise typical of pathtracing is removed. Blender comes with two solutions for this. OpenImageDenoise from Intel and the OptiX Denoiser from Nvidia. Previously, only the latter could be used on the graphics card, which meant that users of non-Nvidia hardware were excluded from the acceleration. This meant that with OpenImageDenoise, noise removal often took longer than the actual rendering. In Blender 4.1, OpenImageDenoise now also works on the graphics card. Specifically, Nvidia GPUs from GTX 16xx, TITAN V and all RTX models are supported, as well as Intel graphics chips with Xe-HPG architecture or newer and Apple Silicon with MacOS 13.0 or newer. AMD GPUs are not yet supported due to stability issues. If you are using a graphics card with an AMD RDNA2 or RDNA3 chip, you can switch to the alpha version of Blender 4.2, where support is already enabled. The developers have used the splash screen from Blender 2.81 as the basis for a benchmark. There, an Apple M2 Ultra GPU with 76 cores is more than three times as fast as an M2 Ultra CPU. An Intel i9-13900k CPU even takes around 15 times as long as an Nvidia RTX 3090.</p>





<h6 id="hardware-support-further-expanded" class="wp-block-heading">Hardware support further expanded</h6>





<p class="wp-block-paragraph">If you are using an integrated graphics card from AMD with the RDNA3 chipset, you can now use it for rendering on the CPU. Rendering performance on the CPU under Linux has been improved by around 5 per cent across all benchmarks, which is particularly relevant for render farms and cloud rendering.</p>





<h6 id="improvements-in-video-editing" class="wp-block-heading">Improvements in video editing</h6>





<p class="wp-block-paragraph">Blender comes with its own video editing editor. The Video Sequence Editor (VSE) has received performance improvements in various areas. The timeline should now update three to four times faster for more complex projects. Colour management, audio resampling, reading and writing of frames and parts of the code for image transformation have also been optimised. The glow effect now works between six and ten times faster, wipe can even be calculated up to 20 times faster. Gamma Cross is now four times faster, Gaussian Blur one and a half times faster and Solid Colour twice as fast.</p>





<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/121c3d52-33b0-4ca0-a1ab-822efc8e7ea0.png&w=3840&q=100"  alt="Die Vector Scopes lassen sich jetzt einfärben und behalten ihr Seitenverhältnis. Eine Linie zeigt den durchschnittlichen Kaukasischen Hautton an." ><figcaption class="wp-element-caption">The vector scopes can now be coloured and retain their aspect ratio. A line shows the average Caucasian skin tone.</figcaption></figure>





<h6 id="new-scopes" class="wp-block-heading">New scopes</h6>





<p class="wp-block-paragraph">The Luma Waveform is calculated eight to 15 times faster and has also received an optical update. The display has also been improved and now shows more information. The RGB Parade variant, in which the individual channels are displayed separately, now uses less saturated colours and slightly additive blending to make it more pleasant for the eyes. The histogram now also displays more information, is now less saturated and is also displayed faster thanks to GPU acceleration. The Vector Scope now retains its aspect ratio and has been given a line that corresponds to the average Caucasian skin type. It can also be coloured, making it less abstract.</p>





<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/c8d11c3e-3033-4682-89eb-df5200a2e233.png&w=3840&q=100"  alt="Links Blender 4.0, rechts Blender 4.1. Von oben nach unten das normale Histogramm, die Waveform-Anzeige der Helligkeit und die Waveform-Anzeige nach RGB-Kanälen aufgeteilt, die sogenannte Parade-Ansicht." ><figcaption class="wp-element-caption">Left Blender 4.0, right Blender 4.1. From top to bottom the normal histogram, the waveform display of brightness and the waveform display divided by RGB channels, the so-called parade view.</figcaption></figure>





<h6 id="audio-waveforms-as-standard" class="wp-block-heading">Audio waveforms as standard</h6>





<p class="wp-block-paragraph">In the Video Sequence Editor, the waveforms are now displayed by default for audio strips. As these are usually symmetrical, you can restrict the display to the upper half.</p>





<h6 id="automatically-the-best-filtering" class="wp-block-heading">Automatically the best filtering</h6>





<p class="wp-block-paragraph">Cubic interpolation is now also offered when rotating and scaling strips. This was previously only available in the transform effect strip. Performance has also been improved at the same time. Cubic interpolation is offered in the B-Spline variant, which is also used elsewhere in Blender, and the Mitchell variant, which is usually better suited for images. The bilinear filter no longer produces a transparent border at the edge of the image when it is scaled up and a whole series of errors have been eliminated where images were shifted by one pixel at a time, resulting in annoying gaps. The subsampled3x3 filter has been replaced by a generalised box filter, which also performs well when images are scaled more than 3×3 smaller. By default, the filter that is expected to produce the best results in the situation is now applied to a strip. If a strip is not scaled or rotated and its position is only changed in integer steps, Nearest is selected as the filter. If an image is enlarged by more than double, Cubic Mitchell is used; if it is reduced by less than half, Blender 4.1 uses the Box filter and in all other cases the interpolation remains with Bilinear.</p>





<h6 id="outliner" class="wp-block-heading">Outliner</h6>





<p class="wp-block-paragraph">In the Outliner, you can now double-click on a collection icon to select all its children. An Expand/Collapse All entry has been added to the context menu. This expands or collapses the entire hierarchy. Previously, this option was only available via the Shift A shortcut. Previously, it was not possible to apply modifiers to objects in the outliner; an entry has also been added to the context menu for this.</p>





<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/e6185078-296d-49d8-a53d-17757bcf53b0.png&w=3840&q=100"  alt="Wenn man durch die Kamera schaut, erscheint in Blender 4.1 ein neues Gizmo mit einem Vorhängeschloss als Icon. Damit kann die Option Lock Camera to View ein- und ausgeschaltet werden, was bisher nur umständlich im View-Tab in der Sidebar möglich war." ><figcaption class="wp-element-caption">When you look through the camera, a new gizmo with a padlock icon appears in Blender 4.1. This allows you to switch the Lock Camera to View option on and off, which was previously only possible in the View tab in the sidebar.</figcaption></figure>





<h6 id="lock-camera-to-view-is-now-a-gizmo" class="wp-block-heading">Lock Camera to View is now a gizmo</h6>





<p class="wp-block-paragraph">Companies normally collect biometric data from the users of their software in order to improve the user interface. This could be heatmaps that show where users click particularly frequently or simply statistics on which functions are accessed how frequently and which menus are visited how often. Anyone who has concerns about data protection here is on the right track. This is also the reason why the Blender developers do not collect any such data. Instead, the development of the interface, like the rest of Blender, follows the open source approach. And that means mock-ups, demo implementations and constant discussions between programmers and users. The process can be perceived as tough, but it is the price of privacy. One example is the Lock Camera to View feature, which allows the camera to follow the user’s movements in the 3D viewport. This allows a camera to be positioned in the same way as you would otherwise move through the 3D viewport, which is why this function was particularly popular among beginners. If they knew about it at all, because it was located in the view tab sidebar, which is hidden by default. Quite deep in the interface for such a frequently used function. And so the idea of introducing another viewport gizmo came up years ago. This appears when you look through the camera and has a padlock as an icon. This small but useful change has now finally found its way into Blender 4.1.</p>





<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/a9738c98-d434-4ce9-87bb-32118d6aad85.png&w=3840&q=100"  alt="Blender bringt einen eigenen Dateibrowser mit. In Blender 4.1 werden jetzt im Tooltip Metainformationen wie die Blenderversion, mit der ein Projekt gespeichert wurde, oder die Auflösung von Bildern und Bildrate von Videos angezeigt." ><figcaption class="wp-element-caption">Blender comes with its own file browser. In Blender 4.1, meta information such as the Blender version used to save a project or the resolution of images and frame rate of videos are now displayed in the tooltip.</figcaption></figure>





<h6 id="ui-detail-improvements" class="wp-block-heading">UI detail improvements</h6>





<p class="wp-block-paragraph">Tooltips in the file browser now show the Blender version in which a file was saved and metadata such as resolution for images or frame rate for video files. The tooltips are also displayed in the Open Recent menu, where the preview image can also be found. While you are working on a project, Blender automatically saves to the temporary directory every two minutes by default. If Blender crashes, you can then restore your project via File -> Recover -> Auto Save and continue working. However, it could happen that you save your project manually and then save it again immediately afterwards using Autosave. In Blender 4.1 the counter is now reset every time you save manually.</p>





<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/ab9ab739-b72b-449f-8478-cdc2c86c3c5e.png&w=3840&q=100"  alt="Links der Color Picker aus Blender 4.1, rechts in Blender 4.1. Die gewählte Farbe und Helligkeit wird direkt im Cursor angezeigt, was die Lesbarkeit vereinfacht." ><figcaption class="wp-element-caption">On the left the colour picker from Blender 4.1, on the right in Blender 4.1. The selected colour and brightness is displayed directly in the cursor, which makes it easier to read.</figcaption></figure>





<p class="wp-block-paragraph">With the colour picker, the selected colour and brightness are now displayed directly in the respective cursor, making it easier to read. In addition, many other details have been added to the interface, from optimising the rounding of the corners of pop-up and conventional menus, to higher quality shadows for these menus, to the animation markers, whose line is no longer drawn by the marker itself. The text that is used as default when adding a text object is now translated into the language in which the interface is used. So if you have set your interface to Spanish, you will now be greeted by “Texto” when you add a text object.</p>





<h6 id="import-and-export-via-drag-and-drop" class="wp-block-heading">Import and export via drag and drop</h6>





<p class="wp-block-paragraph">External files in the formats Alembic, Collada, OBJ, OpenUSD, PLY, and STL can now be imported into Blender using drag-and-drop. The reader will have noticed that these are formats whose exporters and importers are not realised in Python, but in C. STL has been added in Blender 4.1 and should now work three to ten times as fast as the previous implementation in Python, which will still be supplied for a few versions but will be removed from Blender in the long term. In future versions of Blender, support for drag and drop will also be added for formats whose import and export are implemented in Python. This will be made possible by a new callback, which also gives developers of external add-ons the opportunity to implement drag-and-drop.</p>





<h6 id="usd-co" class="wp-block-heading">USD & Co</h6>





<p class="wp-block-paragraph">The exporter for the Universal Scene Description Language (USD) now supports armatures and shape keys, while the importer supports the instantiation of objects, collections and USD primitives on a point basis. These are loaded as a Point Cloud object with a Geometry Nodes setup with an Instance on Points node. The import can also be extended using Python hooks, making it easier to integrate Blender into in-house pipelines. The import and export of Stanford PLY files now supports Custom Vertex Attributes and when exporting to OBJ format, objects whose shading is completely set to Flat or Smooth are exported between 20 per cent and 40 per cent faster.</p>





<h6 id="news-on-the-gltf-front" class="wp-block-heading">News on the glTF front</h6>





<p class="wp-block-paragraph">The glTF exporter can now optionally optimise the generated files for display with OpenGL using gltfpack by reordering the mesh data in such a way that memory consumption and draw calls are minimised. UDIMs are not supported by glTF. They are therefore now split during export, with each tile receiving its own material. Unused images and textures can now still be exported, e.g. because they are still needed later in an interactive application, and anisotropy is now supported for materials.</p>





<h6 id="bake-bake-geonodes" class="wp-block-heading">Bake bake Geonodes</h6>





<p class="wp-block-paragraph">Geometry nodes now allow intermediate results from node groups to be saved via baking. Previously, baking support was only available for the Simulation Zone. Data is now better deduplicated in the cache, which means that the file size should be significantly smaller in some cases. The caches should no longer be lost after an undo and volumes can now also be baked. The auto-smooth option for meshes has been replaced by a modifier node group asset. At the same time, you now have full control over the custom normals of a mesh in the geometry nodes.</p>





<h6 id="growth-in-the-geometry-nodes" class="wp-block-heading">Growth in the Geometry Nodes</h6>





<p class="wp-block-paragraph">The new Active Camera node returns the currently active camera, the Index Switch node allows you to select any input via an index and the Sort Elements node can be used to redefine the vertex order of a mesh. Split to Instances can be used to split a mesh into individual parts based on an ID and the Blackbody node known from the Shader Editor is now also available in Geometry Nodes.</p>





<h6 id="new-rotations-step-by-step" class="wp-block-heading">New rotations step by step</h6>





<p class="wp-block-paragraph">There is a new Rotate Rotation node for rotations, which replaces the Rotate Euler node and is easier to use. This is part of the gradual introduction of the new Rotation Socket, which has been introduced in Blender 4.1 for the following nodes: Distribute Points on Faces, Instance on Points, Rotate Instances, Transform Geometry, Object Info and Instance Rotation.</p>





<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/6842fab2-0acc-42d0-a8c5-602b30db1c75.png&w=3840&q=100"  alt="Mit der Menu Switch-Node ist es jetzt möglich, Dropdown-Menüs für selbstgebaute Geometry Nodes-Assets zu erstellen." ><figcaption class="wp-element-caption">With the Menu Switch node, it is now possible to create drop-down menus for custom-built geometry node assets.</figcaption></figure>





<h6 id="home-made-geometry-nodes" class="wp-block-heading">Home-made Geometry Nodes</h6>





<p class="wp-block-paragraph">One of the design goals of geometry nodes in Blender is that users should be able to recreate high-level nodes completely with on-board tools. Until now, however, this was only possible to a limited extent, as some nodes work with drop-downs, a control element that you could not yet recreate yourself. In Blender 4.1, it is now possible to define your own drop-down menus via the menu switch node, which finally closes this gap.</p>





<h6 id="conclusion" class="wp-block-heading">Conclusion</h6>





<p class="wp-block-paragraph">Blender 4.1 offers detailed improvements across the board. A successful intermediate release, for the grand finale in the form of Blender 4.2 LTS we are still waiting for EEVEE Next.</p><p>The post <a href="https://digitalproduction.com/2024/05/13/blender-4-1-goes-into-detail/">Blender 4.1 goes into detail</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/09/image-37.webp?fit=667%2C500&#038;quality=72&#038;ssl=1" length="27848" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/09/image-37.webp?fit=667%2C500&#038;quality=72&#038;ssl=1" width="667" height="500" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/09/image-37.webp?fit=667%2C500&#038;quality=72&#038;ssl=1" width="667" height="500" />
<post-id xmlns="com-wordpress:feed-additions:1">144561</post-id>	</item>
		<item>
		<title>Blender: An upgrade for our particle system &#8211; We lay pipes!</title>
		<link>https://digitalproduction.com/2024/01/02/blender-an-upgrade-for-our-particle-system-we-lay-hoses/</link>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Tue, 02 Jan 2024 18:49:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[DP2403]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[Update]]></category>
		<category><![CDATA[Workshop]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=144232</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/01/2024-02-08-21.38.01.jpg?fit=864%2C1080&quality=80&ssl=1" width="864" height="1080" title="" alt="" /></div><div><p>In issue 23:04&#124;05 we learnt how to create a particle system with the new Simulation Nodes in Blender 3.6. In Blender 4.0, an interesting new function has been added that allows us to connect a series of points via curves. That would be a nice feature upgrade for our custom build. In addition, Cycles can now do light linking, which allows us to set the scene perfectly.</p>
<p>The post <a href="https://digitalproduction.com/2024/01/02/blender-an-upgrade-for-our-particle-system-we-lay-hoses/">Blender: An upgrade for our particle system – We lay pipes!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/01/2024-02-08-21.38.01.jpg?fit=864%2C1080&quality=80&ssl=1" width="864" height="1080" title="" alt="" /></div><div><p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">There are features in Blender that users have been waiting decades for. Light linking is one of them, even if users of other programmes find it hard to believe. For Blender users, however, this really is a new feature that Cycles has been given. We want to try it out together with the particle system from Simulation Nodes, which we built in issue 23:04|05. But first we’ll add another new feature to Blender 4.0, namely the ability to connect points with curves. The result adorns the cover of this issue. </p>



