The realization of the Elephants Dream movie has resulted in a big Blender development boost, especially in areas required for 3D movie projects.

Impatient? Download Blender 2.42 here

Below you can find the highlights documented.

The Array Modifier allows you create procedurally duplicated/merged Objects, to make chains, cogs, fractals or even beautiful natural shapes.

It's all fully animatable, with control-Objects defining duplication methods. Check this 4 MB movie from Matt Ebb and Campbell Barton.

The new rendering pipeline offers a wealth of new features. It has become tile-based and fully threaded, supporting advanced preview renders, layer-rendering and pass render, with a tight integration to the compositor.

 

 

Currently most 3D suites have some kind of "shader editor", typically represented as Nodes or Trees. To easily allow current Materials to become layered or combined, but also to enable a Blender-compatible migration, a hybrid version has been implemented in Blender now.

Without a doubt compositing is one of the hot topics in 3D computer graphics creation, especially to enable efficient management and creative control of complex scenes and images. Blender now offers a feature rich and flexible compositing system.

One of the results of the Render Pipeline recode was the possibility to add vector-based motion blur, as a post process available in the Compositor.

Blender uses for this a novel approach, based on turning the rendered image into a 3D model (with depth) and accumulating all motion passes into a new image.

Description of the new Node Editor and all aspects of working with Nodes and linking them.

 

 

 

Technical notes about the implementation of Blender's node system. This is used now for Shading and Compositing, but allows future expansion in many different areas.

 

 

While ray-tracing transparent materials, Blender now computes the length of each ray chord as it passes through an object. This length of the ray chord can be used to measure how light gets filtered progressively through the object.

Also solved was the 'total inner reflection' case, giving more realistic 'silvery-looking' appearance.

Support has been added for 16 bits or 32 bits per component graphics files. Blender now supports ILM's OpenEXR, Kodak's DPX and Cineon, and Radiance HDR.

 

A lot of work has been done to improve the non-linear video editor in Blender. The highlights include a much better memory management (edit up to hours near-real time) and for Linux users, FFMPEG was added for a wide range of video/audio codecs.

With the new angle based flattening, complex meshes can be unwrapped with much better results. Seam cutting tools to mark seams with a single click make it easier to cut up a mesh into charts, and the minimize stretch tool allows to reduce area distortion.

Object Grouping allows to organize work much better. It is especially useful for duplicating entire animation systems, creating custom primitive sets, or for more precise control over what light is used per Material.

 

 

 

The game engine new physics engine - Bullet - has been improved the past 6 months a lot.

Also new is support for loading Collada files, including support for basic physics and textures.

 

 

New Mesh modeling tools include; Merging & collapse options, better select mode conversions, Loop multi-select, Path selecting, and improved Mirror modifier.

 

 

Apart from node materials, a few assorted material features have been added, including tangent shading (to give any shader an anisotropic effect), stress maps, and new layer blending modes.

Blender's fluid simulator has had numerous updates, including support for animated (and deforming) obstacles, integration with vector motion blur, improved smoothing and particles.

A new Blender UI control allows to create a mapping from any range to a new range. It is in use now for the new Node Editor, but also as option available in the Image Window, to investigate or remap high dynamic range images.

 

Some features were in use during the Orange project that didn't make it in the 2.41 release. This includes "Custom Bones", to create useful 3d interfaces to manipulate Armatures, and support for "Bone Layers", allowing you to organize a rig much better.

 

Materials, Images, Textures, Lamps and Worlds are now rendered as small icon to facilitate browsing them easier.

Many updates and additions in the API and available scripts, plus the introduction of Python button evaluation and PyDrivers.

 

Python scripting has been an important part of projects like Elephants Dream and Plumiferos, whose contributions, feedback and requests have in turn helped improve the API. But the usage of scripting has increased in other fronts as well, adapting and expanding Blender to produce content for different needs and to integrate it with other tools.

 

One of the ancient but powerful Blender features, to be able to share data from Blender files with other files, has been gathering dust for a long while. Since it's a very important feature in a production environment, it has been verified to work and fixed in many places.

