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Blender (software)
3D computer graphics software
This article is about the 3D graphics software. For other uses, see Blender (disambiguation).
Blender version 2.93 LTS (2021)
Ton Roosendaal
Developer(s)
Blender Foundation, community
January 2, 1994; 27 years ago (1994-01-02)[1]
Stable release
2.93.6[2] / 17 November 2021; 1 day ago (17 November 2021)
3.0.0-beta / 28 October 2021; 21 days ago (28 October 2021)
Written in
C, C++, and Python
Linux, macOS, Windows, Android,[3]FreeBSD,[4]OpenBSD,[5]NetBSD,[6]DragonFly BSD,[7]Haiku[8]
147–188 MiB (varies by operating system)[9][10]
GPL-2.0-or-later[11]
https://www.blender.org
Blender 2.93 LTS splash screen
Blender is a free and open-source3D 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. Blender's features include 3D modeling, UV unwrapping, texturing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, rendering, motion graphics, video editing, and compositing.
Models and render in version 2.77 (2016)
The Dutch animation studio NeoGeo (not associated with the Neo Geo video game hardware entity) started to develop Blender as an in-house application, and based on the timestamps for the first source files, January 2, 1994 is considered to be Blender's birthday.[12] The version 1.00 was released in January 1995,[13] with the primary author being company co-owner and software developer Ton Roosendaal. The name Blender was inspired by a song by the Swiss electronic band Yello, from the album Baby which NeoGeo used in its showreel.[14][15][16] Some of the design choices and experiences for Blender were carried over from an earlier software application, called Traces, that Roosendaal developed for NeoGeo on the Commodore Amiga platform during the 1987–1991 period.[17]
On January 1, 1998, Blender was released publicly online as SGI freeware.[1] NeoGeo was later dissolved and its client contracts were taken over by another company. After NeoGeo's dissolution, Ton Roosendaal founded Not a Number Technologies (NaN) in June 1998 to further develop Blender, initially distributing it as shareware until NaN went bankrupt in 2002. This also meant, at the time, discontinuing the development of Blender.[18]
In May 2002, Roosendaal started the non-profit Blender Foundation, with the first goal to find a way to continue developing and promoting Blender as a community-based open-source project. On July 18, 2002, Roosendaal started the "Free Blender" campaign, a crowdfunding precursor.[19][20] The campaign aimed at open-sourcing Blender for a one-time payment of €100,000 (US$100,670 at the time), with the money being collected from the community.[21] On September 7, 2002, it was announced that they had collected enough funds and would release the Blender source code. Today, Blender is free and open-source software, largely developed by its community as well as 24 employees employed by the Blender Institute.[22]
The Blender Foundation initially reserved the right to use dual licensing, so that, in addition to GPL-2.0-or-later, Blender would have been available also under the Blender License that did not require disclosing source code but required payments to the Blender Foundation. However, they never exercised this option and suspended it indefinitely in 2005.[23] Blender is solely available under "GNU GPLv2 or any later" and was not updated to the GPLv3, as "no evident benefits" were seen.[24]
In 2019, with the release of version 2.80, the integrated game engine for making and prototyping video games was removed; Blender's developers recommended users migrate to more powerful open source game engines such as Godot instead.[25][26]
Suzanne[edit]
Around February 2002 it was clear that the company behind Blender, NaN, could not survive and would close its doors in March. Nevertheless, they put out one more release, Blender 2.25. As a sort-of easter egg and last personal tag the artists and developers decided to add a 3D model of a chimpanzee head (called a "monkey" in the software). It was created by Willem-Paul van Overbruggen (SLiD3), who named it Suzanne after the orangutan in the Kevin Smith film Jay and Silent Bob Strike Back.
Suzanne is Blender's alternative to more common test models such as the Utah Teapot and the Stanford Bunny. A low-polygon model with only 500 faces, Suzanne is included in Blender and often used as a quick and easy way to test materials, animations, rigs, textures, and lighting setups. It is as easily added to a scene as a cube or plane.
