Blender

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Free desktop 3D creation suite, with a wide range of tools for modeling, sculpting, texturing, rigging, animation, rendering, compositing, motion tracking, and video editing. It's easily extendable via community plugins

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Blender Source Code

Author

blender

Description

Official mirror of Blender

#3d#animation#b3d#computer-graphics#modeling#rendering

Homepage

https://www.blender.org/get-involved/developers/

License

NOASSERTION

Created

09 Oct 19

Last Updated

05 Apr 24

Latest version

v4.1.0

Primary Language

C++

Size

968,950 KB

Stars

11,312

Forks

1,762

Watchers

11,312

Language Usage

Language Usage

Star History

Star History

Recent Commits

  • Hans Goudey (05 Apr 24)

    Fix #120309: Remove from Vertex Group operator broken This check for whether there is vertex group data was mistakenly reversed in b52a071e7a3a11728821.

  • Pablo Vazquez (05 Apr 24)

    UI: Fix label in Particle System modifier Fix two issues with the current label: 1. "particle tab" should be "Particles tab" since that's the actual name of the tab. 2. "Settings are in..." is inconsistent with similar labels where the word used is "inside" instead of "in". Pull Request: https://projects.blender.org/blender/blender/pulls/120319

  • Philipp Oeser (05 Apr 24)

    UI: Clarify Playback "Play In" option The "Play In" > "Properties Editor" option is not only updating Property Editors but also the sidebars of other editors (such as the 3DView). This caused a bit of confusion since we also have "Play In" > "3D Viewport" (which only updates the 3DView main region but not the sidebar) So now call the option "Properties and Sidebars" in the UI ("Editor" has been stripped to fit the text - but also since the editor is usually only called "Properties" e.g. in the editor dropdown). Came up in #120012 Pull Request: https://projects.blender.org/blender/blender/pulls/120305

  • Sergey Sharybin (05 Apr 24)

    Fix #120308: GP3 objects with geonodes renders original data from CLI The issue was caused by the special code in Cycles which clears object caches when it thinks they are not needed. We should not free caches of grease pencils because it is needed later by a separate render engine. Pull Request: https://projects.blender.org/blender/blender/pulls/120315

  • Harley Acheson (05 Apr 24)

    Fix #120133: Incorrect BG color Hovering Inactive Hovering on inactive menu items combines the colors in a way that does not work correctly with light themes. This PR changes nothing but how colors are mixed for hover + inactive, doing so similarly to hovering active. Pull Request: https://projects.blender.org/blender/blender/pulls/120262

  • Clément Foucault (05 Apr 24)

    Fix: EEVEE-Next: Broken volume integration shader on Metal

  • Omar Emara (05 Apr 24)

    Compositor: Update test for GPU Vector Blur node

  • Clément Foucault (05 Apr 24)

    EEVEE-Next: Volume: Fragment shader voxelization This replaces the compute shader pass for volume material properties voxelization by a fragment shader that is run only once per pixel. The fragment shader then execute the nodetree in a loop for each individual froxel. The motivations are: - faster evaluation of homogenous materials: can evaluate nodetree once and fast write the properties for all froxel in a loop. This matches cycles homogenous material optimization (except that it only considers the first hit). - no invocations for empty froxels: not restricted to box dispach. - support for more than one material: invocations are per pixel. - cleaner implementation (no compute shader specific paths). Implementation wise, this is done by adding a stencil texture when rendering volumetric objects. It is populated during the occupancy phase but it is not directly used (the stencil test is enabled but since we use `imageAtomic` to set the occupancy bits, the fragment shader is forced to be run). The early depth-test is then turned on for the material properties pass, allowing only one fragment to be invoked. This fragment runs the nodetree at the desired frequency: once per direction (homogenous), or once per froxel (heterogenous). Note that I tried to use the frontmost fragment using a depth equal test but it was failing for some reason on Apple silicon producing flickering artifacts. We might reconsider this frontmost fragment approach later since the result is now face order dependant when an object has multiple materials. Pull Request: https://projects.blender.org/blender/blender/pulls/119439

  • Philipp Oeser (05 Apr 24)

    Fix #120012: 3D Viewport sidebar not updating when playback stops Since d8388ef36a1d, updates were missing after stopping playback. As a followup, c774cc0cc097 added a notifier which we can also listen to from the sidebar. Pull Request: https://projects.blender.org/blender/blender/pulls/120300

  • Philipp Oeser (05 Apr 24)

    Fix #120211: Dynamic paint surface format change resets surface type too There is no need to reset this since most types are supported for both formats: - if format is image sequence: `Paint`, `Displace`, `Waves` are supported - if format is vertex: `Paint`, `Displace`, `Weight`, `Waves` are supported So the only combination that needs a reset is when we change from vertex format (weight type) to image sequence. Pull Request: https://projects.blender.org/blender/blender/pulls/120248

  • Julian Eisel (05 Apr 24)

    Fix slightly increased layout height for tree-view item rows Since 427bdc8dcf there is some trickery going on to make the underlying view-item button slightly bigger, but that unintentionally also scaled up the layout drawn on top of it. This would be visible whenever the background is drawn, e.g. by using a different emboss type or when an animated property was displayed.