 

Here you can read the highlights extracted from the almost 3000 commits since last release, and the over 1000 reports handled in the tracker.

Credits

Developers who contributed to this release:

  • Alberto Torres Ruiz (Python 'get roll' fix)
  • Alexander Ewering (3D Text improvements, bug fixes)
  • Alfredo de Greef (Yafray export upgrade and bug fixes)
  • Anders Gudmundson (Sequencer updates)
  • Andrea Weikert (Preview Icons, string library, Windows Platform maintenance, bug fixes)
  • Austin Benesh (OpenEXR, bug fixes)
  • Ben Batt (Array Modifier)
  • Brecht Van Lommel (UV unwrapping and UV Editing, bug fixes)
  • Campbell Barton (Import/Export scripts, Fly mode, BPython API)
  • Charlie Carley (Game Engine OpenGL Shader Language, and fixes)
  • Chris Want (Object Dimension buttons, Makefiles, bug fixes)
  • Davide Vercelli (Axis icon in 3D window)
  • DJ Capelis (Linux platform maintenance, bug fixes)
  • Douglas Bisschoff (Intel Mac endian fixes)
  • Ed Halley (Transparent raytracing features, Intel Mac platform maintenance)
  • Erwin Coumans (Bullet Physics, Game engine fixes)
  • Fabien Devaux (SDL Audio fixes)
  • Fred van Essen (New blending modes for materials)
  • Geoffrey Bantle (Mesh tools, bug fixes)
  • Gernot Ziegler (OpenEXR)
  • Hans Lambermont (FreeBSD platform maintenance)
  • Jean-Luc Peurriere (OSX platform maintenance, translation files, bug fixes)
  • Jean-Michel Soler (Python scripts)
  • Jens Ole Wundt (Softbody improvements, MSVC6 files, bug fixes)
  • Jiri Hnidek (Blender-Verse, MetaBall fixes, bug fixes)
  • Joe Eagar (port for Cineon/DPX, bug fixes)
  • Johnny Matthews (bug fixes)
  • Joilnen Leite (bug fixes)
  • Joseph Gilbert (Python Armature API, Python Mathutils, bug fixes)
  • Ken Hughes (Python API, bug fixes)
  • Kent Mein (Solaris platform maintenance, Makefiles, bug fixes)
  • Levon Hudson (Missing Ipos for textures)
  • Matt Ebb (Sequence strip redesign, various UI controls and menu updates)
  • Martin Poirier (Transform tools, bug fixes)
  • Michael Reimpell (Python Shape Key fixes)
  • Mika Saari (Font Object fixes)
  • Nathan Letwory (SCons rewrite)
  • Nils Thuerey (Fluid Simulation)
  • Peter Schlaile (FFMPEG integration, Sequencer recode, bug fixes)
  • Pieter Visser (Collada import/export)
  • Ralf Hölzemer (Build fixes for Windows)
  • Ricki Myers (Text editor fix)
  • Roland Hess (Stride bone fix, Python Armature/Action scripts and fixes)
  • Simon Clitherow (Window platform maintenance, bug fixes)
  • Stefan Gartner (PPC Linux platform maintenance)
  • Stephan Kassemeyer (Armature stride bone scaling fix)
  • Stephen Swaney (Python API, bug fixes)
  • Stephane Soppera (Python API)
  • Tom Musgrove (Python import/export script maintenance, bug fixes)
  • Ton Roosendaal (Render Pipeline, Node editor, Compositor, bug fixes)
  • Toni Alatalo (Python API, bug fixes)
  • Willian P. Germano (Python API, bug fixes, docs)
  • Z: And the people we forgot to mention... sorry!

 

A special thanks to everyone who helped us by:

  • Providing bug reports in our tracker
  • Providing patches
  • Helping testing in IRC
  • Making test builds on forums
  • Writing wiki and blender.org docs
  • Creating demo files
  • And... making stunning artwork and inspiring animations.

 

I has been a pleasure to work with all of you, now enjoy the release, and then let's go for the next one!

-Ton-