The largest Blender contest gives out an award called the Suzanne Award.[27]
Release history[edit]
The following table lists notable developments during Blender's release history: green indicates the current version (2.93 LTS), yellow indicates currently supported versions, and red indicates versions that are no longer supported (though many later versions can still be used on modern systems).[citation needed]
Release Date[28]
Notes and key changes
Old version, no longer maintained: 1.00 January 1994 Blender in development.[29]
Old version, no longer maintained: 1.23 January 1998 SGI version released, IrisGL.[29]
Old version, no longer maintained: 1.30 April 1998 Linux and FreeBSD version, port to OpenGL and X11.[29]
Old version, no longer maintained: 1.4x September 1998 Sun and Linux Alpha version released.[29]
Old version, no longer maintained: 1.50 November 1998 First Manual published.[29]
Old version, no longer maintained: 1.60 April 1999 New features behind a $95 lock. Windows version released.[29]
Old version, no longer maintained: 1.6x June 1999 BeOS and PPC version released.[29]
Old version, no longer maintained: 1.80 June 2000 Blender freeware again.[29]
Old version, no longer maintained: 2.00 August 2000 Interactive 3D and real-time engine.[29]
Old version, no longer maintained: 2.03 2000 Handbook The official Blender 2.0 guide.
Old version, no longer maintained: 2.10 December 2000 New engine, physics, and Python.[29]
Old version, no longer maintained: 2.20 August 2001 Character animation system.[29]
Old version, no longer maintained: 2.21 October 2001 Blender Publisher launch.[29]
Old version, no longer maintained: 2.2x December 2001 Apple macOS version.[29]
Old version, no longer maintained: 2.25 October 13, 2002 Blender Publisher freely available.[29]
Old version, no longer maintained: 2.26 February 2003 The first truly open source Blender release.[29]
Old version, no longer maintained: 2.30 November 22, 2003 New GUI; edits are now reversible.
Old version, no longer maintained: 2.32 February 3, 2004 Ray tracing in internal renderer; support for YafaRay.
Old version, no longer maintained: 2.34 August 5, 2004 LSCM-UV-Unwrapping, object-particle interaction.
Old version, no longer maintained: 2.37 May 31, 2005 Simulation of elastic surfaces; improved subdivision surface.
Old version, no longer maintained: 2.40 December 22, 2005 Greatly improved system and character animations (with a non-linear editing tool), and added a fluid and hair simulator. New functionality was based on Google Summer of Code 2005.[30]
Old version, no longer maintained: 2.41 January 25, 2006 Improvements of the game engine (programmable vertex and pixel shaders, using Blender materials, split-screen mode, improvements to the physics engine), improved UV mapping, recording of the Python scripts for sculpture or sculpture works with the help of grid or mesh (mesh sculpting) and set-chaining models.
Old version, no longer maintained: 2.42 July 14, 2006 The film Elephants Dream resulted in high development as a necessity. In particular, the Node-System (Material- and Compositor) has been implemented.
Old version, no longer maintained: 2.43 February 16, 2007 Sculpt-Modeling as a result of Google Summer of Code 2006.
Old version, no longer maintained: 2.46 May 19, 2008 With the production of Big Buck Bunny, Blender gained the ability to produce grass quickly and efficiently.[31]
Old version, no longer maintained: 2.48 October 14, 2008 Due to development of Yo Frankie!, the game engine was improved substantially.[32]
Old version, no longer maintained: 2.49 June 13, 2009 New window and file manager, new interface, new Python API, and new animation system.[33]
Old version, no longer maintained: 2.57 April 13, 2011 First official stable release of 2.5 branch: new interface, new window manager and rewritten event — and tool — file processing system, new animation system (each setting can be animated now), and new Python API.[34]
Old version, no longer maintained: 2.58 June 22, 2011 New features, such as the addition of the warp modifier and render baking. Improvements in sculpting.[35]
Old version, no longer maintained: 2.58a July 4, 2011 Some bug fixes, along with small extensions in GUI and Python interface.[36]
Old version, no longer maintained: 2.59 August 13, 2011 3D mouse support.
Old version, no longer maintained: 2.60 October 19, 2011 Developer branches integrated into the main developer branch: among other things, B-mesh, a new rendering/shading system, NURBS, to name a few, directly from Google Summer of Code.
Old version, no longer maintained: 2.61 December 14, 2011 New Render Engine, Cycles, added alongside Blender Internal (as a "preview release").[37]Motion Tracking, Dynamic Paint, and Ocean Simulator.
Old version, no longer maintained: 2.62 February 16, 2012 Motion tracking improvement, further expansion of UV tools, and remesh modifier. Cycles render engine updates to make it more production-ready.
Old version, no longer maintained: 2.63 April 27, 2012 Bug fixes, B-mesh project: completely new mesh system with n-corners, plus new tools: dissolve, inset, bridge, vertex slide, vertex connect, and bevel.
Old version, no longer maintained: 2.64 October 3, 2012 Green screen keying, node-based compositing.
Old version, no longer maintained: 2.65 December 10, 2012 Over 200 bug fixes, support for the Open Shading Language, and fire simulation.