  • Pratik Borhade (05 Apr 24)

    Fix #120278: Anim properties are not highlighted in tree view Animation state of any property is not colored in tree-view structure. This is due to wrong emboss value. `widget_color_blend_from_flags` returns correct theme value if emboss is not `UI_EMBOSS_NONE`. `UI_EMBOSS_NONE_OR_STATUS` is preferred for animating properties. Pull Request: https://projects.blender.org/blender/blender/pulls/120298

  • Jacques Lucke (05 Apr 24)

    Cleanup: quiet warning

  • Falk David (05 Apr 24)

    Fix: GPv3: Crash on conversion This was introduced by d7230516c142af522bd4ae94bff0c89c2d02b30c. The wrong API was used.

  • Falk David (05 Apr 24)

    Cleanup: GPv3: Add drawing API for fill color This adds two functions to the `Drawing` class: `fill_colors()` and `fill_colors_for_write()`. In places where the attribute API was used directly, these functions are now used instead. This is part of #119080. The point is that developers shouldn't need to remember the name, type, default value, and domain of built-in attributes (e.g. used by the renderer). Pull Request: https://projects.blender.org/blender/blender/pulls/120296

  • Omar Emara (05 Apr 24)

    Compositor: Update Fire2 test to be more useful It relied on the old clipping behavior of the Translate node, so rewrite the nodes to produce a result similar to the old one.

  • Hans Goudey (05 Apr 24)

    Fix #117338: Texture paint sampling broken with modifiers e64b3c821252fc8707b4 worked to complete a transition started during 2.8 development to avoid dynamically re-evaluating objects outside of the dependency graph's control. However, that behavior was used to make sure the original index mapping was available for the texture paint sample operator. Conceptually, sampling a texture on an arbitrary evaluated mesh should not require original indices at all. All we need to know is the UV map value under the mouse. This commit changes from using GPU index textures to a BVH tree raycast. This significantly simplifies the code and makes it work with GPU subdivision too. Though it may be slower to build the BVH tree, that should be okay because it's cached and only needs to be built once, and that's something we're want to optimize anyway. Removing the reliance on original indices also means we could paint textures on completely procedurally generated meshes, which may be an interesting feature in the future. Pull Request: https://projects.blender.org/blender/blender/pulls/120259

  • Jacques Lucke (05 Apr 24)

    Curves: add subdivide curves edit mode operator

  • Jacques Lucke (05 Apr 24)

    Curves: add switch direction edit mode operator

  • Sybren A. Stüvel (05 Apr 24)

    Cleanup: Anim, re-word the explanation of the term 'binding' Re-word the explanation of 'binding', as the old explanation was still based on the old name 'output'. No functional changes.

  • Sybren A. Stüvel (05 Apr 24)

    Refactor: Anim, use `eBezTriple_KeyframeType` in more code Instead of using `short key_type`, use `eBezTriple_KeyframeType key_type`, so that it's clear which type it is, and so that a `switch()` can cause compiler warnings when it's incomplete. This also adds missing `case`s to `switch`es where necessary, in a way that doesn't affect the outcome. There is one change that looks like it is a functional change, but it should provide the same result: ```diff - size -= 0.8f * key_type; + size *= 0.8f; ``` Since `size = 12` and in this case `key_type = 3`, the numerical values are the same, but now the code is consistently multiplying and thus should scale properly. Furthermore some overly obvious comments are removed and some missing `const` keywords have been added. No functional changes. Pull Request: https://projects.blender.org/blender/blender/pulls/120178

  • Campbell Barton (05 Apr 24)

    Unbreak build WITH_GPU_BUILDTIME_SHADER_BUILD This was valid C++ but not GLSL. Own error in a00843d5606a659489e83fdd0fe4d738f3047.

  • Omar Emara (05 Apr 24)

    Fix: Vector Blur slightly differs between CPU and GPU The Vector Blur implementation slightly differs between CPU and GPU due to different precision in the sqrt2 constant, so use the float variant in CPU to make it closer to GPU.