<p class="wp-block-paragraph"><strong>No longer quite (so) tight</strong></p>



<p class="wp-block-paragraph">First download the result of the simulation nodes workshop and open the file – is.gd/simstrings. If you start the animation with the space bar, you will notice how close together the particles are. A tube is to be laid through each of these particles later, which would only result in a lump with this quantity. Therefore, first reduce the density in the modifier panel to 100.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/77c49905-a827-40c9-85af-7791b8e837a7.jpg&w=3840&q=100"  alt="Perlenkette: Indem wir den Seed aus der „Distribute Points on Faces“-Node nicht mehr in jedem Frame ändern, erhält unser Partikelsystem vom Aussehen her den Character von Perlenketten." ><figcaption class="wp-element-caption">String of pearls: By no longer changing the seed from the “Distribute Points on Faces” node in each frame, our particle system takes on the appearance of strings of pearls.</figcaption></figure>



<p class="wp-block-paragraph"><strong>The seed has to go</strong></p>



<p class="wp-block-paragraph">The particles are now much less dense. So that we can make threads out of them later, they should not appear randomly on the surface of the object, but always in the same place. This allows us to create a thread-like look even without the conversion to curves. Go to the geometry node workspace and make sure that the “Fire Particle System” node tree is open in the geometry node editor. Look for the “Distribute Points on Faces” node at the bottom left of the node tree and remove the connection in the seed socket. If you now play the animation, the particles look like strings of pearls that slowly disintegrate. Instead, you can move the seed to the outside as a parameter in the modifier panel by dragging it into the empty socket of the group input node.</p>



<p class="wp-block-paragraph"><strong>Points to curves</strong></p>



<p class="wp-block-paragraph">At the other end of the node tree, the generated points flow out of the “Simulation Output”. At this point, we can convert them to curves. Add a new node Points -> Points to Curves and connect it to the Geometry output of the Simulation Output node and the Geometry input of the Group Output node. Threads now appear in the viewport instead of points. We leave the Set Material node in the tree; we can still use it later to make the particles appear additionally.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/44f4d2b1-f0d5-40e6-92a3-222c8cb2da64.jpg&w=3840&q=100"  alt="Kurven: Mit der Points to Curves-Node lassen sich die Partikel zu Curves verbinden. Dabei wird jeweils aus den Partikeln, die in einem Frame emittiert wurden, eine Curve." ><figcaption class="wp-element-caption">Curves: The Points to Curves node can be used to connect the particles to curves. This turns the particles that were emitted in a frame into a curve.</figcaption></figure>



<p class="wp-block-paragraph"><strong>Curves to meshes</strong></p>



<p class="wp-block-paragraph">The curves now appear in the viewport, but not yet in the render, as they do not yet have a surface. This is ensured by the Node Curve -> Operations -> Curve to Mesh. Set this between Points to Curves and Group Output. The curve has now become a mesh, but this consists of individual edges. For a proper surface, we need another curve for the profile. Click on the Profile Curve socket and drag out a new connection. A search field appears when you release the mouse pointer. Here you search for a circle, it is sufficient to enter “ci”, thanks to Type Ahead Find, Curve Circle -> Curve already appears in the second field, which you select. A new node now appears, which creates a circle that then acts as a profile for the curves created from the particles.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/1d1dbfc5-2109-4d3b-9799-313892426735.jpg&w=3840&q=100"  alt="Resolution: Mit der Curve Circle-Node erzeugen wir eine Hülle für unsere Kurven. Deren Aufl ösung holen wir nach Außen ins Modifier-UI rechts im Bild." ><figcaption class="wp-element-caption">Resolution: We use the Curve Circle node to create an envelope for our curves. We bring their resolution to the outside in the modifier UI on the right of the screen.</figcaption></figure>



<p class="wp-block-paragraph"><strong>Resolution</strong></p>



<p class="wp-block-paragraph">There is now a lot going on in the viewport, as suddenly a huge amount of geometry wants to be displayed. You can put a stop to this by reducing the resolution in the curve circle node to eight. But perhaps you want to reduce the resolution a little further when experimenting and then increase it again during the final rendering? Switching to the Geometry Node workspace each time and searching for the right node in the Node Editor may not be the most skilful way to do this. It is therefore a good idea to move this parameter to the outside of the modifier UI. Drag out a new node connection as you have just done and search for Group Input. A Group Input node appears, in which all sockets are hidden except for the newly created resolution. The Blender interface is full of little surprises that make everyday work easier.</p>



<p class="wp-block-paragraph"><strong>Node Group Assets</strong></p>



<p class="wp-block-paragraph">The curves are currently very sharp on each particle, which has a negative effect on shading and may not be the style everyone wants. We need something to round them off like the subsurf modifier for meshes. Such a tool is now supplied in Blender as a Node Group Asset with the new hair assets. We take advantage of the fact that hair and curves are almost the same thing in Blender, the corresponding assets actually all work on curves. So we can also use them with our setup. Add a node Hair -> Deformation -> Smooth Hair Curves and place it between Points to Curve and Curve to Mesh.</p>



<p class="wp-block-paragraph"><strong>The wild curves</strong></p>



<p class="wp-block-paragraph">The result should look pretty wild, none of the curves are in place anymore. This is due to the Preserve Length setting. Switch this off and our threads are all back in the right place, albeit slightly rounded. You can use the iterations to determine how strong the effect should be. One was enough for our cover, the more you use, the more rounded the curves become.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/92f84c7b-4426-4e6c-8316-e07140477a25.jpg&w=3840&q=100"  alt="Particles: Über Smooth Hair Curves können wir die Fäden etwas abrunden und erhalten ein deutlich weicheres Shading. Über Join Geometry können wir die Partikel wieder mit einmischen." ><figcaption class="wp-element-caption">Particles: We can use Smooth Hair Curves to round off the threads slightly and achieve a much softer shading. We can use Join Geometry to blend in the particles again.</figcaption></figure>



<p class="wp-block-paragraph"><strong>Bringing back the particles</strong></p>



<p class="wp-block-paragraph">As we are already simulating the movements of a particle system for the threads anyway, we can use them at the same time by representing them as points again. For this purpose, we have not deleted the Set Material node earlier in the article, but merely separated it. Add a Node Geometry -> Join Geometry between Curve to Mesh and Group Output. Also connect the output of the Set Material node to the Join Geometry node. The particles now appear as point objects in the viewport and should already have the appropriate material in the render preview.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/26db8c0c-1a6e-4b40-b534-14b671974895.jpg&w=3840&q=100"  alt="Stahlrohre: Das Material für die Fäden muss in den Geometry Nodes gesetzt werden, für die Übersicht geben wir ihm einen eigenen Material Slot. Bei einem Material mit Metallic von 1.0 werden die Curves nicht mehr von der Umgebung beschienen, weil sie in unserer Startdatei für Glossy Shader ausgeschalten ist." ><figcaption class="wp-element-caption">Steel pipes: The material for the threads must be set in the geometry nodes, for the overview we give it its own material slot. With a material with metallic of 1.0, the curves are no longer illuminated by the environment because it is switched off in our start file for glossy shaders.</figcaption></figure>



<p class="wp-block-paragraph"><strong>Steel tubes</strong></p>



<p class="wp-block-paragraph">To give the threads a material as well, add another material slot to the Particle Nodes Container object and create a new material there with metallic at 1.0. However, it must first be assigned in the Geometry Nodes so that it also appears on the tubes. Duplicate the Set Material node and place it between Curve to Mesh and Join Geometry. The threads should now appear very dark again. This is due to a special feature of the source file. In this file, the world is invisible to glossy shaders, which produces an interesting effect, as the points in the shader have a diffuse component and therefore appear as if they themselves are glowing, although not as evenly as would be the case with emission without tricks.</p>



<p class="wp-block-paragraph"><strong>Light Linking</strong></p>



<p class="wp-block-paragraph">The fact that the world is not visible in shiny reflective surfaces is a simple version of light linking and has been present in Cycles from the very beginning. However, this is shader-based and therefore very generalised. In Blender 4.0, it is now possible for the first time to limit the influence of light sources on objects in a collection. And we would now like to use this to illuminate the threads of two area lights on the left and right, and only the threads, particles and logo, but not the floor. To do this, create a new collection in the Outliner and drag the DP logo and the Particle Nodes container into it.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/16af6d52-7e33-45f7-8480-82a647a71ceb.jpg&w=3840&q=100"  alt="Light Linking befindet sich etwas versteckt im Shading Panel in den Object Properties." ><figcaption class="wp-element-caption">Light Linking is somewhat hidden in the Shading Panel in the Object Properties.</figcaption></figure>



<p class="wp-block-paragraph"><strong>Orange and Teal</strong></p>



<p class="wp-block-paragraph">Then create another new collection and two area lights in it, whose shape you set to Rectangle in the Object Data Properties and set Size X to 3.0. Align the two area lights so that they shine on the scene from the left and right and give them two contrasting colours, e.g. the famous combination of orange and aquamarine. You should set the cold light source to a much stronger colour than the warm one, e.g. 200 watts and 50 watts.</p>



<p class="wp-block-paragraph"><strong>Still well hidden</strong></p>



<p class="wp-block-paragraph">To restrict the illumination of the two area lights to the logo, particles and threads, you must select the collection in which the three objects are located for both in the object properties in the shading panel under Light Linking. Now you no longer illuminate the floor, which draws the viewer’s attention to the particle action.</p>



<p class="wp-block-paragraph"><strong>Fade-in also for threads</strong></p>



<p class="wp-block-paragraph">However, there is one last detail I would like to mention. The particles fade in our example file because we built our particle system in the last workshop so that it saves the age of each point as a value between 0.0 and 1.0. We can also access these values for the threads. In other words, the curves can also be threaded in and out.</p>



<p class="wp-block-paragraph"><strong>Mastered with flying colours</strong></p>



<p class="wp-block-paragraph">Go to the Shading Workspace and select the Particle Nodes Container object. Select the Particles Fading Out material in the material slots and select the three connected nodes Attribute, Invert Colour and Colour Ramp in the Shader Editor. Copy them using Ctrl C, then select the material that you have given to the threads, or press Ctrl V in the Shader Editor. Now that you have copied the nodes, connect the output of the Colour Ramp node to the alpha socket of the Principled BSDF. The curves will now appear and fade and you have mastered the technical part of the workshop with flying colours.</p>



<p class="wp-block-paragraph"><strong>Let off steam</strong></p>



<p class="wp-block-paragraph">Now it’s time to let off steam. For the cover image, I have changed the direction of movement of the particles upwards. You can also change the direction in the Vector Add Node in the Simulation Zone. And at this point, think about how you could make the structure even more user-friendly. For example, by also exposing the direction of movement. Or adding an auxiliary object that specifies the direction and “wind force”?</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/cc6f7746-a602-4f42-b630-b69819474fd9.jpg&w=3840&q=100"  alt="RADiCAL Motion Capture: Der fertige Effekt eignet sich besonders gut, um Bewegungen zu visualisieren, dieses Beispiel nutzt den RADiCAL Service für Motion Capture mit dem Smartphone." ><figcaption class="wp-element-caption">RADiCAL Motion Capture: The finished effect is particularly suitable for visualising movements; this example uses the RADiCAL service for motion capture with a smartphone.</figcaption></figure>



<p class="wp-block-paragraph"><strong>Conclusion and outlook</strong></p>



<p class="wp-block-paragraph">Blender 4.0 brings some new features, including the eagerly awaited Light Linking and new Geometry Nodes. Both were combined in this workshop. But there are possibilities to go further. For example, the threads are currently generated at each frame like tangles; with a few more nodes, they could be displayed like a string of particles or like growing hair, quasi perpendicular to the current direction. This method is particularly suitable for motion capture recordings, as it allows a motion path to be created for any point on a character. I used this method for the Udon asset for the RADiCAL blender add-on. RADiCAL is a service for extracting motion data from simple video recordings or livestreams.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/bd39ca66-60e0-491c-a8ec-204a75ae088d.jpg&w=3840&q=100"  alt="Für diejenigen, die sich vor Ort mit Geometry und Simulation Nodes vertraut machen wollen, gibt es dieses Jahr eine Reihe von Workshops an der Blender Summer School, die vom 26. bis 28.07. in Mannheim stattfindet. Impressionen vom letzten Jahr und die Anmeldung für das kommende Jahr findet ihr hier: blender3dschool.de" ><figcaption class="wp-element-caption">For those who want to familiarise themselves with geometry and simulation nodes on site, there will be a series of workshops at this year’s Blender Summer School, which takes place from 26 to 28 July in Mannheim. Impressions from last year and the registration for next year can be found here: blender3dschool.de</figcaption></figure>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2024/01/02/blender-an-upgrade-for-our-particle-system-we-lay-hoses/">Blender: An upgrade for our particle system – We lay pipes!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/01/2024-02-08-21.38.01.jpg?fit=1280%2C1600&#038;quality=80&#038;ssl=1" length="147715" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/01/2024-02-08-21.38.01.jpg?fit=864%2C1080&#038;quality=80&#038;ssl=1" width="864" height="1080" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/01/2024-02-08-21.38.01.jpg?fit=864%2C1080&#038;quality=80&#038;ssl=1" width="864" height="1080" />
<post-id xmlns="com-wordpress:feed-additions:1">144232</post-id>	</item>
		<item>
		<title>Your own particle system with simulation nodes</title>
		<link>https://digitalproduction.com/2023/08/10/your-own-particle-system-with-simulation-nodes/</link>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Thu, 10 Aug 2023 08:41:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender particle simulation]]></category>
		<category><![CDATA[Blender real-time graphics]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[custom particle effects]]></category>
		<category><![CDATA[DP logo animation]]></category>
		<category><![CDATA[DP2304]]></category>
		<category><![CDATA[fire simulation]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[Geometry Nodes baking]]></category>
		<category><![CDATA[Node]]></category>
		<category><![CDATA[particle system]]></category>
		<category><![CDATA[procedural animation]]></category>
		<category><![CDATA[Simulation Zone]]></category>
		<category><![CDATA[simulation-based effects]]></category>
		<category><![CDATA[soft body simulation]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[Turbulence simulation]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=156111</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/12/aufhaenger.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="" /></div><div><p>The Digital Production logo has been through a lot recently. It was thrown in Houdini with a wet towel and turned to earth in Tyflow. And now it is<br />
set on fire in Blender - where will it end?</p>
<p>The post <a href="https://digitalproduction.com/2023/08/10/your-own-particle-system-with-simulation-nodes/">Your own particle system with simulation nodes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/12/aufhaenger.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="" /></div><div><p class="wp-block-paragraph">There are features in Blender that users have been waiting decades for. Until now, these have included a new particle system developed from scratch. In Blender 3.6, an alternative to the outdated, conventional particles is now finally available: The “Simulation Area” in the Geometry Nodes. As a side effect, not only particles can be simulated, but also cloth, soft bodies, etc. However, you still have to create the simulation manually from scratch. And that’s what we’re going to do in this article using a particle system as an example.</p>