Old version, no longer maintained: 2.66 February 21, 2013 Rigid body simulation available outside of the game engine, dynamic topology sculpting, hair rendering now supported in Cycles.
Old version, no longer maintained: 2.67 May 7–30, 2013 Freestyle rendering mode for non-photographic rendering, subsurface scattering support added, the motion tracking solver is made more accurate and faster, and an add-on for 3D printing now comes bundled.
Old version, no longer maintained: 2.68 July 18, 2013 Rendering performance is improved for CPUs and GPUs, support for NVIDIA Tesla K20, GTX Titan and GTX 780 GPUs. Smoke rendering improved to reduce blockiness.[38]
Old version, no longer maintained: 2.69 October 31, 2013 Motion tracking now supports plane tracking, and hair rendering has been improved.
Old version, no longer maintained: 2.70 March 19, 2014 Initial support for volume rendering and small improvements to the user interface.
Old version, no longer maintained: 2.71 June 26, 2014 Support for baking in Cycles and volume rendering branched path tracing now renders faster.
Old version, no longer maintained: 2.72 October 4, 2014 Volume rendering for GPUs, more features for sculpting and painting.
Old version, no longer maintained: 2.73 January 8, 2015 New fullscreen mode, improved Pie Menus, 3D View can now display the world background.[39]
Old version, no longer maintained: 2.74 March 31, 2015 Cycles got several precision, noise, speed, memory improvements, and a new Pointiness attribute.[39]
Old version, no longer maintained: 2.75a July 1, 2015 Blender now supports a fully integrated Multi-View and Stereo 3D pipeline, Cycles has much-awaited initial support for AMD GPUs, and a new Light Portals feature.[39]
Old version, no longer maintained: 2.76b November 3, 2015 Cycles volume density render, Pixar OpenSubdiv mesh subdivision library, node inserting, and video editing tools.[39]
Old version, no longer maintained: 2.77a April 6, 2016 Improvements to Cycles, new features for the Grease Pencil, more support for OpenVDB, updated Python library and support for Windows XP has been removed.[40]
Old version, no longer maintained: 2.78c February 28, 2017 Spherical stereo rendering for virtual reality, Grease Pencil improvements for 2D animations, Freehand curves drawing over surfaces, Bendy Bones, Micropolygon displacements, and Adaptive Subdivision. Cycles performance improvements.[41]
Old version, no longer maintained: 2.79b September 11, 2017 Cycles denoiser, improved OpenCL rendering support, Shadow Catcher, Principled BSDF Shader, Filmic color management, improved UI and Grease Pencil functionality, improvements in Alembic import and export, surface deformities modifier, better animation keyframing, simplified video encoding, Python additions and new add-ons.[42]
Old version, no longer maintained: 2.80 July 30, 2019 Revamped UI, added a dark theme,[43] EEVEE realtime rendering engine on OpenGL, Principled shader,[44] Workbench viewport[45] Grease Pencil 2D animation tool,[46] multi-object editing, collections, GPU+CPU rendering, Rigify.[47]
Old version, no longer maintained: 2.81a November 21, 2019 OpenVDB voxel remesh, QuadriFlow remesh, transparent BSDF, brush curves preset in sculpting, WebM support.[48]
Old version, no longer maintained: 2.82 February 14, 2020 Improved fluid and smoke simulation (using Mantaflow), UDIM support, USD export[49] and 2 new sculpting tools.
