Blender for 3d printing download
3.0 — blender.org
Today, 3December 2021, Blender Foundation announces the release of Blender 3.0, to mark the beginning of a new era for open source 2D/3D content creation.
Released 3 December, 2021
The Freedom to Create, V3
Cycles GPU kernels have been rewritten for better performance, rendering between 2x and 8x faster in real-world scenes.
Render time with an NVIDIA Quadro RTX A6000 and OptiX.
- Unit: seconds
- Blender 2.93
- Blender 3.0
LESS LAG, MORE FUN
Enjoy a more responsive viewport due to new scheduling and display algorithms.
- Viewport Navigation
- Lights Manipulation
Moving around the 3D viewport feels much more responsive now, even with Overlays turned on.
Save time when setting up your lighting.
OpenImageDenoise was upgraded to version 1.4, with improved detail preservation. A new pre-filter option was added to control the denoising of auxiliary albedo and normal passes.
New option to reduce shadow artifacts that often happen with low poly game models. Offset rays from the flat surface to match where they would be for a smooth surface as specified by the normals.
The Geometry Offset option works as follows:
- 0.0: Disabled
- 0.001: Only terminated triangles
- 0.1: Default
- 1.0: All Triangles Affected
Generally, using one or a few levels of subdivision can get rid of artifacts faster than before.
Say hi to the new shadow catcher, completely rewritten for Blender 3.0
New features include:
- Indirect and environment light support, for more accurate compositing.
- Option for lights to be considered included or excluded, that is if they are real or synthetic objects.
- New Shadow Catcher pass to fully handle coloured indirect light and emission.
Coloured shadows and precise reflections make blending 3D with real footage much easier.
Subsurface scattering now supports anisotropy and index of refraction for Random Walk. Realistic skin has an anisotropy around 0.8.
- Time-based rendering limit
- Eliminate kernel compilation wait for AMD HIP
- Reduced kernel compilation time for NVIDIA OptiX
- Faster hair using 3D curves in NVIDIA OptiX
- Separate presets for viewport and render sampling
- Improved adaptive sampling
- Geometry Offset option to reduce shadow terminator artifacts
- Light option to be visible to camera rays
- New Position render pass
- Volume sampling quality is now the same for CPU and GPU
- Baking support for denoising and adaptive sampling
- Open Shading Language metadata support for UI labels and checkboxes
- Removed Features and Compatibility
The first milestone of the Asset Browser project is here!
Your workflow is about to get much more organized.
DRAG & DROP
Materials, Objects, and World datablocks are supported as part of the first milestone, with more planned to come on the next releases.
Download this Cube Diorama .blend file to play with the new Asset Browser.
The procedural system introduced in 2.92 has been extended with a re-imagined method for designing node groups, a new attribute system, around 100 new nodes for interaction with curves, text data, instances, and more.
Discover a new concept for passing around data and functions. Introducing: Fields.
Operations can be built from basic nodes and simply connected together, removing the need for named attributes as a way to store intermediate data, and removing the need for special “Attribute” nodes for simple operations.
- Fields Workflow
- Named Attributes Workflow
“With fields it’s much easier to build node groups for higher level concepts that work together better than before. ”
AHEAD OF THE CURVE
Native curve data joins the Geometry Nodes party. Resample, fill, trim, manipulate the handles, set spline type, convert to mesh, or get started with the included curve primitives.
The Geometry Nodes modifier is now supported on Curve and Text objects with full support for the attribute system.
- Splines have
- Control points have
- Attributes with any name or data type can be created or removed on splines or control points.
- Attributes can be interpolated between the two curve domains.
MORE THAN WORDS
Got something to say? Use Geometry Nodes! Blender 3.0 brings the first milestone in Text Nodes.
The way geometry nodes works with instances has been improved, to make it more intuitive and much faster.
- Geometry can now be instanced directly.
- Mesh modifiers after geometry nodes no longer implicitly realize instances.
- Instances are now exposed properly to nodes, and aren’t converted to real geometry implicitly.
- The Realize Instances node can explicitly convert instances into real geometry.
Mesh attributes are no longer a Cycles exclusive, Eevee now fully supports attributes including those generated by Geometry Nodes.