<h2 id="burn-logo-burn" class="wp-block-heading">Burn, logo, burn!</h2>



<p class="wp-block-paragraph">As a concrete example, an object should burst into flames, because the fire simulation in Blender also has its quirks, so we use an old-school particle simulation for a stylised fire effect. The Digital Production logo serves as an example object, but you can use any other 3D object.<br /></p>



<h2 id="what-actually-is-a-simulation-in-blender" class="wp-block-heading">What actually is a Simulation in Blender?</h2>



<p class="wp-block-paragraph">In Blender, all processes whose state in a frame depends on the state in the previous frame are a simulation.<br />This classically includes particles, Cloth, Soft Bodies, Rigid Bodies, Fire, Water, Smoke and the Blender speciality “Dynamic Paint”. On the other hand, there are tools such as the modifiers from the “Modify”, “Generate” and “Deform” categories as well as<br />geometry Nodes, where each frame can be each frame is independent of the others.</p>



<h2 id="simulation-zone" class="wp-block-heading">Simulation Zone</h2>



<p class="wp-block-paragraph">In Blender 3.6, you can now set up a so-called “Simulation Zone” in these geometry nodes zone”, which is the area in which the simulations run. You can visualise this as follows. At the input of the simulation zone you can feed in data. These are read out once and remain in the simulation zone from then on Simulation zone.  Processed data can be output. These are then fed back into the simulation in the next frame via sent back to the simulation zone via the input and can be further processed there. This can be the position of a particle, but also its size or any other property size or any other property, which can be accessed with Geometry Nodes. Changing the size with the lifetime of a particle, for example, was previously not possible at all. Thanks to geometry nodes, we now have almost complete freedom when it comes to the structure of particle systems. However, this is still accompanied by the requirement that you have to create everything yourself. On the geometry node side, Blender 3.6 only offers the simulation zone and the associated features such as baking, but not yet any high-level tools such as emitters or force fields. These will probably be delivered in the future as nodegroup assets similar to the hair assets that have found their way into Blender 3.5. Until then, however, manual work is the order of the day.</p>



<h2 id="create-a-new-scene-and-leave-the-default-cube" class="wp-block-heading">Create a new scene and leave the default cube</h2>



<p class="wp-block-paragraph"><br />Leave the default cube alive for a change. It should act as a  container for our particle system. It is best to give it a suitable name such as “Particle Nodes Container” using the shortcut F2. Then switch to the Geometry Nodes workspace and click on “New” to create a new node tree. Assign a suitable name here too, such as “Fire Particle System”.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="880" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/12/mein-erstes-partikelsystem.jpg?resize=1200%2C880&quality=80&ssl=1"  alt=""  class="wp-image-156124" ><figcaption class="wp-element-caption">My first particle system: the “Hello World” of particle systems, so to speak. Particles are distributed on the faces of the cube, which fly upwards in the following frames thanks to the offset in the set position node.</figcaption></figure>



<p class="wp-block-paragraph"></p>



<h2 id="enter-the-zone" class="wp-block-heading">Enter the Zone</h2>



<p class="wp-block-paragraph">Use “Shift A – Simulation – Simulation Zone” to create a sub-zone in which the simulation will take place later. This is highlighted in burgundy and has its own input and output. If nodes are interposed, the highlighted area becomes larger. Nodes that are located within it have access to simulation data and are themselves part of the Simulation. Nodes from outside can be connected to the nodes in the zone, but then have no access to the simulation themselves, which will prove to be practical later on.</p>



<h2 id="distribute-points-on-surfaces" class="wp-block-heading">Distribute points on surfaces</h2>



<p class="wp-block-paragraph">A particle system is based on points, so our first task is to add them. For now, the geometry of the default cube will serve as the emitter. Add a “Point – Distribute Points on Faces” node and place it between the geometry inputs and outputs of the simulation zone. Nothing should happen yet, however, as the simulation zone is not yet connected to anything. Drag the geometry output of the simulation output node to the geometry input of the group output node and the geometry input of the group input node to the input of the simulation input node with the same name. If the playhead in the timeline is set to frame 1, points should now appear in the viewport.</p>



<h2 id="set-in-motion" class="wp-block-heading">Set in motion</h2>



<p class="wp-block-paragraph">However, the dots are not yet moving, i.e. we have a particle system but not yet a simulation. A node that changes or updates the position of the particles in each frame is still missing. Add a “Geometry – Write – Set Position” node and place it between the Points output of the Distribute Points on Faces node and the Geometry input of the Simulation Output node. Under “Offset”, set the value for Z to 0.1. If you now start the animation from frame 1, the particles move upwards at a constant speed, as 0.1 is added to the Z position in each frame.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="599" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/08/mein-besseres-partikelsystem.jpg?resize=1200%2C599&quality=80&ssl=1"  alt=""  class="wp-image-156137" ><figcaption class="wp-element-caption">My better particle system: With just a few nodes, we were able to create a particle system with animatable emission.</figcaption></figure>



<p class="wp-block-paragraph"></p>



<h2 id="my-first-particle-system" class="wp-block-heading">My first Particle system</h2>



<p class="wp-block-paragraph">Congratulations, you have just created your first own particle system with the Blender Simulation Nodes. It consists of an emitter that distributes particles on the surfaces of the input object. These particles are shifted upwards by a constant factor in each frame. The structure corresponds to a legacy blender particle system in which the start and end of the particle emission fall on the same frame.</p>



<h2 id="influence-from-outside" class="wp-block-heading">Influence from outside</h2>



<p class="wp-block-paragraph">Another typical way of emitting particles is recurring emission over several frames, a kind of inflow object. This is also the default setting of the legacy particle system. In the simulation nodes, we have to regularly add new particles from outside the simulation area. This requires an additional object. At this point, the previous cube becomes the container of the particle system and another object takes on the role of the emitter.</p>



<h2 id="its-a-logo" class="wp-block-heading">It’s a logo!</h2>



<p class="wp-block-paragraph">In our example, we use the DP logo, but you can use any mesh objects. Add an “Input – Scene – Object Info” node. This has an orange input socket. Connect it to the empty socket of the group input node. An input field for objects now appears in the modifier. You can name it by opening the sidebar in the Node Editor with the N key and entering a suitable name such as “Emitter Object” in the Group tab under “Inputs”. You can even define a tooltip here.</p>



<h2 id="degraded-to-a-mere-container" class="wp-block-heading">Degraded to a mere container </h2>



<p class="wp-block-paragraph">Switch the object info node to “Relative” so that the points also appear in the correct position later if you move, scale or rotate the object. Then connect the geometry output to the mesh input of the Distribute Points on Faces node and disconnect the geometry input of the Simulation Input node. This cuts the connection to the original geometry of the cube; it is now just a container for the simulation.</p>



<h2 id="union" class="wp-block-heading">Union</h2>



<p class="wp-block-paragraph">Add an object of your choice to the scene and select it in the Geometry Nodes modifier of the container. If you now play the animation from frame one using the space bar, particles will only appear once again. In order for the emitter to emit particles permanently, the newly added points must be merged with the existing ones in each step.<br />Add a “Geometry – Join Geometry” node and place it on the connection between “Distribute Points on Face” and “Set Position”. The Join Geometry node has a slightly elongated input socket. This illustration is intended to indicate that any number of nodes can be plugged in here. Connect the geometry output of the simulation input node to it.</p>



<h2 id="randomness-at-any-time" class="wp-block-heading">Randomness at any time</h2>



<p class="wp-block-paragraph">If you now start the simulation from frame one, you will see a stream of particles from the emitter. But they still look like threads because they are generated from exactly the same position on the surface of the object at each frame. However, we need a different distribution in each frame so that it looks like particles are being emitted from the entire surface. Add a node “Input – Scene – Scene Time” and connect the frame output to the seed input of the Distribute Points on Faces node. Also connect the Density input of the node to the empty socket of the Group Input node in order to be able to control the emission density from outside.</p>



<h2 id="animated-particle-emission" class="wp-block-heading">Animated particle emission</h2>



<p class="wp-block-paragraph">If you now play the animation, you will not only see a particle beam flying away from your object, you can even animate how many particles the emitter generates per frame. This was previously not so easy to do with the legacy particle system in Blender. This is where the strength of Simulation Nodes comes into play, because you no longer have to worry about such limitations.</p>



<h2 id="for-life" class="wp-block-heading">For life</h2>



<p class="wp-block-paragraph">Another feature of particle systems is the option of giving each particle a lifetime and reading out its current age. In the simulation nodes, we achieve this by setting an “age” attribute for each point at birth, which is then incremented by one in each frame. Add a node “Attribute – Capture Attribute” between Distribute Points on Faces and Join Geometry. A float with the value 0.0 is now assigned to each point when it is created. Connect the attribute output to the empty input socket of the simulation output node. A corresponding output now appears at the simulation input node.</p>



<h2 id="marry" class="wp-block-heading">Marry</h2>



<p class="wp-block-paragraph">Just as with the Join Geometry node for the points, we also need to find a way to “marry” the age of the existing particles with the newly added ones. Add a “Utilities – Math – Math” node. This is already set to the correct “Add” operation by default. Now all particles have the attribute and it is looped through the  simulation. However, we are not yet counting up. Duplicate the add node and place it between the existing add node and the simulation output node and set the value in the lower input to 1.0. Now one is added to the age with each frame.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="284" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/08/lebenszeit.jpg?resize=1200%2C284&quality=80&ssl=1"  alt=""  class="wp-image-156138" ><figcaption class="wp-element-caption">Age and lifetime: A new lifetime factor has been added to the particle system. If this is exceeded, the corresponding points are removed from the simulation. A corresponding output attribute has been added so that the shading can later be influenced based on the age of the particles.</figcaption></figure>



<p class="wp-block-paragraph"></p>



<h2 id="age-vs-lifetime" class="wp-block-heading">Age vs. lifetime</h2>



<p class="wp-block-paragraph">Age has not yet had any effect. We can use it to make particles die or disappear after a certain time in frames. Duplicate one of the add nodes and place it in a free area in the simulation zone. Connect the upper input to the second add node and change the The operation to “Greater Than”. Add then use “Input – Group – Group Input” to add another Group Input node and connect the threshold input of the Greater Than node to the free socket of the Socket of the group input node. Name the new parameter “Lifetime”, a default value of 50.0 makes sense here. Add a “Geometry – Operations – Delete Geometry” node and place it between the Geometry output of the Set Position node and the Geometry input of the Simulation Output node. Connect the Selection input to the the Value output of the Greater Than Node. From now on, all particles that are older than their lifetime will be removed from the simulation. If you play the animation now, the particles will disappear again from frame 50.</p>



<h2 id="normalisation" class="wp-block-heading">Normalisation</h2>



<p class="wp-block-paragraph">We can also use the age of the points as an output attribute so that we can later colour the particles differently in Cycles depending on their age. As Cycles likes to be fed with values between 0.0 and 1.0, we should normalise it to this value range beforehand. First connect the attribute output of the simulation output node to the free socket of the group output node. If you now open the Ouput Attributes panel in the modifier, you will see an empty field. Here you can later give the attribute a name so that you can access it in the shader, e.g. “age”. It will then also appear as a separate column in the Spreadsheet Editor. You can change the labelling of the field and the tooltip again in the Group tab of the sidebar of the Node Editor, for example to “Age”.</p>



<h2 id="force-fields" class="wp-block-heading">Force fields</h2>



<p class="wp-block-paragraph">The second component we would add to the legacy particle system would be force fields to control the movement of the particles. In the simulation nodes, this is done within the simulation zone via vectors that control the offset of the Set Position node. In our case these would be two components. A kind of wind that blows the particles in a desired direction and a field for swirling. We can simplify the wind extremely by assuming a constant movement in one direction. If we add a Z component, we have also integrated the buoyancy.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="591" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/08/partikelsystem.jpg?resize=1200%2C591&quality=80&ssl=1"  alt=""  class="wp-image-156140" ><figcaption class="wp-element-caption">The finished particle system: Once the noise texture has been integrated as a turbulence field and the material has been set, the particle system is complete.</figcaption></figure>



<h2 id="drift" class="wp-block-heading">Drift</h2>



<p class="wp-block-paragraph">Connect the offset input of the Set Position node to the free socket of the Group Input node and name the newly created input “Wind Force”. A value of 0.05, 0.01 and 0.025 causes the particles to drift gently and slightly backwards.</p>



<h2 id="swirl" class="wp-block-heading">Swirl</h2>



<p class="wp-block-paragraph">We need a second force to swirl the particles. We can extract this from a noise texture. This is because the RGB colours of the texture can also be interpreted as XYZ values of a vector. These must be merged with the previous forces, again using maths. Add a “Utilities – Vector – Vector Math” node and place it between the wind force socket of the Group Input node and the offset input of the Set Position node. Click on the lower, free vector input of the add node and drag the mouse to a free position. There should be a plus symbol next to the mouse cursor. If you now release the mouse, a search field will appear. Enter “Noise” there and select “Noise Texture – Colour” from the search results.</p>



<h2 id="adjustments" class="wp-block-heading">Adjustments</h2>



<p class="wp-block-paragraph">A noise texture appears whose colour output is directly connected to the vector input of the add node. If you now play the animation, the particles shoot off at a diagonal. This is because the noise texture only outputs positive values between 0.0 and 1.0 for each channel. The result should be colours, and their channel values are defined in Blender as a Range between 0.0 and 1.0.</p>