Older version, yet still maintained: 2.83
LTS June 3, 2020[50] Improved performance and user interface with the grease pencil tool, added VR capability, hair simulation uses same physics as cloth simulation, cloth self-collision has been optimized with 15-20% performance increase, bug fixes and usability improvements for fluid systems, new cloth brush added, new clay thumb brush, layer brush was redesigned, voxel remesh can be previewed, voxel mode added for remesh modifier, multiresolution rewritten to resolve artifacts, adaptive sampling for cycles, EEVEE supports more passes to make it more viable for final renders. (This LTS version is now being maintained until 2022.) Actual state is 2.83.17 in August 2021 with about 300 bugfixes in comparison to initial 2.83.0. Cuda 11 support for last Nvidia Series with Ampere and OptiX support for Maxwell+ are included in last patches.[51]
Old version, no longer maintained: 2.90 August 31, 2020[52][53][54] Built-in Nishita realistic sky texturing,[55][56] completely rewritten EEVEE motion blur,[57] viewport denoising with OpenImageDenoise,[58][59] new shadow terminator offset which fixes some shading artifacts,[60] the Multires Modifier can now rebuild lower subdivisions levels and extract its displacement,[61][62][63] new scale/translate and squash & stretch pose brushes,[64][65][66] extrude manifold tool removes adjacent faces when extruding inwards,[67][68] bevel custom profile now supports bezier curve handle types,[69] spray direction maps in ocean modifier,[70][68] automatic UV adjustment when editing mesh,[71] updated search UI showing the location for menu items,[72] UI improvements like feature headings and more readable checkbox layouts,[73] reordering the modifier stack,[74] and more stats display options.[75]
Old version, no longer maintained: 2.91 November 25, 2020[76] New more advanced exact boolean solver for more accurate cuts.[77][78]Curves objects now can have a custom bevel profile.[79] Cloth brush improvements with support for collisions[80][81] and posing.[82] New boundry brush[83] and trimming tools.[84] New Volume modifers for converting mesh to volume,[85][86] Volume to mesh[87] and Volume displace.[88] New compound shapes for rigid body physics simulations.[89][90] Improved animation F-curves to be more snappier.[91][92] The properties editor now has a search tool for searching for settings.[93][94][95][96] Search results now improved due to fuzzy search implimentation.[97] Library Overide improvements.[98]
Old version, no longer maintained: 2.92 February 25, 2021[99] A new modifier for more advanced procedural modelling called Geometry Nodes which connects to a custom node editor[100]. Main functionality is with procedural scattering. New about dialog[101] and other UI tweaks and changes[102]. A new tool for creating primitive objects interactively[103][104] and a new copy modifier operator[103]. A new sculpt brush that's manipulates the geometry based on the silhouette.[105][106] EEVEE support for AOV[107] and cryptomatte passes. Mantalfow fluid simulations now support APIC[108][109]. Colliders can now be disabled with a toggle button[110]. Bone Constraints now have a custom space option[111] NLA strip can now sync length based on the position of the key-frames.[112] New exposure node for the compositor.[113][114]
Current stable version:2.93
LTS June 2, 2021[115][116] Expansion of Geometry Nodes Attributes and Nodes including such as Mesh Primitives. A new spreadsheet editor for viewing attributes.[117] Sculpting improvements.[118] Grease Pencil Line Art modifier, interpolate tool, fill tool improvements. Import and export grease pencils as SVGs and PDFs.[119] EEVEE improvements with volumetrics, ambient occlusion and depth of field. [120]Cycles persistant data and support for Intel Open Image Denoise version 1.3.[121] Python 3.9 support.[122] This LTS version is scheduled to be maintained until 2023. Windows 7 is no longer supported. Windows 8.1 or newer is required.[116]
Future release: 3.0 December 3, 2021[123][124] New Asset Browser editor with Pose library.[125][126][127]USD importer.[128] Geometry Nodes Curve support[129][130][131] and new fields system which makes geometry nodes more like working with shaders.[132][133] Compressor Change from Gzip to faster zStandard in Core.[134] A new posterize node for the compositor.[135] Dash to Dot grease pencil modifier.[136] Spreadsheet editor improvements.[137] Merging of the Cycles X branch giving performance improvements.[138][139][140] Removal of branched path tracing and OpenCL rendering.[141] HIP support for AMD graphics cards[142]. The auto tile size add-on was also removed as the same functionality was natively implemented.[143] Open Image Denoise has been updated to version 1.4.[141] EEVEE support for the wavelength node and the attribute node.[144] The VR inspection add-on now supports controller visualisation and navigation functionality such as teleporting, flying and grabbing[145]. Video Sequence editor Thumbnails,[146][147] Transform tools[148][147] and an increase of strip limit from 32 to 128.[149][147][150]Knife tool improvements from the Google Summer of Code.[151][147][152]Modelling performance improvements.[153] A new design for Panels[154] and Nodes,[155] Node Editor overlays for noodle colours and annotations,[156][157] node editors now have a dot grid,[158] Theme changes[159] and other UI tweaks.[160]
Alpha version available since 15 April 2021 with daily builds.[161] Beta version available since 27 October 2021[162][163]
Future release: 3.1 March 9, 2022[164][165] Cycles Metal Support[166], EEVEE Vulkan refactor.[167] Geometry Nodes Improvements.[168] Currently nothing is confirmed as it 3.1 is in early development.