OUT IN THE WILD
This week I made procedural power line generator with Blender's geometry nodes. It's controlled by a single curve.#b3d #geometrynodes pic.twitter.com/CzkuuLHSdV— TomekS (@_TomekS) September 18, 2021
#geometrynodes fully procedural Castle Generator coming someday! #b3d pic.twitter.com/47adUmrEvh— Miettinen Jesse / Blenderesse (@JesseMiettinen) November 29, 2021
#nodevember2021 days 9-10: round
Undulating curvy curves. #nodevember #b3d #geometrynodes pic.twitter.com/VjAOogXNU6— crossmod (@crossm0d) November 10, 2021
haven't had much time for blender recently, but I made this autumn leaf thing with geometry nodes pic.twitter.com/6fqD0HluQ8— Late as usual (@lateasusual_) November 12, 2021
#geometrynodes in #blender 3.0— Bagattini Antoine (@BagattiniAntoi1) November 15, 2021
There is just one curve =) pic.twitter.com/cRqxUX2ZpN
#nodevember2021 21-22:Tiny / 23-24:Small— Quackles3D (@Quackles3d) November 26, 2021
GN & Shader nodes#blender3d #b3d #blenderart #geometrynodes #nodevember #toytrain #choochoo pic.twitter.com/fK3jD6Bhns
To celebrate the beginning of a new series, Blender 3.0 sports an updated theme, improvements, and a bunch of new options to further customize the already flexible layout system.
- Theme update focused on improving contrast.
- Panels now have customizable rounded corners and margin between panels to tell them apart more clearly.
- Several widgets have been tweaked for consistency, including menu items customizable roundness.
Corner action zones now allow joining any neighbors. Create new areas much more easily.
Additionally, these improvements were made:
- New “Close Area” option in the context menu.
- Hit size for area resizing has been increased.
- Better snapping of areas while holding Ctrl.
- Improved mouse cursor feedback when joining is not possible.
WHAT YOU SEE
IS WHAT YOU GET
The Video Sequencer now supports thumbnail previews!
- Enable it via the Overlay popover.
- Works with Image and Video strips.
- Preview while transforming.
- Threaded loading for performance.
It is now possible to transform strips directly in the preview region, just like in the 3D Viewport.
- New transform tools and gizmos.
- Press G, R, S for quick transforms.
- Supports axes snapping.
- All pivot points supported.
- Use the new 2D Cursor as pivot.
Blender 3.0 offers a brand new set of VR controller-based functionality, including the ability to visualize controllers and the ability to navigate one’s way through a scene in VR using controller inputs.
Three types of navigation (teleport, fly, grab) are now available via the built-in VR Scene Inspection add-on.
STRIKE A POSE
Making use of the new Asset Browser, the pose library system in Blender gets a massive revamp.
- Create or set poses directly from the 3D Viewport.
- Click-drag to blend into the pose.
- Right-click on a pose to select or deselect its corresponding bones.
- Quickly flip a pose with just a click.
Download this file and play!
- FCurve and NLA modifier properties can now be overridden
- New Keying Set: Location, Rotation, Scale, and Custom Properties
- Ctrl+F in animation editors use channel search
- Translation/rotation/scale options for custom bone shapes
- Remove Target Shear on Copy Transform constraint
- Box (or circle) select on FCurves
- Make object data single user
- Limit Rotation Euler Order
- Improved Restrict Range Borders on FCurve modifiers
- Blend To Neighbour Pose Sliding
- Update All Visible Motion Paths
- Added Scale Y for bendy bones
- Automatic B-Bone Scale toggles
- “Local Space (Owner Orientation)” for Target Space of bone targets
- “Apply”, “Duplicate”, and “Copy constraints to selected”
- Limit Rotation now removes shear before processing
- More Mix mode options in Copy Transforms, Action constraints
- Stretch To default Rotation Type set to Swing
- Pose Sliding / In-Betweens Tool
See all Animation & Rigging updates
The 2D animation workflow keeps getting better with new modifiers, a polished drawing experience, and Line Art performance has been greatly improved since the last release.
This new modifier allows you to generate dot-dash lines on strokes automatically, assign different materials, offset, and more.
- Textured Effect Demo
- Design Demo
See all Grease Pencil updates
Loading and saving compressed .blend files is now magnitudes faster
thanks to using the Zstandard algorithm instead of gzip.