<h2 id="negative" class="wp-block-heading">Negative</h2>



<p class="wp-block-paragraph">However, the particles should move in all directions, even in the opposite direction to an axis, i.e. in a negative direction. To achieve this, we have to subtract 0.5 from all channels, then the range is between -0.5 and 0.5. Duplicate the Vector Math node, place it between the colour output of the Noise Texture node and the existing Vector Math node, which is currently set to “Add”, and set the operator of the new node to “Subtract”. Enter 0.5, 0.5 and 0.5 in the lower vector field.</p>



<h2 id="buzz" class="wp-block-heading">Buzz</h2>



<p class="wp-block-paragraph">If you now play the animation, you will see quite a hustle and bustle. The turbulence caused by the noise texture is still much too strong. Duplicate a Vector Math node again, place it between Subtract and Add and set the operation to “Scale”. Set the lower input to 0.2 and connect it to the free socket of the to the free socket of the Group Input Node. Name the new input parameter “Turbulence Strength” and view the animation. Set the Lifetime to 100 and the particles will now be swirled around by the noise texture.</p>



<h2 id="control" class="wp-block-heading">Control</h2>



<p class="wp-block-paragraph">How coarse or fine the turbulence is can be controlled via the scale input of the noise texture node. Set it to 1.0 and also connect it to the Group Input node and name the parameter “Turbulence Scale”. If you now play the animation, the particles will flow as if you had added a turbulence force field to a legacy particle system and set the flow value to 1.0. However, this stream-like flow is not quite the way fire moves. The flames flicker and constantly change direction.</p>



<h2 id="the-fourth-dimension" class="wp-block-heading">The fourth dimension</h2>



<p class="wp-block-paragraph">To simulate this effect with the Noise Texture, switch the drop-down in the Noise Texture to “4D”. A new input “W” has now been added. This can be used to permanently change the noise texture. In other programmes, the parameter is called “Evolution”, which really is a good name. To animate this, you do not need to set any keyframes. Instead, connect it to the Seconds output of the Scene Time node and the particles will wobble and flicker when the animation is played.</p>



<h2 id="set-material" class="wp-block-heading">Set material</h2>



<p class="wp-block-paragraph">Before you can move on to shading, you need to give the particles a material. To do this, add a “Material – Set Material” node between the geometry output of the simulation output node and the geometry input of the group output node. Select an existing material from the drop-down menu and edit the name and the shader in the next step.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="936" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/08/shading.jpg?resize=1200%2C936&quality=80&ssl=1"  alt=""  class="wp-image-156142" ><figcaption class="wp-element-caption">Rendering in Cycles: The points generated by the simulation nodes cannot yet be displayed with Eevee, so we use Cycles as the render engine. The ‘age’ attribute is used for colouring, the name of which we have assigned in the modifier and entered exactly as it is in the attribute node.</figcaption></figure>



<h2 id="rendering-in-cycles" class="wp-block-heading">Rendering in Cycles</h2>



<p class="wp-block-paragraph">To render the particles, we need the Cycles render engine, as Eevee cannot yet display the points. In the Render tab of the Properties Editor, change the render engine to Cycles and switch to the Shading Workspace. Switch on the Render Preview in the viewport; the particles now appear as small spheres. In the Shader Editor, select the same material in the material drop-down that you have also assigned in the geometry nodes. Now you can also change the name, e.g. to “Particle Material”.</p>



<h2 id="cycles-should-recognise-them-by-their-name" class="wp-block-heading">Cycles should recognise them by their name</h2>



<p class="wp-block-paragraph">Add a new node “Input – Attribute” and enter the exact name you have given to the Age attribute in the “Name” field and connect the Fac output to the Base Colour input of the Principled BSDF node. The particles are now coloured in a gradient from black to white, depending on their age. The perfect input for a colour ramp.</p>



<h2 id="ramp" class="wp-block-heading">Ramp</h2>



<p class="wp-block-paragraph">Insert a “Converter – Colour Ramp” node between Fac and Base Color. Set another stop by pressing the plus icon of the node and set the stop on the far left to a light, desaturated orange. Then set the value for “Value” in the colour wheel to 5.0. Now the particles reflect more light than hits them. A nice effect, which is not physically correct at all, but gives a little more detail than when using emission. Set the second stop to a rich red with a value of 2.0 and the last stop to pure black. Also set the interpolation in the dropdown in the top right-hand corner of the node to “Ease”.</p>



<h2 id="fadeout" class="wp-block-heading">Fadeout</h2>



<p class="wp-block-paragraph">The spheres are now coloured, but it would be nice if they fade out as if the flames were burning out or dissipating like smoke. Connect the Fac output of the Attribute node to the Alpha input of the Principled BSDF node. Now it looks as if the logo is smoking at the beginning and the smoke is turning into fire. For the fire to finally fade out, we need another colour ramp. Set three stops again and the interpolation to “Ease”. The centre stop is given a pure white and the right-hand stop a pure black. The left stop is given a value of 0.1 so that the particles on the emitter are still slightly visible and virtually envelop it.</p>



<h2 id="artefacts" class="wp-block-heading">Artefacts</h2>



<p class="wp-block-paragraph">Black artefacts should now have appeared in the tips of the flames, depending on how many particles you use. The black spots are caused by the fact that Cycles only visits a certain number of surfaces, the so-called bounces. And every time a ray passes through one of the spheres, that’s two transparent bounces. Set the number of transparent bounces in the Light Paths panel of the Render Properties to 256. Now the flame tongues fade out cleanly.</p>



<h2 id="light-and-shadow" class="wp-block-heading">Light and shadow</h2>



<p class="wp-block-paragraph">As the particles in our setup are dependent on light from outside to glow, it is worth loading an HDRI texture into the world. You can achieve the black background by opening the “Ray Visibility” panel in the world properties and unchecking “Camera” and “Glossy”. The latter is a small preparatory step for the next step.</p>



<h2 id="laying-the-floor" class="wp-block-heading">Laying the floor</h2>



<p class="wp-block-paragraph">Add a tarp to the scene and scale it by a factor of 50. Then add a new material and set the value for “Metallic” in the Principled BSDF node to 1.0. You can adjust the strength of the reflection by making the base colour lighter or darker. For an exact replication of the result, set the value of “Value” in the colour selection of the base colour to 0.5. Next, delete the light source that is still present and, if necessary, make the material of the emitter object darker so that it is clearly recognisable in contrast to the light “smoke”.</p>



<h2 id="bake-a-cake" class="wp-block-heading">Bake a cake</h2>



<p class="wp-block-paragraph">After placing the camera, it’s time to render. You can render both a still image and an animation. It would be practical if the simulation data could be saved so that you don’t have to simulate again and again. This process is called “Baking” and can be found for the simulation nodes in the Physics tab of the Properties Editor. Open the Simulation Nodes panel there and click on “Bake”. All frames in the timeline are now simulated and saved. A new simulation is not necessary.</p>



<h2 id="outlook" class="wp-block-heading">Outlook</h2>



<p class="wp-block-paragraph">This article was intended to provide an overview of how particle systems in the new are structured in the new simulation nodes. From this basis you can proceed further. You could also change the radius of the particles with age. A feature that is also not so easily possible with the legacy particle system. Or you can modify it so that the time-dependent calculations always take place in seconds instead of frames, making your system independent of the project’s frame rate. In order to make the fire flicker even better, you could also<br />also modulate the emission with a safely time-varying noise texture. Even more: you can make the result more realistic by giving the particles a very slight initial velocity along the normal of the emission object.</p>



<h2 id="conclusion" class="wp-block-heading">Conclusion</h2>



<p class="wp-block-paragraph">With the new simulation nodes in Blender 3.6, particle systems can be created whose thickness exceeds that of the existing legacy particle system. Thanks to the power of the geometry nodes, there is enormous potential ahead of you, but it still needs to be realised. Because there are still no high-level nodes, you have to click together things like an emitter or a force field yourself. It is to be expected that there will be numerous node groups and assets in the future, both from the developers themselves and from the community.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2023/08/10/your-own-particle-system-with-simulation-nodes/">Your own particle system with simulation nodes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/12/aufhaenger.jpg?fit=4096%2C2304&#038;quality=80&#038;ssl=1" length="148913" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/12/aufhaenger.jpg?fit=1200%2C675&#038;quality=80&#038;ssl=1" width="1200" height="675" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/12/aufhaenger.jpg?fit=1200%2C675&#038;quality=80&#038;ssl=1" width="1200" height="675" />
<post-id xmlns="com-wordpress:feed-additions:1">156111</post-id>	</item>
		<item>
		<title>Performance across the board in Blender 3.6 LTS</title>
		<link>https://digitalproduction.com/2023/06/08/performance-across-the-board-in-blender-3-6-lts/</link>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Thu, 08 Jun 2023 09:35:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Blender3.6]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[DP2304]]></category>
		<category><![CDATA[GeometryNodes]]></category>
		<category><![CDATA[post-production]]></category>
		<category><![CDATA[RealTimeCompositor]]></category>
		<category><![CDATA[SimulationNodes]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[UV mapping]]></category>
		<category><![CDATA[VDMBrush]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=164651</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/splash.jpg?fit=1200%2C600&quality=80&ssl=1" width="1200" height="600" title="" alt="A cartoon scene showing an animated dog and a blue creature inside a colorful spaceship cockpit filled with buttons and levers. The dog is excitedly steering, while the blue creature looks surprised. The Blender logo is at the top left corner." /></div><div><p>Blender 3.6 is the last release before the big jump to 4.0 and again with Long Term Support (LTS). Important work on the substructure has been continued, so that a leap in performance is noticeable across almost all areas. Other areas such as the viewport compositor have been completed and Cycles now supports significantly more hardware. However, this does not mean that the developers have skimped on new features. The Geometry Nodes can now finally run simulations, the Video Sequence Editor has been given a new retiming tool and there is much more to discover.</p>
<p>The post <a href="https://digitalproduction.com/2023/06/08/performance-across-the-board-in-blender-3-6-lts/">Performance across the board in Blender 3.6 LTS</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/splash.jpg?fit=1200%2C600&quality=80&ssl=1" width="1200" height="600" title="" alt="A cartoon scene showing an animated dog and a blue creature inside a colorful spaceship cockpit filled with buttons and levers. The dog is excitedly steering, while the blue creature looks surprised. The Blender logo is at the top left corner." /></div><div><p class="wp-block-paragraph"></p>



<h2 id="simulation-nodes" class="wp-block-heading">Simulation Nodes</h2>



<p class="wp-block-paragraph">The Blender community has been eagerly waiting for over a decade for the ageing particle system to be brought up to date. With the introduction of simulation-enabled Geometry Nodes in Blender 3.6, the time has finally come.</p>



<h2 id="states" class="wp-block-heading">States</h2>



<p class="wp-block-paragraph">The fundamental difference between the previous way of working with geometry nodes and the new simulation capabilities is that it is now possible to access the state in the previous frame. Previously, all frames were independent of each other. However, for simulations such as soft bodies, rigid bodies, cloth or various fluids, the state in a frame depends on what happened in the previous frame. To be able to access this information, a separate simulation area can be set up in the geometry nodes.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/simple-particles.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="658" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/simple-particles.jpg?resize=1200%2C658&quality=80&ssl=1"  alt=""  class="wp-image-164661" ></a><figcaption class="wp-element-caption">Particles with simulation nodes: With the new simulation area in the geometry nodes, it is finally possible to create a node-based particle system. At the top of the image is the result after 345 frames, below is the corresponding node setup. The simulation takes place in the area highlighted in burgundy in the Node Editor.</figcaption></figure>



<h2 id="particles-are-not-everything" class="wp-block-heading">Particles are not everything</h2>



<p class="wp-block-paragraph">This small change has far-reaching effects, as it is now possible to create your own particle simulations with nodes or to carry out a material simulation, for example. In addition, rudimentary caching or baking is already possible.</p>



<h2 id="whos-next" class="wp-block-heading">Who’s next?</h2>



<p class="wp-block-paragraph">The new “Index of Nearest” node returns the index of the closest element. This function is very useful for collision detection, among other things. Once again, not only particle systems benefit from this, but also other forms of simulation.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/subtypes.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1181"  height="918"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/subtypes.jpg?resize=1181%2C918&quality=80&ssl=1"  alt=""  class="wp-image-164663" ></a><figcaption class="wp-element-caption">Subtypes: A selection of the available subtypes for the float data type. The corresponding units such as milliseconds, metres or percent and the associated input aids such as the centred factor slider at midlevel appear in the modifier.</figcaption></figure>



<h2 id="subtypes" class="wp-block-heading">Subtypes</h2>



<p class="wp-block-paragraph">The Spreadsheet Editor is now clearer, as the normals are no longer displayed as an attribute by default. In addition, subtypes can now be defined for input and output sockets. For example, a float value can represent a degree, a distance, a factor or a percentage. The input fields in the modifier are provided with the appropriate units and formatting. As a result, the animation nodes are better integrated into the Blender user interface.<br />Performance boost for geometry nodes</p>



<p class="wp-block-paragraph">The performance of the geometry nodes has also been improved in many areas. The nodes “Instance on Points”, “Instances to Points”, “Points to Vertices” and “Mesh to Points” now work up to ten times faster. In general, all operations in Blender in which geometry is copied have been accelerated. Even in simple situations, at least 25 per cent of working memory should now be saved. Linking and unlinking many objects is now even up to fifty times faster.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/viewport-compositor.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="1080" width="984"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/viewport-compositor.jpg?resize=984%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-164664" ></a><figcaption class="wp-element-caption">Glare Node in the Viewport Live Compositor: As the Live Compositor in the Viewport has finally been enriched with the “Fog Glow” effect of the Glare Node<br />, you can now also give Cycles a preview bloom effect in the Viewport.</figcaption></figure>



<h2 id="live-compositor" class="wp-block-heading">Live Compositor</h2>



<p class="wp-block-paragraph">The new real-time compositor in the viewport now supports multilayer OpenEXR images, bicubic interpolation, masks, denoising, anti-aliasing and colour space conversions. Viewer nodes have priority over composite nodes in the output if several nodes are available. In addition, a new render pass has been added for the viewport, which displays the transparency. However, this only works with materials that are set to “Alpha Blend”. However, the displayed result may differ from the final render as soon as colour comes into play. In the future, it is planned to support the remaining alpha modes for materials and to display the correct result even with coloured transparency.</p>



<h2 id="duration" class="wp-block-heading">Duration</h2>



<p class="wp-block-paragraph">In the status bar, you can now display the duration of the scene in seconds and frames as well as the current frame. When creating a keyframe in the graph editor, you can now set the restriction to the active F-curve. Previously, this was only possible at channel level. Various offset options are now available when inserting keyframes from the clipboard. For example, you can select whether the first keyframe should start at the cursor position and whether it should also be shifted in the Y-axis so that the new animation is inserted exactly where the previous keyframes end.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/gaussian-smooth.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="1080" width="1088"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/gaussian-smooth.jpg?resize=1088%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-164660" ></a><figcaption class="wp-element-caption">Gaussian Smooth: A Gaussian blur is now used to smooth animation curves. Above the initial curve, below maximum smoothing.</figcaption></figure>