Alpha Version available since 27 October 2021[162]
Older version, still maintained
Latest preview version
As of 2021, official releases of Blender for Microsoft Windows, MacOS and Linux,[169] as well as a port for FreeBSD,[170] are available in 64-bit versions. Blender is available for Windows 8.1 and above, and Mac OS X 10.13 and above.[171]
Blender 2.76b was the last supported release for Windows XP and version 2.63 was the last supported release for PowerPC. Blender 2.83 LTS and 2.92 were the last supported versions for Windows 7[172] In 2013, Blender was released on Android as a demo but hasn't been updated since.[3]
Features[edit]
Modeling[edit]
Primitives[edit]
Blender has support for a variety of geometric primitives, including polygon meshes, fast subdivision surface modeling, Bezier curves, NURBS surfaces, metaballs, icospheres, text, and an n-gon modeling system called B-mesh.
Modifiers[edit]
Modifiers apply non-destructive effects which can be applied upon rendering or exporting.
Sculpting[edit]
Blender has multi-res digital sculpting, which includes dynamic topology, maps baking, remeshing, re-symmetrize, and decimation. The latter is used to simplify models for exporting purposes. E.g. to use in a game.
Geometry Nodes[edit]
Geometry Nodes Editor in Blender 2.92
Blender's Geometry nodes is a node based system for procedurally and non-destructively creating and manipulating geometry. It was first added to Blender 2.92, which focuses on object scattering and instancing.[173] It takes the form of a modifier, so it can be stacked over different modifers.[174] The system uses object attributes which can be modified and overridden with string inputs. Attributes can include Position, Normal and UV maps.[175] All attributes can be viewed in an attribute spreadsheet editor.[176] Geometry Nodes also has the capability of creating primitive mesh such as Cubes, Spheres, Icospheres and Cylinders.[177] In Blender 3.0, support for creating and modifing curves objects will be added to Geometry Nodes.[131] In Blender 3.0, the geometry nodes workflow will also be redesigned to using fields in order to make the systen more intuitive and similar to the shader nodes workflow.[132][178]
Hard surface modeling[edit]
Hard surface modeling is usually used to design hard surfaces such as cars and machines. It is usually done in a non-destructive (using as many modifiers as possible) manner but can be destructive.
Simulation[edit]
Blender can be used to simulate smoke, rain, dust, cloth, fluids, hair and rigid bodies.[179]
Fluid simulation[edit]
The fluid simulator can be used for simulating liquids, like water hitting a cup.[180] It uses the Lattice Boltzmann methods (LBM) to simulate the fluids and allows for lots of adjusting of the amount of particles and the resolution.
The particle physics fluid simulation creates particles that follow the Smoothed-particle hydrodynamics method.[181] Simulation tools for soft body dynamics including mesh collision detection, LBMfluid dynamics, smoke simulation, Bulletrigid body dynamics, and an ocean generator with waves. A particle system that includes support for particle-based hair. Real-time control during physics simulation and rendering.
In Blender 2.82 a new fluid sim system called mantaflow was added, replacing the old system.[182]
In Blender 2.92 a new fluid sim system called APIC was added. Vortices and more stable calculations are improved in Relation to FLIP system. Improved Mantaflow is here the source of the APIC part.[citation needed]
Animation[edit]
Keyframed animation tools including inverse kinematics, armature (skeletal), hook, curve and lattice-based deformations, shape animations, non-linear animation, constraints, and vertex weighting.
Grease Pencil[edit]
Blender's Grease Pencil tools allow for 2D animation within a full 3D pipeline.
Rendering[edit]
Rendering of different materials using the Cycles render engine.
Internal render engine with scanline rendering, indirect lighting, and ambient occlusion that can export in a wide variety of formats; A path tracer render engine called Cycles, which can take advantage of the GPU for rendering. Cycles supports the Open Shading Language since Blender 2.65.[183] Cycles Hybrid Rendering is possible in Version 2.92 with Optix. Tiles are calculated with GPU in combination with cpu.[184]
EEVEE is a new physically based real-time renderer. It works both as a renderer for final frames, and as the engine driving Blender's realtime viewport for creating assets.
Texture and shading[edit]
Blender allows procedural and node-based textures, as well as texture painting, projective painting, vertex painting, weight painting and dynamic painting.
Post-production[edit]
Blender has a node-based compositor within the rendering pipeline accelerated with OpenCL.
The Video Sequence Editor (VSE)
Blender also includes a non-linear video editor called the Video Sequence Editor (VSE), with support for effects like Gaussian blur, color grading, fade and wipe transitions, and other video transformations. However, there is no built-in multi-core support for rendering video with the VSE.
Plugins/addons and scripts[edit]
Blender supports Python scripting for the creation of custom tools, prototyping, game logic, importing/exporting from other formats and task automation. This allows for integration with a number of external render engines through plugins/addons.
