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As of April 2021, It has been 10 years since Blender’s flagship physically-based, ray-tracing rendering engine Blender Cycles was officially announced to undergo development. As the core development team continued to refine and master their work, they released daily builds that reflected the technology and development of the Blender software and just recently, the experimental

Normally, most studios’ production workflows take their rendered outputs to other software for post-processing and final rendering using post-production software like Adobe AfterEffects, Nuke, or DaVinci Resolve. But Blender has long since demonstrated the ability to do this work internally without the need for other software. As we have mentioned briefly in another article, the

Even as Blender continues to improve its capabilities, becoming more and more sophisticated as hardware continues to advance, one of the most admirable mainstays of the software that has certainly contributed to its growing popularity is its dedication to staying free and open to anyone who wants to use it, veteran and aspiring creators alike.

Whether you are a game developer, artist, or editor, the rendering engine is always one of the most important considerations when building a model or scene. And it is not a simple decision as no two engines are the same. Each rendering engine has its own features, capabilities, and limitations; furthermore, some can only be

Quebico might be best known internationally as the CG animation studio behind the Netflix CG drama series, RESIDENT EVIL: Infinite Darkness (Known in Japan as BIOHAZARD: Infinite Darkness). For that production, the studio utilized the Radeon ProRender rendering engine provided by AMD and Render Pool, a cloud rendering service provided by Morgenrot. We interviewed Tsuyoshi

While we have taken the time to compare Eevee with other Blender rendering engines, what we haven’t done is share just exactly what sets Eevee apart. In this article, we would like to give you a tour of Eevee’s basic features and settings, and explore the essential parameters that can be changed to control quality

We’ve pointed out in the past about how locally rendering 2D or 3D projects for animation and film is a very time-consuming and computation-intensive process. When either using unoptimized geometry in scenes or polygon-heavy models in your final render, variables such as these and more will ultimately increase the amount of time and processor power

Most large-scale animated films are produced with larger VFX departments but rendered using cloud-based rendering services. Films like Spider-Man: Into the Spider-Verse are a good example of the amazing visual effects that modern 3D animation has to offer. However, the amount of data it takes to produce a film of that scale can take months