<h2 id="gaussian-smooth-for-keyframes" class="wp-block-heading">Gaussian Smooth for keyframes</h2>



<p class="wp-block-paragraph">If you have very noisy keyframes, as is the case with motion capture data, for example, you can now smooth them with a Gaussian blur. This is independent of the density of the keyframes, also works with modal operators and shows its true strength when smoothing sudden peaks. The display options “Only Show Selected F-Curve Keyframes” and “High Quality Display” have been moved from the View menu of the Graph Editor to the user settings.</p>



<p class="wp-block-paragraph">The “Key” menu in the Graph Editor has been thoroughly tidied up. Operations that work globally have been moved to the “Channels” menu, the rest have been split into submenus where possible. NLA strips can now be moved horizontally through other strips and the Solo button can now be found on the right-hand side, where it is grouped together with the Lock and Mute buttons.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/parent-space.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="840" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/parent-space.jpg?resize=1200%2C840&quality=80&ssl=1"  alt=""  class="wp-image-164659" ></a><figcaption class="wp-element-caption">Parent Space: With the new Transform Orientation “Parent” all transformation tools work relative to the parent of the object.</figcaption></figure>



<h2 id="parent-space" class="wp-block-heading">Parent space</h2>



<p class="wp-block-paragraph">The new “Parent” transform orientation allows objects and bones to be moved relative to their parent. This was already possible for bones, but now it works with all objects, is displayed correctly in the gizmos and is no longer hidden in submenus, but is part of the Transform Orientation menu.<br />When drawing masks for Weight and Vertexpaint mode, you can now expand or reduce the selection with and on the Numpad as in Edit Mode.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/head-or-tail.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="1080" width="1043"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/head-or-tail.jpg?resize=1043%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-164666" ></a><figcaption class="wp-element-caption">Heads or Tails: In Armatures, you can now determine whether the lines indicating parent-child relationships lead to the heads or tails of the bones.</figcaption></figure>



<h2 id="relationship-lines" class="wp-block-heading">Relationship lines</h2>



<p class="wp-block-paragraph">When you create a child-parent hierarchy in Blender, a dashed “Relationship Line” appears connecting parent and child. For bones, you can now select whether this leads to the head or the tail.</p>



<h2 id="context-properties-for-drivers" class="wp-block-heading">Context properties for drivers</h2>



<p class="wp-block-paragraph">The drivers in Blender have been given a new type of variable with the “Context Property”. The idea behind this is that access is not made directly to a data block, but always to the currently active camera, for example. This means that, for example, a plane or a sprite can always be rotated in the direction of the currently active camera.</p>



<h2 id="amd-and-intel-hardware-acceleration-with-cycles" class="wp-block-heading">AMD and Intel: Hardware acceleration with cycles</h2>



<p class="wp-block-paragraph">The graphics cards of the RX 6000 and RX 7000 series from AMD as well as their workstation siblings, the W6000 and W7000, have dedicated cores for accelerating ray tracing, similar to the Nvidia RTX cards. These cores can now also be used in cycles via HIP RT. This requires a driver version 22.40.51.06 specially adapted for Blender, which currently only works under Windows. However, it should be noted that the shadows of hair and motion blur are not yet rendered correctly, and degenerated triangles can lead to crashes or poorer performance. All AMD GPUs now support the Light Tree in Cycles.</p>



<p class="wp-block-paragraph">Intel also offers hardware acceleration for ray tracing with Embree 4 via the oneAPI backend. If a bevel or ambient occlusion node is used, this leads to a recompilation of the GPU binaries. This process requires 9 gigabytes of memory and takes several minutes. It is expected that this problem will be resolved in the future with improved drivers. The Apple Silicon GPUs now support NanoVDB in Metal, which reduces memory requirements when rendering volumetric effects such as smoke, clouds or fire.</p>



<h2 id="ten-times-as-fast" class="wp-block-heading">Ten times as fast</h2>



<p class="wp-block-paragraph">The performance of Cycles has also been optimised again. The light trees are now created faster and at the same time require less memory by making clever use of instancing and multithreading. If there is a large amount of geometry in the scene, it is now copied to the hardware much faster. This means that changes to the scene can be rendered more quickly and the switch to the render preview also takes place earlier than before. Large meshes load four to six times faster, attributes such as UV maps even ten times faster, and in particularly extreme cases, the developers have even measured a performance boost of sixty times. Point clouds load up to nine times faster and curves (as used for hair) even up to ten times faster.</p>



<h2 id="further-innovations-in-cycles" class="wp-block-heading">Further innovations in Cycles</h2>



<p class="wp-block-paragraph">The glass shader has improved Fresnel handling, which means that energy conservation works better at high roughness values. In addition, the OSL backend now supports the new standard microfacets from MaterialX (dielectric_bsdf, conductor_bsdf, generalised_schlick_bsdf).</p>



<h2 id="asset-libraries-relative" class="wp-block-heading">Asset libraries, relative</h2>



<p class="wp-block-paragraph">Assets can now be loaded with relative path. The new option is switched on by default and can be defined individually for each asset library in the settings.</p>



<h2 id="import-export" class="wp-block-heading">Import-Export</h2>



<p class="wp-block-paragraph">The importer and exporter for the Stanford PLY format has been rewritten from scratch in C and now exports four to twenty times faster and imports eight to thirty times faster. The importer can now also load point clouds with vertex colours and read files with non-standard line endings. The option to merge duplicate vertices is also available. FBX exchange has also been made faster, both for import and export. However, it is not C that is responsible here, but numpy in Python. You can now set the active colour layer to the first position in FBX, as some programs only read this.<br />Curves and hair can now also be exported to USD (Universal Scene Description Language). The emission input of the Principled BDSF is now exported as emissiveColor of the UsdPreviewSurface. The importer and exporter for the 3DS format is back, as this format was requested by many Blender users. It has even been extended so that animations can now be imported and almost all 3D definitions can be imported and exported.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/VDM-brush-maker-example.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="628" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/VDM-brush-maker-example-1920x1004.jpg?resize=1200%2C628&quality=80&ssl=1"  alt=""  class="wp-image-164665" ></a><figcaption class="wp-element-caption">The VDM Brush Maker in action: With the newly added addon “VDM Brush Maker” you can save your own sculptings as brushes in the three-dimensional VDM (Vector Displacement Mapping) format.</figcaption></figure>



<h2 id="vdm-brush-baker" class="wp-block-heading">VDM Brush Baker</h2>



<p class="wp-block-paragraph">The new “VDM Brush Maker” add-on allows you to bake sculpting brushes in VDM (Vector Displacement Mapping) format. To do this, a layer must first be created into which the desired shape is sculpted. The brush can then be rendered from this layer. However, a preview image must be created manually.</p>



<h2 id="uv-packing-power" class="wp-block-heading">UV Packing Power</h2>



<p class="wp-block-paragraph">The UV Packing Engine has been upgraded, which has drastically improved performance on large meshes. The finished layout should now also be more efficient than before and better support non-square textures or UV spaces. The inspiration for this is the “Xatlas” algorithm. You can now also choose what to use for UV packing – the bounding box, the exact shape or the convex hull. Especially when using the exact shape, the available space is now better utilised, which is why this option is the default setting. With the new “Merge Overlapped” option, overlapping areas remain together during the packing process. The “UV Sphere Projection” and “UV Cyclinder Projection” can both now handle manually placed seeds and the “UV Select Similar” operator, which allows you to select UV areas that are similar to existing ones, has been given the new options “Similar Winding” and “Similar Object”. The former selects areas with the same winding, i.e. that point in the same direction. The second option only works if you are editing several objects at the same time. Only surfaces on the same object are then selected.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/UV-packing.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="609" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/UV-packing.jpg?resize=1200%2C609&quality=80&ssl=1"  alt=""  class="wp-image-164657" ></a><figcaption class="wp-element-caption">UV Packing: The UVs of Suzanne, the Blender mascot, are packed in two different ways. On the left with the bounding box as a boundary, on the right with the new “Exact Shape (concave)” option.</figcaption></figure>



<h2 id="performance-boost-for-uvs-too" class="wp-block-heading">Performance boost for UVs too</h2>



<p class="wp-block-paragraph">When it comes to Blender reading the UV map for display in the viewport, this can happen up to three times faster than in Blender 3.5. Switching from Edit Mode to Object Mode is now also much faster, especially with many UV maps. The calculation of custom split normals, which are frequently required for visualisations and in the games sector, is now up to 44 percent faster. Split normals at surface boundaries, as used in Auto Smooth Shading, are even calculated 80 per cent faster.</p>



<h2 id="retiming-in-the-vse" class="wp-block-heading">Retiming in the VSE</h2>



<p class="wp-block-paragraph">A new retiming tool has been added to the Video Sequence Editor, which is called up from the tool shelf and can be used to intuitively control the timing of a strip via handles. If you move two of them closer together, the clip speeds up in the intermediate area. The transition can be made smooth by holding down the Shift key, clicking on one of the handles and moving the mouse. This defines a transition area in which smooth interpolation between the two speeds takes place.</p>



<h2 id="ui-goodies" class="wp-block-heading">UI Goodies</h2>



<p class="wp-block-paragraph">If you want to move something in Blender 3.6 using drag and drop, you can now cancel the operation with ESC or the right mouse button and the list of recently edited files now contains 20 entries. The colour picker fits better into the available space and search boxes are now wider if more space is required, e.g. when linking a scene.</p>



<p class="wp-block-paragraph">In Proportional Editing, the size of the area can now also be changed in a slider in the popover. With text objects, you can now select text in edit mode by clicking with the mouse, and drags and words can be selected by double-clicking. This means that Blender also adapts to other programmes when editing text.</p>



<p class="wp-block-paragraph">In the Asset Browser, the full name and description are now displayed in the tooltips and a call to “Clear Asset” now works for all selected assets. The file browser has been given an option to edit files in external programmes. Elements in the file browser can now also be moved via click-and-drag when you click on the name. Previously, the area was limited to the icon. Under Windows, images loaded in the image editor can now be copied to the clipboard and pasted into other programmes. On Mac OS, the last opened files appear in the context menu of the Dock and in the App Expose.</p>



<h2 id="conclusion" class="wp-block-heading">Conclusion</h2>



<p class="wp-block-paragraph">Blender 3.6 improves performance in so many ways that it’s a pleasure to finally try out the new version. It’s a good thing that this is a version with long-term support (LTS). It will be provided with bug fixes until 2025. The next version 4.0 will then allow major changes again, e.g. the long-awaited light linking for cycles is planned. ‘ ei</p><p>The post <a href="https://digitalproduction.com/2023/06/08/performance-across-the-board-in-blender-3-6-lts/">Performance across the board in Blender 3.6 LTS</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/splash.jpg?fit=2953%2C1477&#038;quality=80&#038;ssl=1" length="154952" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/splash.jpg?fit=1200%2C600&#038;quality=80&#038;ssl=1" width="1200" height="600" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A cartoon scene showing an animated dog and a blue creature inside a colorful spaceship cockpit filled with buttons and levers. The dog is excitedly steering, while the blue creature looks surprised. The Blender logo is at the top left corner.]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/06/splash.jpg?fit=1200%2C600&#038;quality=80&#038;ssl=1" width="1200" height="600" />
<post-id xmlns="com-wordpress:feed-additions:1">164651</post-id>	</item>
		<item>
		<title>Photos of skyscrapers: An asset with Blender Geometry Nodes</title>
		<link>https://digitalproduction.com/2023/04/26/photos-of-skyscrapers-an-asset-with-blender-geometry-nodes/</link>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Wed, 26 Apr 2023 15:15:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[asset creation]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[DP2303]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[Image Info Node]]></category>
		<category><![CDATA[procedural generation]]></category>
		<category><![CDATA[real-time graphics]]></category>
		<category><![CDATA[skyscraper simulation]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[VFX workflow]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=163181</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/aufhaenger.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A 3D landscape featuring abstract geometric formations resembling mountains and valleys, rendered in various pastel colors, reflecting on a smooth surface. The scene includes intricate patterns and textures throughout the terrain." /></div><div><p>Blender 3.5 comes with assets as standard for the first time. To keep the download size small, these are Geometry Nodes setups. Reason enough to create such an asset yourself and add it to your<br />
and add it to your private tool collection.</p>
<p>The post <a href="https://digitalproduction.com/2023/04/26/photos-of-skyscrapers-an-asset-with-blender-geometry-nodes/">Photos of skyscrapers: An asset with Blender Geometry Nodes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/aufhaenger.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A 3D landscape featuring abstract geometric formations resembling mountains and valleys, rendered in various pastel colors, reflecting on a smooth surface. The scene includes intricate patterns and textures throughout the terrain." /></div><div><p class="wp-block-paragraph">The best way to do this is to use newly added nodes to get to know Blender 3.5 a little better. In this workshop, we will create a Geometry Nodes setup that can be used to automatically generate landscapes like these from images, which are abstractly reminiscent of skyscrapers.</p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:2850,&quot;href&quot;:&quot;http:\/\/is.gd\/blender_cat&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20240921042941\/https:\/\/is.gd\/blender_cat&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 06:20:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-02 04:01:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-11 15:51:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-25 18:07:59&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-25 18:07:59&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>


<h2 id="new-in-blender-3-5-the-image-info-node" class="wp-block-heading">New in Blender 3.5 – The Image Info Node</h2>



<p class="wp-block-paragraph">The effect to be created in this workshop is also possible with older Blender versions. In Blender 3.5, however, a node has been added that makes it easier to make adjustments, namely the “Image Info” node. With this node, our result is really round and something that can be called an asset. This is because this node can be used to read out the size of an image in pixels. Not only can this information be used to place and colour a block on exactly one pixel of the image, it can also be used to calculate the correct aspect ratio and guarantee that the blocks are always exactly the same size, regardless of how many or few pixels the original image has.</p>



<div class="wp-block-media-text is-stacked-on-mobile"><figure class="wp-block-media-text__media"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/demobild.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="1080" width="838"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/demobild.jpg?resize=838%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-163185 size-full" ></a></figure><div class="wp-block-media-text__content">
<h2 id="cat-content" class="wp-block-heading">Cat Content</h2>



<p class="wp-block-paragraph">In our case, the source image should be a cat portrait that can be downloaded from <a href="http://is.gd/blender_cat">is.gd/blender_cat </a>. However, you can use any image you like. In general, high-contrast images are particularly suitable; in addition to cat content, satellite images are also often used for this effect, probably because of the visual proximity of the result to city shots taken from an aeroplane.</p>
</div></div>