Deprecated features[edit]
The Blender Game Engine was a built-in real-time graphics and logic engine with features such including collision detection, a dynamics engine, and programmable logic. It also allowed the creation of stand-alone, real-time applications ranging from architectural visualization to video games. In April 2018 it was removed from the upcoming Blender 2.8 release series, having long lagged behind other game engines such as the open-source Godot, and Unity.[25] In the 2.8 announcement, the Blender team specifically mentioned the Godot engine as a suitable replacement for migrating Blender Game Engine users.[26]
Blender Internal[edit]
Blender Internal, a biased rasterization engine / scanline renderer used in the previous versions of Blender, was also removed for the 2.80 release in favor of the new "EEVEE" renderer, a realtime PBR renderer.[185]
File format[edit]
Blender features an internal file system that can pack multiple scenes into a single file (called a ".blend" file).
Most of Blender's ".blend" files are forward, backward, and cross-platform compatible with other versions of Blender, with the following exceptions:
Loading animations stored in post-2.5 files in Blender pre-2.5. This is due to the reworked animation subsystem introduced Octane Render 4.1 Crack Latest Version Incl Free Download [2021] Blender 2.5 being inherently incompatible with older versions.
Loading meshes stored in post 2.63. This is due to the introduction of BMesh, a more versatile mesh format.
Blender 2.8 ".blend" files are no longer fully backward compatible, causing errors when opened in previous versions.
All scenes, objects, materials, textures, sounds, images, post-production effects for an entire animation can be stored in a single ".blend" file. Data loaded from external sources, such as images and sounds, can also be stored externally and referenced through either an absolute or relative pathname. Likewise, ".blend" files themselves can also be used as libraries of Blender assets.
Interface configurations are retained in the ".blend" files.
A wide variety of import/export scripts that extend Blender capabilities (accessing the object data via an internal API) make it possible to interoperate with other 3D tools.
Blender organizes data as various kinds of "data blocks" (akin to gltf), such as Objects, Meshes, Lamps, Scenes, Materials, Images and so on. An object in Blender consists of multiple data blocks – for example, what the user would describe as a polygon mesh consists of at least an Object and a Mesh data block, and usually also a Material and many more, linked together. This allows various data blocks to refer to each other. There may be, for example, multiple Objects that refer to the same Mesh and making subsequent editing of the shared mesh result in shape changes in all Objects using this Mesh. Objects, meshes, materials, textures etc. can also be linked to from other .blend files, which is what allows the use of .blend files as reusable resource libraries.
Import and export[edit]
The software supports a variety of 3D file formats for import and export, among them Alembic, 3D Studio (3DS), Filmbox (FBX), Autodesk (DXF), SVG, STL (for 3D printing), UDIM, USD, VRML, WebM, X3D and Obj.[186]
User interface[edit]
Blender's user interface underwent a significant update with Blender 2.57, and again with the release of Blender 2.80.
Commands[edit]
Most of the commands are accessible via hotkeys. There are also comprehensive graphical menus. Numeric buttons can be "dragged" to change their value directly without the need to aim at a particular widget, as well as being set using the keyboard. Both sliders and number buttons can be constrained to various step sizes with modifiers like the Ctrl and Shift keys. Python expressions can also be typed directly into number entry fields, allowing mathematical expressions to specify values.
Modes[edit]
Blender includes many modes for interacting with objects, the two primary ones being Object Mode and Edit Mode, which are toggled with the Tab key. Object mode is used to manipulate individual objects as a unit, while Edit mode is used to manipulate the actual object data. For example, Object Mode can be used to move, scale, and rotate entire polygon meshes, and Edit Mode can be used to manipulate the individual vertices of a single mesh. There are also several other modes, such as Vertex Paint, Weight Paint, and Sculpt Mode.
Workspaces[edit]
The Blender GUI builds its own tiled windowing system on top of one or multiple windows provided by the underlying platform. One platform window (often sized to fill the screen) is divided into sections and subsections that can be of any type of Blender's views or window-types. The user can define multiple layouts of such Blender windows, called screens, and switch quickly between them by selecting from a menu or with keyboard shortcuts. Each window types own GUI elements can be controlled with the same tools that manipulate the 3D view. For example, one can zoom in and out of GUI-buttons using similar controls, one zooms in and out in the 3D viewport. The GUI viewport and screen layout are fully user-customizable. It is possible to set up the interface for specific tasks such as video editing or UV mapping or texturing by hiding features not used for the task.