  • Sergey Sharybin (05 Apr 24)

    Fix #120119: Area lamp artifacts in Cycles with light trees This is a regression in 4.1, caused by 36e603c430. For unbiased MIS weight in light tree, we should use sd->N for mis_origin_n, since sc->N is not available in NEE. The change also makes it so we do not sample lights below sd->N even when bump map correction is disabled. This diverges from the original idea of giving full control to artists, but ensures the internal math is happy. Pull Request: https://projects.blender.org/blender/blender/pulls/120216

  • Jacques Lucke (05 Apr 24)

    Cleanup: remove scary warning about reading Library data-block From what I can tell, this was fixed a long time ago already in 42057481fbb0c7ed3. See the change from `(Library *)(bheadlib+1)` to `read_struct(fd, bheadlib, "Library")`. The warning was added 5 months before that in f1a217c5f9f05045. Pull Request: https://projects.blender.org/blender/blender/pulls/120272

  • Omar Emara (05 Apr 24)

    Compositor: Port GPU Vector Blur to CPU This patch ports the GPU Vector Blur node to the CPU, which is in turn ported from EEVEE. This is a breaking change since it produces different motion blur results that are more similar to EEVEE's motion blur. Further, the Curved, Minimum, and Maximum options were removed on the user level since they are not used in the new implementation. There are no significant changes to the code, except in the max velocity computation as well as the velocity dilation passes. The GPU code uses atomic indirection buffers, while the CPU runs single threaded for the dilation pass, since it is a fast pass anyways. However, we impose artificial constraints on the precision of the dilation process for compatibility with the atomic implementation. There are still tiny differences between CPU and GPU that I haven't been able to solve, but I shall solve them in a later patch. Pull Request: https://projects.blender.org/blender/blender/pulls/120135

  • Jeroen Bakker (05 Apr 24)

    Revert "Overlay: Wireframe: avoid using custom depth bias with xray enabled" This reverts commit 14500953ed5a6ecbdc5842c9f86c557b1f6af5e1. The commit has introduced multiple drawing regressions in xray mode and was already reverted in 4.1. A different solution has to be found or the current one should make sure these regressions are fixed. Finding the correct solution isn't priority. * #120208 * #119527 Pull Request: https://projects.blender.org/blender/blender/pulls/120285

  • Aras Pranckevicius (05 Apr 24)

    Tests: extend ghash performance tests to cover blender::Map Clean up the GHash performance testing suite (more C++ constructs), and extend to cover blender::Map equivalents of the same functionality. Pull Request: https://projects.blender.org/blender/blender/pulls/120252

  • Bastien Montagne (05 Apr 24)

    I18N: Updated UI translations from git/weblate (ab9a702e968).

  • Jesse Yurkovich (05 Apr 24)

    Fix: OBJ failing to create a proper .mtl filepath The MTLWriter was using a BLI_assert to check user-provided data, which is incorrect and would only work in Debug builds. Release builds would end up using too small of a buffer and would needlessly fail to append the `.mtl` extension in some cases. Instead, we now allow the path manipulation code to just use the full max size available to it. Pull Request: https://projects.blender.org/blender/blender/pulls/120275

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Blender Docker

Container Info

Blender

[Blender](https://www.blender.org/) is a free and open-source 3D computer graphics software toolset used for creating animated films, visual effects, art, 3D printed models, motion graphics, interactive 3D applications, virtual reality, and computer games. **This image does not support GPU rendering out of the box only accelerated workspace experience**

DockerHub Metrics

  • Pull Count 21,439,308
  • Stars 27
  • Date Created 14 Mar 22
  • Last Updated 29 days ago

View on DockerHub

linuxserver/blender

Run Command

docker run -d \ 
  -p 3000:3000/tcp \
  -p 3001:3001/tcp \
  -e PUID=${PUID} \
  -e PGID=${PGID} \
  -e TZ=${TZ} \
  -e SUBFOLDER=${SUBFOLDER} \
  -v /volume1/docker/blender/config:/config \
  --restart=unless-stopped \
  linuxserver/blender:latest

Compose File

version: 3.8
services:
  blender:
    image: linuxserver/blender:latest
    ports:
      - 3000:3000:tcp
      - 3001:3001:tcp
    environment:
      PUID: 1024
      PGID: 100
      TZ: Europe/Amsterdam
      SUBFOLDER: /
    volumes:
      - /volume1/docker/blender/config:/config
    restart: unless-stopped

Environment Variables

  • Var Name Default
  • PUID 1024
  • PGID 100
  • TZ Europe/Amsterdam
  • SUBFOLDER /

Port List

  • 3000:3000/tcp
  • 3001:3001/tcp

Volume Mounting

  • /volume1/docker/blender/config /config

Permissions

  • read ✅ Yes
  • write ✅ Yes
  • admin ✅ Yes

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