Loading compressed .blend files.
- Unit: seconds
- Blender 2.93
- Blender 3.0
2. 92 splash
Saving .blend files with compression.
- Unit: seconds
- Blender 2.93
- Blender 3.0
Interoperability takes a leap forward in 3.0 with the support for importing Pixar’s Universal Scene Description and improvements to Alembic.
The first milestone for importing USD files is here:
- Meshes with UV coordinates, Vertex Colors and Subdivision.
- Cameras, perspective and orthographic.
- Curves including USD Basis and NURBS.
- Volumes as OpenVDB field assets.
- Materials, including an experimental feature to convert shaders to Principled BSDF.
- Lights, does not include USD Dome, Cylinder, Geometry.
- Support for exporting animated UV maps.
- Import per vertex UV maps.
- Import and export support for generated mesh vertex coordinates (ORCOs).
- New Render and Viewport evaluation modes.
Read the full list of changes at wiki.blender.org
List of developers that contributed to Blender 3.0
Blender 3.0 splash and interline images by Blender Studio. Cycles noise comparison by Jesus Sandoval. Grease Pencil artwork by Ikarus. Cycles Shadow Catcher balloons demo by Andy Goralczyk. Asset Browser Cube Diorama by Simon Thommes and Julien Kaspar.
Reel video by Francesco Siddi. Page design and layout by Pablo Vazquez. Features video by SouthernShotty. Additional help by Blender Institute, and the Blender community.
Huge thanks to everyone involved ♥
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Releases are possible thanks to the members of the Development Fund.
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Take your animations and 3D models to the next level
Creating things in 3D is becoming more and more popular, and there's a lot of software out there that will assist us in creating video games, VR, and items made with 3D printing. Whether you're making a film and are looking for ways to improve your visual effects, you want the characters in the game you're developing to be as well-rounded (literally) as they can be, or you want to craft a 3D figure to add to your collection, you'll need certain tools to be able to make those things happen. This is where Blender comes in. Blender is a completely open-source, 3D creation software that contains tools that will help many different types of users master the art of integrating 3D elements into whatever they're looking to make, in part or entirely. Modeling, rendering, motion-tracking, game creation, and video editing - Blender has it all and more.
A 3D tool suite streamlined for individual and small company use
Setting up Blender is super simple.
On the website, you'll see all the amazing things you can do with the software like creating feature films and video games, and all of the features that it comes with. Choose what platform you'll be running the program on and start the installation. For us, installation speeds were really fast; the whole process only took about three minutes for 84MB. Once it's done, the program opens and you can begin creating immediately.
If you're a beginner to Blender, at this point you might feel a little overwhelmed. The software contains a massive amount of features and even if you're only using it to 3D print something, you most likely won't touch half of the functions available. Unless you've got a background in 3D modeling, animation, and other related areas and you've have previous experience with tools to create, it's a bit confusing. Never fear, Blender gives you plenty of options for help. There's an entire page dedicated to tutorials separated into sections. Under 'Getting Started', you'll see everything that you need to learn the basics of how to navigate around the interface, and videos about creating game assets. In the 'Modeling' section, you can learn how to make a human head, in 'Lighting', you'll go in depth on textures and styles, and the list goes on.
Your other option for learning about what you can do with Blender is the Blender Network. On the Blender Network, you have the opportunity to connect with people all over the world who have experience using Blender for their individual projects. Sort by continent, the type of training you'd like (one on one or a classroom learning type format), and the type of work that you'll be doing, and a list of people that can help you will pop up. You'll see photos of themselves and their work, a biography, and links to their portfolios and social media where you can contact them to start training.
The first thing you'll want to do when you start creating is adjusting the settings to your liking. By clicking on the user preferences tab, a window will pop up where you can edit how things appear on the interface like scaling the display, and enabling certain functions in view manipulation. Other things you can do here are managing your add-ons and themes, and viewing basic system information.
From here, depending on what you'd like to use Blender for, there are more functions than you'll ever need. The main features that you can utilize with Blender are simulation, video effects and scripting, modeling, animation, and rendering. If you're willing to put in the time to learn your way around the interface, it's able to be full customized, allowing every type of user to create hundreds of projects for years to come.
Where can you use this program?