Rendering engines[edit]
An architectural render showing different rendering styles in Blender, including a photorealistic style using Cycles
Cycles[edit]
Cycles is a path-tracingrender engine that is designed to be interactive and easy to use, while still supporting many features.[187] It has been included with Blender since 2011, with the release of Blender 2.61. Cycles supports with AVX, AVX2 and AVX-512 extensions a cpu acceleration in modern hardware of Intel and AMD.[188]
GPU rendering[edit]
Cycles supports GPU rendering, which is used to speed up rendering times. There are three GPU rendering modes: CUDA, which is the preferred method for older Nvidia graphics cards; OptiX, which utilizes the hardware ray-tracing capabilities of Nvidia's Turing architecture & Ampere architecture; and OpenCL, which supports rendering on AMDgraphics cards and added Intel Iris and Xe in 2.92.
Multiple GPUs are also supported, which can be used to create a render farm – although having multiple GPUs doesn't increase the available memory, because each GPU can only access its own memory.[189] Since Version 2.90 this limitation of SLI cards is broken with Nvidia Systems with NVlink.[190]
OPTIX [193]
Hardware Minimum for 2.92 x86-64 and other 64-Bit[194] Cuda 3.0+: Nvidia cards Kepler to Ampere OpenCL 1.2+: AMD GCN 2+, RDNA+; Intel Iris, Xe (last Version 2.93 LTS, deprecated OpenCL support in 3.0 with new Cycle X) [195] OptiX 7.1 with driver 450+: Full: Nvidia RTX Series; Parts: Maxwell+
Basic shading Yes Yes Yes Yes
Shadows Yes Yes Yes Yes
Motion blur Yes Yes Yes Yes
Hair Yes Yes Yes Yes
Volume Yes Yes Yes Yes
Smoke and fire Yes Yes Yes Yes
Subsurface scattering Yes Yes Yes Yes
Open Shading Language (OSL 1.11) Yes No No No
Correlated multi-jittered sampling Yes Yes Yes Yes
Branched path tracing Yes Yes Yes No
Bevel and AO shaders Yes Yes Yes Yes 2.92+ [196]
Can use CPU memory Yes No Yes
Distribute memory across devices Yes render farm [197] Yes with NVlink No Yes with NVlink
Baking [198] Yes Yes Yes Yes, but only redirected to CUDA
Advanced volume light sampling to reduce noise Yes No No No
Adaptive subdivision[199] Experimental Experimental Experimental Experimental
Integrator[edit]
The integrator is the core rendering algorithm used for lighting computations. Cycles currently supports a path tracing integrator with direct light sampling. It works well for a variety of lighting setups, but it is not as suitable for caustics and certain other complex lighting situations. Rays are traced from the camera into the scene, bouncing around until they find a light source (a lamp, an object material emitting light, or the world background), or until they are simply terminated based on the number of maximum bounces determined in the light path settings for the renderer. To find lamps and surfaces emitting light, both indirect light sampling (letting the ray follow the surface bidirectional scattering distribution function, or BSDF) and direct light sampling (picking a light source and tracing a ray towards it) are used.[200]
The two types of integrators[edit]
The default path tracing integrator is a "pure" path tracer. This integrator works by sending a number of light rays that act as photons from the camera out into the scene. These rays will eventually hit either: a light source, an object, or the world background. If these rays hit an object, they will bounce based on the angle of impact, and continue bouncing until a light source has been reached or until a maximum number of bounces, as determined by the user, which will cause it to terminate and result in a black, unlit pixel. Multiple rays are calculated and averaged out for each individual pixel, a process known as "sampling". This sampling number is set by the user and greatly affects the final image. Lower sampling often results in more noise and has the potential to create "fireflies" (which are uncharacteristically bright pixels), while higher sampling greatly reduces noise, but also increases render times.
The alternative is a branched path tracing integrator, which works mostly the same way. Branched path tracing splits the light rays at each intersection with an object according to different surface components,[clarification needed] and takes all lights into account for shading instead of just one. This added complexity makes computing each ray slower, but reduces noise in the render, especially in scenes dominated by direct (one-bounce) lighting.
Open Shading Language[edit]
Blender users can create their own nodes using the Open Shading Language (OSL), although it is important to note that this feature is not supported by GPUs.[201]
Using the node editor to create a moldy gold material
Materials[edit]
Materials define the look of meshes, NURBS curves, and other geometric objects. They consist of three shaders to define the mesh's surface appearance, volume inside, and surface displacement.[187]
Surface shader[edit]
The surface shader defines the light interaction at the surface of the mesh. One or more bidirectional scattering distribution functions, or BSDFs, can specify if incoming light is reflected, refracted into the mesh, or absorbed.[187] The alpha value is one measure of translucency.