<h2 id="our-asset" class="wp-block-heading">Our asset</h2>



<p class="wp-block-paragraph">The finished asset will be inserted by the application like an object using drag-and-drop. It will receive an image and various parameters as input. So that the user immediately has something to look at, it comes with a sample image and is also provided with a material. A cuboid is placed at each pixel of the original image, which takes on the colour of that pixel.</p>



<p class="wp-block-paragraph"></p>



<h2 id="variable-size-or-variable-pixel-density" class="wp-block-heading">Variable size or variable pixel density?</h2>



<p class="wp-block-paragraph">You could build the asset in such a way that the size of the object along an axis always remains the same, regardless of how high or low the resolution of the image is. However, as there are images with different aspect ratios, we would not have gained much from this, as without distortions the size along an axis must remain variable. If, on the other hand, we take the length and width of the cuboids that appear at each pixel as a fixed parameter, the size of the overall object can change along two axes depending on the image, but the rods do not become thinner or thicker.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/geometry_nodes_group_inputs.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="358" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/geometry_nodes_group_inputs.jpg?resize=1200%2C358&quality=80&ssl=1"  alt=""  class="wp-image-163188" ></a><figcaption class="wp-element-caption">The interface for our Geometry Nodes asset is fully integrated into Blender’s modifier stack and is also controlled by it. The order of the input fields, their data type, name, tooltip and start value can be defined in the Group tab of the Node Editor sidebar.</figcaption></figure>



<h2 id="the-default-cube-can-remain" class="wp-block-heading">The default cube can remain</h2>



<p class="wp-block-paragraph">Even if the asset can later be inserted into the scene as a separate object, it needs a start object for the first iteration. The default cube will be used for this, which for once will not be deleted immediately. Instead, go to the Geometry Nodes workspace by clicking on the corresponding tab in the header. The 3D viewport is now noticeably smaller and most of the space is taken up by a node editor in the lower area, where you can create a new node tree using New. It is best to give it a descriptive name such as “Image to Skyscrapers”.</p>



<h2 id="everything-stays-the-same" class="wp-block-heading">Everything stays the same</h2>



<p class="wp-block-paragraph">The node tree does not yet make any changes to the cube, there is only one node group input and one group output. These two nodes control our inputs, i.e. the data with which the node setup is fed, and our outputs, which can be pure geometry as well as additional data that we can access in a shader, for example.</p>



<h2 id="new-in-blender-3-5" class="wp-block-heading">New in Blender 3.5</h2>



<figure class="wp-block-gallery has-nested-images columns-2 is-cropped wp-block-gallery-4 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CatContentComposite.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="163203"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CatContentComposite.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-163203" ></a><figcaption class="wp-element-caption">CatContentComposite</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CatContentAlt.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="163205"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CatContentAlt.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-163205" ></a><figcaption class="wp-element-caption">CatContentAlt</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CatContentInstances-1.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="163204"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CatContentInstances-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-163204" ></a><figcaption class="wp-element-caption">CatContentInstances</figcaption></figure>
</figure>



<p class="wp-block-paragraph">Now add an image info node using Shift A. This is a new addition in Blender 3.5 and can be found under Input – Scene. This node can be used to request information about an image opened in Blender, including the width and height, which we will need later. To load an image, you can click on Open or insert an image into the purple input socket. In our example, we will later use another node that receives an image from input. It therefore makes sense not to load the image in both nodes separately, but to load it further up in the node tree and then feed it to both nodes. It would be even better from the user’s point of view if the image could be selected outside the node tree. To do this, draw a connection from the purple input socket of the image info node to the empty circle output socket of the group input node.</p>



<p class="wp-block-paragraph"></p>



<h2 id="our-own-modifier" class="wp-block-heading">Our own modifier</h2>



<p class="wp-block-paragraph">A new Image field has now appeared in the Geometry Nodes modifier on the right-hand side of the Properties Editor in the Modifier Properties tab with the blue spanner. We use Geometry Nodes to create our own modifiers, which are fully integrated in the stack and are also controlled from there. Specifically, we define what comes out of the outputs of the group input node, in our case so far the image that we use for the effect. A clear arrangement as well as suitable names and an optional description are mandatory here so that the asset can later be used intuitively by other users. Of course, you also benefit when you take it out again after months and have to find your way around.</p>



<h2 id="best-practices" class="wp-block-heading">Best practices</h2>



<p class="wp-block-paragraph">Click on the Group input node and open the sidebar using the N key or by clicking on the tiny < in the top right-hand corner of the Node Editor. There, in the Group tab, you can change the order of the sockets of the Group Input and Group Output node, add and remove new sockets, change their data type and specify a name, a tooltip and a default value.</p>



<h2 id="misuse" class="wp-block-heading">Misuse</h2>



<p class="wp-block-paragraph">The interface still has one small disadvantage: in the selection field for the image, you can only select those that are already loaded as a datablock in Blender. The icon for opening the Blender file browser, which is usually used in other fields for selecting images, is missing. This means that you have to load your desired image elsewhere, for example in a Blender image editor. At this point, it is a good idea to turn the Spreadsheet Editor at the top left of the Geometry Nodes workspace into an image editor, load the desired image and then select it in the field in the Geometry Nodes modifier.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/viewer_node.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="891" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/viewer_node.jpg?resize=1200%2C891&quality=80&ssl=1"  alt=""  class="wp-image-163190" ></a><figcaption class="wp-element-caption">The Viewer Node is very practical for displaying intermediate results. It overwrites the viewport output, which is why the statistics here show the eight vertices of the cube, even though it is a grid and there should be many more.</figcaption></figure>



<h2 id="viewport" class="wp-block-heading">Viewport</h2>



<p class="wp-block-paragraph">We have now reached a point where we can view the first data in the Node Editor, specifically the width and height of the input image. However, these are not displayed directly on the socket, which must first be evaluated, or in other words: We have to put something in, then we can find out the value. This is what the Viewer Node is for. Hold down the CTRL-Shift key and click on the image info node. A viewer node appears that is directly connected to the top socket. In addition, the cube has disappeared in the 3D viewport, because what is fed into the viewer node is now displayed there. And the geometry socket is currently empty, but there is a socket value directly below it. Move the mouse over it and the value appears with the data type in brackets in a tooltip, in the case of the cat image this would be 1536 Integer. You can already work with this.</p>



<h2 id="grid" class="wp-block-heading">Grid</h2>



<p class="wp-block-paragraph">If we later want to place an object at all pixels of the image, we need points. And these can be taken very easily from a mesh using Geometry Nodes. Add a grid node via Mesh – Primitives and connect Vertices X with Width and Vertices Y with Height. Continue to connect the mesh output with the geometry input of the viewer node and a plane becomes visible in the 3D viewport. We now see the input of the viewer node and no longer the normal result of the geometry nodes. You can see that this is only a view and not the actual scene if you switch on the statistics in the overlays. The eight vertices of the cube are still displayed there, whereas there should actually be many more in the grid. If you click on the eye symbol at the top right of the viewer node, it is deactivated and the cube appears again. If you connect the mesh output of the grid node to the geometry input of the group output node, the layer appears in the viewport again, but this time the statistics show the correct number of vertices. The viewer node is very useful for displaying intermediate results. It is no longer needed at this point, delete it with the X key.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/first_asset.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="692" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/first_asset.jpg?resize=1200%2C692&quality=80&ssl=1"  alt=""  class="wp-image-163192" ></a><figcaption class="wp-element-caption">The intermediate result can already be used as an asset.</figcaption></figure>



<h2 id="aspect-ratio" class="wp-block-heading">Aspect ratio</h2>



<p class="wp-block-paragraph">The grid is square, although the number of vertices in X and Y are different. This is because the dimensions are defined by Size X and Size Y, both of which are currently set to one metre. Here again, it makes sense to influence the width and height of the image so that the aspect ratio is correct. There are various ways to proceed here. For example, you could define the object so that the length along one axis is fixed (e.g. always one metre along X) and the other axis is adjusted. Or the size of a pixel is fixed and the object can grow and shrink along both axes. The latter option is more suitable for this project, as the thickness of the individual pens remains the same. This allows us to use subsurface scattering later in the shader and the look remains the same, regardless of the image.</p>



<h2 id="maths" class="wp-block-heading">Maths</h2>



<p class="wp-block-paragraph">Add a Utilities > Math > Math Node and select Multiply from the drop-down menu. Connect the upper Value input socket to the Width socket of the Image Info node and the Value output socket to Size X at Grid. The strip is now extremely wide. Set the lower value of Value to 0.01 and draw a connection to the empty circle at Group Input. This has now also become an input field in the modifier. Call it “Pixel Size”. Because you first set the value in the field and then established the connection to the Group Input node, this value is now also the default value. The Math Node is now called Multiply in the header, as the currently selected operation is always displayed there. Duplicate it with Shift D and now also connect Pixel Size of Group Input to the lower input socket and Height of the Image Info Node to the upper one. Connect the result to Size Y of the grid node.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CatContentNoInstances.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CatContentNoInstances.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-163207" ></a><figcaption class="wp-element-caption">CatContentNoInstances</figcaption></figure>



<h2 id="our-first-asset" class="wp-block-heading">Our first asset</h2>



<p class="wp-block-paragraph">Basically, you now already have a practical asset. Namely a plane whose aspect ratio automatically adjusts to the selected image. If you use the same image as a texture, you won’t have any distortions. Of course, it would make sense to set the vertices in X and Y to a fixed value such as the default of three. Right-click on the cube in the outliner and select Mark as Asset and give it a descriptive name. Then save a copy of the file with File – Save Copy in your personal asset folder. Then connect Width and Height with Vertices X and Vertices Y again.</p>



<h2 id="cuboid-ahoy" class="wp-block-heading">Cuboid ahoy</h2>



<p class="wp-block-paragraph">The next step is to build the small cuboids that will later create the abstract landscape. To do this, place a cube at each vertex or point of the grid and drag it out. Add a Node Instances > Instance on Points and place it on the connection between the grid and Group Output. The connection is created automatically, but the plane has disappeared in the viewport. This is because nothing is instantiated yet. </p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Click on the instance socket and drag out a connection. At the end you will see a symbol. This means that if you release the mouse over a free space, a search field will appear. Enter “Cube” there and after a short wait, millions of cubes will appear in the viewport. Although these are instances, Blender should now be almost impossible to use. This is because Blender has its problems with millions of objects, even if they are instances. Insert an Instances > Realise Instances node between Instance on Points and Group Output. Now the result is a whole object that consists of millions of vertices, but does not bring the viewport or the node editor to its knees.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/instances.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="891" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/instances.jpg?resize=1200%2C891&quality=80&ssl=1"  alt=""  class="wp-image-163194" ></a><figcaption class="wp-element-caption">Blender can handle a large object better than<br />millions of small ones.</figcaption></figure>



<h2 id="close-together" class="wp-block-heading">Close together</h2>



<p class="wp-block-paragraph">To prevent the cubes from overlapping, the scale of the instances at X and Y should correspond to the pixel size. The Instance on Points node has a Scale input at the bottom, which is currently displayed as a square with a dot in the centre. This indicates that the scaling is applied individually for each instance and that different instances could also be treated differently. We will reserve the latter for the Z-axis, whose value we extract from the image. </p>



<p class="wp-block-paragraph">However, the X and Y axes should directly adopt the pixel size. Drag a connection from the scale socket with the mouse and search for Combine XYZ. With this node you can freely configure vectors and the scale is such a vector. Connect X and Y with the pixel size from the group input node and initially set Z to 1.0. Now the object consists of millions of densely packed matchsticks, all of which still have the same height. But not for long.</p>



<h2 id="image-height" class="wp-block-heading">Image height</h2>



<p class="wp-block-paragraph">The height of the individual bars is to be extracted from the image. Conveniently, our grid has an output for the UV map. Add a Node Texture > Image Texture and connect the vector input to the UV map socket of the grid node. Add another Group input node via Input > Group. This is purely cosmetic, you can add as many group input nodes as you like. This prevents overlong node connections or noodles. You can take advantage of this by reconnecting the Pixel Size to the X and Y inputs of the Combine XYZ node.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/sticks.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="775" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/sticks.jpg?resize=1200%2C775&quality=80&ssl=1"  alt=""  class="wp-image-163195" ></a><figcaption class="wp-element-caption">Bars: The height of the cuboids is defined by the brightness of the pixels in the source image. We adjust the contrast using an RGB Curves node.</figcaption></figure>



<h2 id="adjustment" class="wp-block-heading">Adjustment</h2>



<p class="wp-block-paragraph">The question remains as to how best to convert the colour information of the pixels into the height of the cuboids. Connect the colour output of the Image Texture Node to the Z input of the Combine XYZ Node. Blender now automatically converts the colour values of the texture into grey levels, which in turn determine the height of the cuboids. The nice thing about this is that we now have the usual colour manipulation tools at our disposal for fine-tuning. These can be found under Utilities > Colour. Add an RGB Curves node and adjust the contrast until you like the result. If you draw the typical S-curve, the smooth areas in the image will become even smoother and the peaks even sharper.</p>



<h2 id="the-colour-must-match-the-shader" class="wp-block-heading">The colour must match the shader</h2>



<p class="wp-block-paragraph">The landscape already looks impressive, but the colour is still missing. This is only evaluated and displayed in the shader. The easy way would be to use the same texture again and map it correctly onto the blocks. However, this complicates the operation of the finished asset, as the user has to replace the image in two places. Alternatively, the colour information can also be transferred from the geometry nodes to Cycles, e.g. by storing it in the vertices of the output object<br />Output object. Then the user only has to select the image at one point and it becomes easier to replace the cuboids with other objects later, for example pins.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/spreadsheet-editor.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="677" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/spreadsheet-editor-1913x1080.jpg?resize=1200%2C677&quality=80&ssl=1"  alt=""  class="wp-image-163197" ></a><figcaption class="wp-element-caption">The (almost finalised) node tree on the Geometry Nodes page. Although the colours are not yet visible, you can already see their values in the spreadsheet<br />editor.</figcaption></figure>



<h2 id="material-question" class="wp-block-heading">Material question</h2>



<p class="wp-block-paragraph">Two things are needed so that the colour of cycles can be read out. Firstly, we need to assign a material to the mesh. This will later become part of the asset. Secondly, we need to save the colour information in the mesh in order to be able to display it externally. Create a new material and add a Material > Set material node. Attach this between the cube node and the instance on points node and select the newly created material there.</p>



<h2 id="pick-up" class="wp-block-heading">Pick up</h2>



<p class="wp-block-paragraph">We can obtain the colour for each individual point on the grid via the image texture node, as we use the UV map of the grid for this. Later, however, these points disappear again and are replaced by instances of the cube. We therefore need to capture them first.</p>



<p class="wp-block-paragraph">Add an Attributes > Capture Attribute node and place it on the connection between the grid and the instance on points. Select Colour from the drop-down above. A yellow colour socket now appears, which is evaluated individually for each point. Connect it to the colour output of the image texture node. We have now tapped the colour, but how does it get out of the geometry nodes and into the shader? To do this, connect the attribute output of the capture attribute node to the empty circle of the group output node. A new field has now appeared in the modifier under Output Properties.</p>