You can download Blender for a number of different operating systems including Windows (64 and 32bit), Mac (64 bit), Linux (64 and 32 bit) and you can also download the software on Steam.
Is there a better alternative?
Blender has a lot of good functions, but there are a lot of software packages that help with 3D creating and each of them has their pros and cons. Depending on what you’re looking to make, Blender could be your go-to, or you can explore some other options like another one of our favorites, Inkscape. Right off the bat, a major advantage to Inkscape is that it is cross-platform. If you're creating 3D aspects for a video game, this will save you a ton of time and prevent you from having to make changes to your project in order to use it on different platforms. Inkscape, like Blender, is also free and open-source. This software, on the other hand, is a bit more user-friendly than Blender, requiring less previous knowledge from the beginning. If you're a sucker for aesthetics, we prefer the appearance of Inkscape's interface as well.
There's no doubt that Blender has a lot of features for a wide variety of projects. This software is difficult to use, but once you get the hang of it, there are no limits to the projects that you can create. This is made even better by the fact that it's free.
Should you download it?
Here's the truth - learning how to use Blender is hard. Like, really hard. It's got a pretty steep learning curve so we don't recommend this software for beginners unless you've got a bit of time on your hands to go through the tutorials and possibly reach out to others in the Blender Network that can help you in a more casual setting. If you're well versed in 3D printing, modeling, and the other areas in which you can create with this software, we couldn't recommend it more. As long as you're able to find your way around the program, you can do just as many things as you can with paid software like Maya, and the results could look even better. You'll just be putting a little more effort into learning how to use it before you actually can produce the results.
- 3D printing options
- Extremely customizable
- Keyboard shortcuts and hotkeys
- Many add-ons to choose from
- Very steep learning curve
- Not cross-platform
- Overwhelming menus
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3D printing with Blender
3D printing is a variant of creating an object from scratch according to a pre-existing 3D drawing using the layer-by-layer fusing method. 3D printing allows you to achieve the greatest material savings.
The creation of 3D models is a very versatile issue, and therefore it is not possible to consider it within the framework of a short article. The following describes how already, if not completely finished, then at least a "template" 3D model is being prepared for printing using the Blender program.
Find open fields
When you have a 3D model created by joining objects or polygon meshes, you first need to know for sure that each part of such a model has absolutely closed edges. To do this, you need to turn on the edit mode by pressing A (once to select any border, twice to deselect), then you need to use the Ctrl-alt-shift-M key combination (on Macintosh operating systems - Ctrl-opt-shift-M ).Go ahead, every open border will be marked. Very often, to correct this error, it is necessary to make another plane with 3-4 borders (F button).
It happens that wandering edges come across, either not attached to anything, or connected to only one top of the edge. Often such borders are removed without any doubt, except when they are really needed. For example, when they are used to modify a special shape pattern using the Subsurf modifier. In this situation, you must first use this editor, and then remove the useless borders. Also, do not skip open boundaries, which are a particle of intersecting planes.
It is worth reviewing the edges of all faces marked as open. It is possible that some of them are wrong - either created in the wrong direction (see image above), or have nothing to do with the polygon mesh. Then you need to delete this block and recreate it further manually.
There is one trick that greatly simplifies all the work - you need to mark open areas by right-clicking on the edges and holding down the Ctrl key. Thus, it is possible to mark not only open borders, but also the areas near them. Then click shift-H to hide the other borders. In this way, not open particles of the model will be hidden, and it will be much easier for you to remove all the imperfections.
Cleanup: Connect the meshes using the Booleans modifier.
Once all the meshes are closed, check that they all form one object. You cannot use Booleans modifiers on polygon meshes that refer to the same objects. There is also the ability to separate meshes by selecting all their faces and clicking P. Then select one vertex, then Ctrl-click to select all the others. To select all polygon meshes of one object, press P and click on the "By Loose Parts" function (Unrelated parts).
After all the meshes are separated, check that they are not open, save the project and a copy of the blender file to create a printable version of it.
After opening the copied file, select each of the objects to be processed one by one. Once you're in object mode, use all the necessary modifiers. Then enter edit mode by pressing the A button once or twice to select all borders. Then press Ctrl-T to triangulate all surfaces.
Once again go into object mode, select the two meshes that intersect each other and click W. Then click on the Union option, then the meshes will be connected (this function does not delete the sources).