<p class="wp-block-paragraph">You can change the name via the sidebar in the same way as for the Group Inputs. The name that we need later in the material is the name that you write in the field, e.g. StickColor. As soon as you enter a name there, the attribute is automatically created and also appears immediately in the Spreadsheet Editor.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/shader.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="971" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/shader.jpg?resize=1200%2C971&quality=80&ssl=1"  alt=""  class="wp-image-163199" ></a><figcaption class="wp-element-caption">The colour is retrieved from the attribute node. Unfortunately, the name must be entered. We recommend copying it directly from the modifier.<br />The lighting here comes from an HDRI from Polyhaven.</figcaption></figure>



<h2 id="bring-in" class="wp-block-heading">Bring in</h2>



<p class="wp-block-paragraph">Now we just have to get the colour into the shader or material. To do this, switch to the Shading Workspace and load the material into the Shader Editor. Add an Input > Attribute node and connect its colour output with Base Color and Subsurface Color of the Principled BSDF node. The last step is to copy the name from the field in the modifier and enter it in the attribute node. The sticks should now be coloured and the goal achieved.</p>



<h2 id="look" class="wp-block-heading">Look</h2>



<p class="wp-block-paragraph">To achieve the look as in the hanger image, change the render engine to Cycles and set Subsurface to 0.75. To easily edit the subsurface radius, drag a connection from the socket and search for Vector Math Scale. Enter the values 1.0 0.2 and 0.1 for Vector. However, as the rods only have a width of 0.01, reduce the scale. You can experiment a little here, we decided on the value 0.075, smaller values make the result look redder and therefore fleshier. In the Principled BSDF, we have opted for a value of 0.2. The scene is illuminated by an HDRI from Polyhaven.</p>



<h2 id="tweaking" class="wp-block-heading">Tweaking</h2>



<p class="wp-block-paragraph">Our asset is actually finished in terms of the effect. You can now work with it and think about which other properties of the asset you want to control from the outside. For example, a multiplier for the height of the buildings or rods would be practical. To do this, add a Utilities > Math > Math Node between RGB Curves and Combine XYZ in the Geometry Nodes setup and set this to Multiply. You can now use the lower value for Value to determine the maximum height of the towers. First set this to 1.0 so that this value becomes the default value later and connect the socket to the empty circle at Group Input. Give the socket in the sidebar the name Max Height. We found a value of 1.5 very aesthetically pleasing for the demo image.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/final_asset.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="678" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/final_asset.jpg?resize=1200%2C678&quality=80&ssl=1"  alt=""  class="wp-image-163200" ></a><figcaption class="wp-element-caption">The result: The complete nodetree at the bottom, the interface in the modifier stack at the bottom right, the asset in the browser with metadata and preview image at the top left.</figcaption></figure>



<h2 id="finalising-the-asset" class="wp-block-heading">Finalising the asset</h2>



<p class="wp-block-paragraph">If not already done, mark the object with the Geometry Nodes modifier as an asset by right-clicking – Mark as Asset. Change an available editor window to an Asset Browser and select Current File from the dropdown in the top left. An asset should now appear with a grey layer as a preview. You can replace this preview with a file of your choice by opening the sidebar and clicking on the folder icon under Preview. Render at this point, save the result and select it as the preview image. Now you have a complete asset. If you save the file in your personal asset folder, you can always access it from now on via the Asset Browser as part of your personal library.</p>



<h2 id="conclusion" class="wp-block-heading">Conclusion</h2>



<p class="wp-block-paragraph">With Geometry Nodes and the Asset Manager, Blender has finally reached the point where you can create and package your own tools without programming knowledge, so that you can not only reuse them, but also distribute them to others. This workshop has shown the workflow of an asset creation with Geometry Nodes. The result can easily be dragged into existing Blender scenes via the Asset Browser. The result looks different depending on which image you load into it, but the thickness of the blocks and therefore the characteristics of the subsurface scattering effect remain constant. The resulting worlds invite you to linger and discover.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CatContentNoInstancesSmallRadius.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CatContentNoInstancesSmallRadius.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-163209" ></a><figcaption class="wp-element-caption">CatContentNoInstancesSmallRadius</figcaption></figure>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2023/04/26/photos-of-skyscrapers-an-asset-with-blender-geometry-nodes/">Photos of skyscrapers: An asset with Blender Geometry Nodes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/aufhaenger.jpg?fit=4096%2C2304&#038;quality=80&#038;ssl=1" length="340066" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/aufhaenger.jpg?fit=1200%2C675&#038;quality=80&#038;ssl=1" width="1200" height="675" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A 3D landscape featuring abstract geometric formations resembling mountains and valleys, rendered in various pastel colors, reflecting on a smooth surface. The scene includes intricate patterns and textures throughout the terrain.]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/aufhaenger.jpg?fit=1200%2C675&#038;quality=80&#038;ssl=1" width="1200" height="675" />
<post-id xmlns="com-wordpress:feed-additions:1">163181</post-id>	</item>
		<item>
		<title>Blender 3.5, Wuhu!</title>
		<link>https://digitalproduction.com/2023/03/29/blender-3-5-wuhu/</link>
					<comments>https://digitalproduction.com/2023/03/29/blender-3-5-wuhu/#comments</comments>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Wed, 29 Mar 2023 19:24:32 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D software]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[GPU based]]></category>
		<category><![CDATA[Grease Pencil]]></category>
		<category><![CDATA[Hair-System]]></category>
		<category><![CDATA[Pose Library]]></category>
		<category><![CDATA[Update]]></category>
		<category><![CDATA[Vector Displacement Maps]]></category>
		<category><![CDATA[Viewport-Compositor]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=115750</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/03/blender_35_splash_nicole_morena.jpg?fit=1000%2C500&quality=80&ssl=1" width="1000" height="500" title="Der neue Belnder Splash Screen von Nicole Morena" alt="Der neue Belnder Splash Screen von Nicole Morena" /></div><div><p>Hey you, are you ready for the latest update of Blender? With Blender 3.5, the Blender Foundation brings an improved hair system and built-in hair assets, support for vector displacement maps, a viewport compositor and a new timing mode for Grease Pencil, improvements to the Pose Library and much more.</p>
<p>The post <a href="https://digitalproduction.com/2023/03/29/blender-3-5-wuhu/">Blender 3.5, Wuhu!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/03/blender_35_splash_nicole_morena.jpg?fit=1000%2C500&quality=80&ssl=1" width="1000" height="500" title="Der neue Belnder Splash Screen von Nicole Morena" alt="Der neue Belnder Splash Screen von Nicole Morena" /></div><div><h3 id="in-future-blender-will-rely-on-three-instead-of-four-updates-per-year">In future, Blender will rely on three instead of four updates per year</h3>
<p>The Blender Foundation, the brains behind our favourite open source tool, is planning a change in the release of new versions. The Blender Foundation has announced that in future it will focus on three releases per year instead of four. The change is being made based on the experiences of developers and users in recent years. The plan is to leave the software longer in the Bcon1 and Bcon2 phases – the aim is to give users more time to test the latest version of Blender. The developers hope that this will give developers more time to write code, users more time to test, and Studio TDs and add-on developers more time to maintain tools. With these changes, Blender hopes to optimise the development of Blender and make work easier for users and developers. But now to Blender 3.5 !</p>
<h3 id="upgrades-for-hair-and-more">Upgrades for Hair and more</h3>
<p>If you want to save time, check out Blender 3.5’s new library of hair assets. It’s a set of 26 pre-built Geometry Nodes setups that you can easily insert into your scene. These will help you simplify tasks like creating hair curves on a scalp surface, creating clumps and styling hair.</p>
<p>The new and improved Geometry Nodes-based curved hair system is one of the most notable new features of Blender 3.5. With this upgrade, you can quickly and easily create any type of hair, fur or grass. Best of all, you can load a library of hair assets directly into the software for easy drag-and-drop use.</p>
<h3 id="new-nodes-for-procedural-modelling-and-image-processing">New nodes for procedural modelling and image processing</h3>
<p>With the new Geometry Nodes in Blender 3.5, you can now also use Edges to Face Groups to find groups of faces surrounded by selected edges. In addition, there are now Blur Attributes, with which you can mix the attribute values of neighbouring elements. The new Image Input and Image Info Nodes also expand your creative options for processing images.</p>
<h3 id="reduce-noise-in-cycle-rendering-with-the-new-light-tree">Reduce noise in cycle rendering with the new Light Tree</h3>
<p>Blender 3.5 introduces the Light Tree, which helps Cycles to sample scenes with many lights more effectively. The result: less noise and faster rendering times. Unfortunately, this function is not yet available on AMD GPUs.</p>
<h3 id="facial-modelling-made-easy-with-vector-displacement-maps">Facial modelling made easy with vector displacement maps</h3>
<p>Support for Vector Displacement Map (VDM) brushes in Blender 3.5 is one of the latest features for digital sculptors and character artists. With just one click, you can now create complex shapes for noses, ears, horns and tails on your model. VDM brushes are not included in traditional displacement maps as they can move the surface of the model in all three dimensions. Discover the possibilities!</p>
<p><iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/_-d0HaT5f1g?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe></p>
<h3 id="support-for-vector-displacement-maps">Support for Vector Displacement Maps</h3>
<p>Thanks to support for vector displacement maps, you can now create complex shapes with overhangs in just one brush dab using the Draw Brush in Sculpt mode.</p>
<h3 id="revamped-3d-viewport-and-improvements-for-blender-cycles-and-pose-library">Revamped 3D viewport and improvements for Blender Cycles and Pose Library</h3>
<p>The 3D viewport has been polished and has been given a GPU-based compositor backend. The overlays are now displayed on the compositing result so you can see and interact with your mesh and other objects. Blender Cycles has been updated and can now also use a light tree to sample scenes with many lights more effectively. The Pose Library has also been improved with new options and shortcuts.</p>
<h3 id="upgrade-for-grease-pencil">Upgrade for Grease Pencil</h3>
<p>For all Grease Pencil fans, there is now a new Natural Drawing Speed Timing mode in the build modifier that renders strokes at the speed of the pencil used to create them.</p>
<h3 id="and-even-more">And even more!</h3>
<p>And that’s not all! Other new features in Blender 3.5 include a new timing mode for the build modifier, a new ease operator in the graph editor and much, much, much more. If you want to know more, you can find <a href="https://www.blender.org/download/releases/3-5/">the latest release</a> here and we’ll take a closer look at all the details in the next issue of DP!<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:2911,&quot;href&quot;:&quot;https:\/\/www.blender.org\/download\/releases\/3-5&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251206130533\/https:\/\/www.blender.org\/download\/releases\/3-5\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 06:46:14&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-27 08:46:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-30 10:54:58&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-10 04:46:10&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-15 15:31:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-04 15:51:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-20 14:01:50&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-03-20 14:01:50&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2023/03/29/blender-3-5-wuhu/">Blender 3.5, Wuhu!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
					<wfw:commentRss>https://digitalproduction.com/2023/03/29/blender-3-5-wuhu/feed/</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/03/blender_35_splash_nicole_morena.jpg?fit=1000%2C500&#038;quality=80&#038;ssl=1" length="59950" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/03/blender_35_splash_nicole_morena.jpg?fit=1000%2C500&#038;quality=80&#038;ssl=1" width="1000" height="500" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title>Der neue Belnder Splash Screen von Nicole Morena</media:title>
	<media:description type="html"><![CDATA[]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/03/blender_35_splash_nicole_morena.jpg?fit=1000%2C500&#038;quality=80&#038;ssl=1" width="1000" height="500" />
<post-id xmlns="com-wordpress:feed-additions:1">115750</post-id>	</item>
		<item>
		<title>Making-of: Spring</title>
		<link>https://digitalproduction.com/2019/05/05/making-of-spring/</link>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Sun, 05 May 2019 12:30:08 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[open movie]]></category>
		<category><![CDATA[Spring]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=76983</guid>

					<description><![CDATA[<div><p>Blender is a beacon project in the field of open source computer graphics. One of the reasons for its success is the open movies, in which the realisation of a specific project goes hand in hand with the development of the software. This concept can be traced back to the time when Blender was still an in-house solution from the Dutch studio NeoGeo. Back then, it was quite normal for artists and developers to work together in one place. Ultimately, it was the experience gained back then that led us to continue working on animation projects - even after Blender became open source. However, with a different sign.</p>
<p>The post <a href="https://digitalproduction.com/2019/05/05/making-of-spring/">Making-of: Spring</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div><p>Not only the results of the software development itself, but also the films should remain open. The team around the Blender Institute, founded in Amsterdam, has thus become a pioneer in the use of Creative Commons licences for assets that are not code and crowdfunding to finance projects.</p>
<h3 id="13-years-12-short-films">13 years – 12 short films</h3>
<p>The Blender Foundation’s first Open Movie, “Elephants Dream”, was published in 2006. The twelfth short film, “Spring”, was released 13 years later. A few things have changed since then. The Blender Institute has become the Blender Animation Studio. Financing is no longer based on crowdfunding, but on the <a href="http://cloud.blender.org">Blender Cloud</a>, where the data of all previous open movies, training videos and other Blender-related services are made available for a monthly subscription fee.</p>
<h3 id="blender-2-8-is-production-proven">Blender 2.8 is Production-Proven</h3>
<p>But one thing has remained the same: The Open Movies continue to serve to support the development of Blender. And just as “Sintel” accompanied the transition from Blender 2.49 to Blender 2.5, “Spring” was intended to give the developers of Blender 2.8 feedback from a real animated film production as early as possible. What has changed, however, is that in “Sintel” the film team still had its own branch of Blender, whereas in “Spring” they worked in the real Blender 2.8 right from the start.</p>
<p><figure id="attachment_76980" aria-describedby="caption-attachment-76980" style="width: 1253px" class="wp-caption alignnone"><img data-recalc-dims="1"  decoding="async"  class="wp-image-76980 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/poster_alpha.jpg?resize=1200%2C1697&quality=80&ssl=1"  alt="Das alternative Filmplakat zu Spring, dem neuesten Open Movie des Blender Animation Studios."  width="1200"  height="1697" ><figcaption id="caption-attachment-76980" class="wp-caption-text">The alternative film poster for Spring, the latest open movie from Blender Animation Studio.</figcaption></figure></p>
<p>For Blender users, the advantage of this is that the film team didn’t get custom-made extras that wouldn’t flow into the main branch after the film because they were either too special or quickly hacked together. No, with “Spring” every feature, every request from the artists to the developers had to have a hand and foot, as the result was incorporated into the finished version of Blender 2.8. But the developers also had to work more cleanly as a result. This time it was not possible to include shortcuts in the one movie branch.</p>
<h3 id="2-79-to-2-8-the-big-leap-forward">2.79 to 2.8 – the big leap forward</h3>
<p>The “Spring” team started production in Blender 2.79, but switched to the development branch of Blender 2.8 as early as possible. The use of this branch began at a time when important elements for film production were not yet available in 2.8. For a short period of time, a dual-track approach was therefore adopted. For example, the animation still took place in Blender 2.79, when lighting and look dev could already be realised in 2.8.</p>
<p>But even when the entire film was ported to Blender 2.8 and there was no turning back, the time of hardship for the artists was not yet over. After all, software in an alpha state is not exactly stable, and Blender 2.8 was no exception. Blender users who tried out the first early versions back in June last year will surely remember that the Blender 2.8 bug tracker was initially reserved for the “Spring” team. The developers already had enough to do with their bug reports alone.</p>
<h3 id="it-started-in-2017">It started in 2017</h3>
<p>The initial planning and preparations for “Spring” began at the end of 2017, when Blender 2.8 was still little more than an idea or a branch with rudimentary changes. The switch to version 2.8 was only completed around six months later during the Code Quest, where a large number of developers came together over several weeks at the Blender Animation Studio in Amsterdam to programme together on site and plan the future of Blender. It was to take almost a whole year before the preview could be celebrated on 27 March.</p>
<h3 id="the-baby-has-taken-flight">The baby has taken flight</h3>
<p>And while “Spring” is now finished and no further open movies are planned for the time being, the development of Blender 2.8 continues. It should be ready in July. However, Blender will have to overcome the last hurdles before the big release without the support of a parallel film production. It doesn’t really need to, because the bug tracker has since been opened up to ordinary users, and Blender 2.8 is already being used in commercial projects around the world. The days when a small group of artists in Amsterdam were the main source of feedback for developers are over for the time being.</p>
<p><figure id="attachment_76978" aria-describedby="caption-attachment-76978" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  decoding="async"  class="wp-image-76978 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Kickoff_speedpainting-scaled.jpg?resize=1200%2C503&quality=80&ssl=1"  alt="Dieses Speedpainting wurde von David Revoy am ersten Tag des Kickoff-Meetings erstellt, um sich mit dem Regisseur Andy Goralczyk abzustimmen. Bis zum fertigen Film sollte noch mehr als ein Jahr vergehen."  width="1200"  height="503" ><figcaption id="caption-attachment-76978" class="wp-caption-text">This speed painting was created by David Revoy on the first day of the kickoff meeting to coordinate with director Andy Goralczyk. It would be more than a year before the film was finished</figcaption></figure></p>
<p>Hopefully, however, the concept of open movies is not over. Because the development of Blender is far from finished, with Blender 3.0 already on the horizon. Perhaps this version will be accompanied by a feature-length animated film?</p>
<p><strong>DP:</strong> I’m currently at FMX with Andy Goralczyk. He’s the director of “Spring”, the Blender Foundation’s new open movie, which you can see here in the cinema tomorrow.</p>
<p><strong>Andy Goralczyk:</strong> “Spring” was made with the aim, among other things, that Blender 2.8 development should be accompanied by real artists who put the software through its paces during its development and use it in a real production.</p>
<p><strong>DP:</strong> With “Spring”, however, you started with Blender 2.79 and did a lot with it in the film until you switched at some point. Why didn’t you immediately use Blender 2.8 for the production?</p>
<p><strong>Andy Goralczyk:</strong> First of all, the framework conditions: We had just finished the agent film “Agent 327 – Operation Barbershop”. The producer, Ton Roosendaal, was very keen to produce a proof of concept for a cinema film. Of course, we did that in 2.78 and 2.79, which took a lot of time, so the whole endeavour of doing the animation test.</p>
<p>In the meantime, there was also the development work on 2.8, which took quite a long time. There was always the thought that Blender had to take the next step. There were some problems in the workflow, which is why 2.8 is called the workflow release. Blender is difficult to learn, there are thousands of areas Blender can work in and for each one the individual user has to customise their own workflow. This is one of the great strengths of Blender.</p>
<p>The whole thing was a bit slow, there weren’t enough people. There are never actually enough programmers, most people are responsible for bug fixes and maintenance. We simply need more funding to guarantee features, support, bug fixes and the entire project management. That’s the idea behind the institute.<br />
After the barbershop, Ton said that we needed to take 2.8 a step further and spent some time researching the best way to do this. That’s when the Code Quest campaign was launched, in which we organised a funding campaign and spent almost a month trying to get programmers from all over the world who were already actively involved in Blender development to come to Amsterdam to take the whole thing a step further. That is, to bring all the loose ideas that existed – with tool systems, work spaces, look development, Eevee, wireframes or no wireframes, left-click, right-click and all that – under one roof. In the end, that was the starting signal that drove the whole thing forward.</p>
<p><figure id="attachment_76982" aria-describedby="caption-attachment-76982" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  decoding="async"  class="wp-image-76982 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/storyboard_sequence-scaled.jpg?resize=1200%2C603&quality=80&ssl=1"  alt="Die zentrale Sequenz des Films als Storyboard. Man erkennt, dass im Laufe des Films noch einige Änderungen vorgenommen wurden."  width="1200"  height="603" ><figcaption id="caption-attachment-76982" class="wp-caption-text">The central sequence of the film as a storyboard. You can see that some changes were made during the film</figcaption></figure></p>
<p>We ourselves started with “Spring” independently. There was always the idea that we would use 2.79 and at some point in the future, when the time came, we would take the step of converting everything we had to 2.8. However, this has not been so easy, as 2.8 was only a concept for a long time. It was all this dependency graph stuff, copy on write, these incredibly difficult features that in turn enable other features, for example the whole linking system, collections, static and dynamic overwrites and so on. That set everything back a bit, because there were no modifiers, no animations for months. Everything was so rudimentary that you couldn’t do anything with it. We occasionally made proofs of concept, i.e. moved a character over to see what it looked like in Eevee, but it took ages before 2.8 became usable.</p>
<p>That was the idea behind the Code Quest. We were in our old office in the centre of Amsterdam, and then the Code Quest started and all the people moved to the new office in Amsterdam North, and we artists – we were only four people – sat there a little bit left behind in the empty office while all the new sexy stuff started in the new studio. We were then given the condition that when we moved into the new office, which was about a month later when the Code Quest was already running, we had to use 2.8. At the end of the day, that was incredibly ambitious, as it put fire under the arse of all the programmers. Blender was not yet far enough along to say: This is the framework of features that we need and that could be included in a 2.8 release. There were already specifications and then there were new things that were developed during the Code Quest, new problems that came up – if there is a tool system, where do the options for the tools go, all this interface stuff in addition to all the other problems that came up with Copy on Write and the Dependency Graph and with the Asset Manager, which was then scaled back a bit.</p>
<p>So we moved into the new building and we were able to do something. There were already a few modifiers, the array modifier, mirror modifier and subsurf, but not everything ran smoothly. It was really incredibly difficult. We then spent the next two weeks starting a kind of hybrid. Half of our film, for example the lighting work, we did in 2.8 and the animation work in 2.79 because the animation in 2.8, especially with the huge rigs we had for “Spring”, was really slow. That’s why we decided to start small and say: We’ll convert our rock library so that it runs under 2.8. You don’t have to convert very much, but you just make a separate file and change a few things here and there so that it runs under 2.8. Then we converted the characters, then a few of the environments, and then we slowly got it up and running in a proof-of-concept manner, bit by bit, until after two or three weeks the animators were finally able to switch over to 2.8.</p>
<p><figure id="attachment_76977" aria-describedby="caption-attachment-76977" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  decoding="async"  class="wp-image-76977 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Autumn_forest-scaled.jpg?resize=1200%2C750&quality=80&ssl=1"  alt="Der süße Sidekick von Spring ist ein Hund namens Autumn, hier zu sehen in einem frühen Testrender."  width="1200"  height="750" ><figcaption id="caption-attachment-76977" class="wp-caption-text">Spring’s cute sidekick is a dog called Autumn, seen here in an early test render</figcaption></figure></p>
<p><strong>DP:</strong> Once in 2.8, there was probably no going back?</p>
<p><strong>Andy Goralczyk:</strong> Yes, there was no going back (laughs).</p>
<p><strong>DP:</strong> In terms of the data structures, you probably can’t load it back either?</p>
<p><strong>Andy Goralczyk:</strong> You can still app things or something, that wasn’t a problem. We were still moving things back and forth for a while, for example some things for Julien, who then made all the environments and background characters, i.e. the alpha creatures. He sculpted some of them in 2.79 because the sculpting tools were a bit behind, multi-resolution didn’t work, there was only dynamic toplogy and there were a lot of things that didn’t work properly. Of course things have to be made to work, but it’s a question of prioritisation. If you only have a limited number of people who are able to do this, then of course you can’t do everything at once.</p>
<p><strong>DP:</strong> In this case, you had more developers than artists in the building?</p>
<p><strong>Andy Goralczyk:</strong> During the Code Quest, yes. It has to be said that our developers mainly work on Blender itself and not on film-related features. This means that every now and then we get one or two, maybe Sergej or Brecht do something for us, but of course the programmers are all there for Blender and work on maintenance. We sometimes have to take a back seat. It’s a huge undertaking and, of course, it’s for a good cause and not just for us.</p>
<p><strong>DP:</strong> Was there ever a point when you opened Blender 2.79 again and thought: “Oh, I’m in the Stone Age!”?</p>
<p><strong>Andy Goralczyk:</strong> Also, yes. Actually from the point when 2.8 was running properly. Personally, I was able to get used to it relatively quickly. I’m not sure why, the animators still have a bit of a problem to this day, but of course that’s because the tool set for animators is different to that for environment and lighting, for texturing and sculpting or similar. There are simply fewer models for how something like this can work. All the work I did, like lighting and compositing shots, has become incredibly easy with 2.8 because there are collections. You have the ability to make an infinite number of layers and things that you can throw in there and name. You have an incredibly clean structure that you can give your files. This makes everything much clearer, but also makes the files much more complicated. In the beginning, we had huge problems with files that were far too large; our recordings are around 200 Mbytes in size, whereas before they were 60. They are now back down to 60 or 80 Mbytes. What it has allowed us to do, however, is a much greater level of complexity, also in terms of linking assets. We had to develop a bit of a new workflow around it. Before, you had groups that you could link to another file. Now collections work in much the same way as groups. They actually replace them, you can link them into a file, you can instantiate them, you can also link them directly, then you have a file that consists half of local assets and half of linked things.</p>
<p><figure id="attachment_76976" aria-describedby="caption-attachment-76976" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  decoding="async"  class="wp-image-76976 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Alpha_Turnaround-scaled.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Die Alpha-Kreatur ist sozusagen der Dritte im Bunde. Im Film ist sie allerdings an keiner Stelle in ihrer vollen Pracht zu sehen, sondern immer von Wolken verdeckt."  width="1200"  height="675" ><figcaption id="caption-attachment-76976" class="wp-caption-text">The alpha creature is the third in the group, so to speak. However, it is never seen in its full splendour in the film, but is always obscured by clouds</figcaption></figure></p>
<p><strong>DP:</strong> How do you manage it all?</p>
<p><strong>Andy Goralczyk:</strong> It’s still a bit hairy and naturally leads to a lot of problems. But since it all started, I’ve never really wanted to go back. With the whole viewport, everything looks very smart of course, sometimes a bit too smart and a bit too slow. It takes some getting used to, but in the end everything looks much cleaner and much clearer, and that’s a good thing.</p>
<p><strong>DP</strong>: Speaking of slower: Blender 2.8 has the new Eevee engine, which is relatively fast. Why did you decide on Cycles and not Eevee after the film was supposed to accompany the development of Blender 2.8?</p>
<p><strong>Andy Goralczyk:</strong> That’s our main question on YouTube: Cycles or Eevee? You have to put it this way: the film was made with the idea of making it in 2.8, but of course there are many ways to make films. You can make a realtime film – the film lent itself better to Cycles than Eevee in terms of the story and the environment, the look we wanted. It’s possible to do some of that stuff in Eevee. We used Eevee a lot, also for visualising smoke simulation, for example, it’s incredibly helpful because of course you don’t have to patch everything. You have a good preview if you just throw it into Eevee and then render an OpenGL viewport playblast. I would say that even though it’s helpful to see things close to the final rendered image, real-time engines are still a bit behind in terms of shadows and reflections, for example. Back then, we had a scanline render blender internal with “Big Bug Bunny”, and all the lamps were shadow buffers. Similar to Eevee, except that Eevee is real time. We had incredible problems with shadow buffers all the time. As soon as you cheat things, you have more effort again, and we didn’t want to do that in this case. We wanted realistic lighting, realistic smoke, an environment that felt real. Of course, you can achieve that in Eevee, but then you always have problems – the anti-aliasing isn’t right here, the blur isn’t right here, the separation doesn’t work properly due to the real-time technology and so on.</p>
<p><figure id="attachment_76979" aria-describedby="caption-attachment-76979" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  decoding="async"  class="wp-image-76979 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/plants_growing-scaled.jpg?resize=1200%2C563&quality=80&ssl=1"  alt="Ein Beispiel für eine Asset-Datei, wie sie von der Blender Cloud geladen werden kann. Die Pflanzen sind mit Rigs versehen, über die man sie im wahrsten Sinne des Wortes erblühen lassen kann. Und solange man darauf hinweist, dass die Assets aus dem Film „Spring“ sind (das kann z.B. im Abspann geschehen), darf man sie auch kommerziell einsetzen."  width="1200"  height="563" ><figcaption id="caption-attachment-76979" class="wp-caption-text">An example of an asset file as it can be loaded from the Blender Cloud. The plants are provided with rigs that can be used to make them blossom in the truest sense of the word. And as long as you point out that the assets are from the film “Spring” (this can be done in the credits, for example), you can also use them commercially</figcaption></figure></p>
<p><strong>DP:</strong> Are there perhaps plans for an open movie using Eevee after all?</p>
<p><strong>Andy Goralczyk:</strong> There are no plans for an open movie in the near future. It’s possible that we could work in Eevee. We used Eevee all the time, for texturing, for previewing, and some of the passes from the film were even rendered in Eevee<br />
Eevee. Cloud parts were simply recomposited, they were rendered one-to-one in Eevee and even Workbench. I would definitely like to make an open movie with Eevee. It’s a cool new technology.</p>
<p><iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/WhWc3b3KhnY?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe><span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5417,&quot;href&quot;:&quot;http:\/\/cloud.blender.org&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20201027203838\/https:\/\/cloud.blender.org\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-29 00:53:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-14 13:10:55&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-22 12:25:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-28 19:39:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-01 08:20:45&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-27 13:47:40&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-03-27 13:47:40&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/05/05/making-of-spring/">Making-of: Spring</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">76983</post-id>	</item>
	</channel>
</rss>