Volume shader[edit]
When the surface shader does not reflect or absorb light, it enters the volume (light transmission). If no volume shader is specified, it will pass straight through (or be refracted, see refractive index or IOR) to another side of the mesh.
If one is defined, a volume shader describes the light interaction as it passes through the volume of the mesh. Light may be scattered, absorbed, or even emitted[clarification needed] at any point in the volume.[187]
Displacement shader[edit]
The shape of the surface may be altered by displacement shaders. In this way, textures can be used to make the mesh surface more detailed.
Depending on the settings, the displacement may be virtual – only modifying the surface normals to give the impression of displacement (also known as bump mapping) – real, or a combination of real displacement with bump mapping.[187]
EEVEE[edit]
EEVEE (or Eevee) is a real-timePBR renderer included in Blender from version 2.8.[202] This render engine was given the nickname Eevee,[203] after the Pokémon. The name was later made into the backronym "Extra Easy Virtual Environment Engine" or EEVEE.[204]
Workbench[edit]
Using the default 3D viewport drawing system for modeling, texturing, etc.[45]
External renderers[edit]
Free and open-source:[205]
Proprietary:
Past renderers[edit]
Blender's non photorealistic renderer. It was removed from Blender in version 2.8.[185]Render clay is an add-on by Fabio Russo; it overwrites materials in Blender Internal or Cycles with a clay material in a chosen diffuse color. Included in Blender version 2.79.[211]
Blender Game Engine[edit]
Further information: Blender Game Engine
A real-time renderer removed in 2019 with the release of 2.8
Game engine GLSLmaterials
Since the opening of the source code, Blender has experienced significant refactoring of the initial codebase and major additions to its feature set.
Improvements include an animation system refresh;[212] a stack-based modifier system;[213] an updated particle system[214] (which can also be used to simulate hair and fur); fluid dynamics; soft-body dynamics; GLSL shaders support[215] in the game engine; advanced UV unwrapping;[216] a fully recoded render pipeline, allowing separate render passes and "render to texture"; node-based material editing and compositing; and projection painting.[217]
Part of these developments were fostered by Google's Summer of Code program, in which the Blender Foundation has participated since 2005.
Blender 2.8[edit]
Official planning for the next major revision of Blender after the 2.7 series began in the latter half of 2015, with potential targets including a more configurable UI (dubbed "Blender 101"), support for Physically based rendering (PBR) (dubbed EEVEE for "Extra Easy Virtual Environment Engine") to bring improved realtime 3D graphics to the viewport, allowing the use of C++11 and C99 in the codebase, moving to a newer version of OpenGL and dropping support for versions before 3.2, and a possible overhaul of the particle and constraint systems.[218][219] Blender Internal renderer has been removed from 2.8.[185]Code Quest was a project started in April 2018 set in Amsterdam, at the Blender Institute.[220] The goal of the project was to get a large development team working in one place, in order to speed up the development of Blender 2.8.[220] By June 29, 2018, the Code Quest project ended, and on July 2, the alpha version was completed.[221] Beta testing commenced on November 29, 2018 and was anticipated to take until July 2019.[222] Blender 2.80 was released on July 30, 2019.[223]
Cycles X[edit]
On the 23rd April 2021 the Blender Foundation announced the Cycles X project, where they will improve the Cycles architecture for future development. Key changes include a new kernel, removal of tiled rendering (replaced with progressive refine), removal of branched path tracing and removal of OpenCL support. Volumetric rendering will also be replaced with better algorithms.[138][224][140] Cycles X had been accessible only on an experimental branch[225] until 21st of September 2021 when it was merged into master.[139]
Support[edit]
Blender is extensively documented on its website,[226] with the rest of the support provided via community tutorials and discussion forums on the Internet. Additionally, YouTube is known to have many video tutorials available.[citation needed]
Modified versions[edit]
Due to Blender's open-source nature, other programs have tried to take advantage of its success by repackaging and selling cosmetically-modified versions of it. Examples include IllusionMage, 3DMofun, 3DMagix, and Fluid Designer,[227] the latter being recognized as Blender-based.
Use in industry[edit]
Blender started out as an in-house tool for NeoGeo, a Dutch commercial animation company.[228] Blender has been used for television commercials in several parts of the world including Australia,[229]Iceland,[230]Brazil,[231][232]Russia[233] and Sweden.[234]
Blender is used by NASA for many publicly available 3D models. Many 3D models on NASA's 3D resources page are in a native .blend format.[235]
NASA also used Blender to develop an interactive web application Experience Curiosity to celebrate the 3rd anniversary of the Curiosity rover landing on Mars.[236] This app[237] makes it possible to operate the rover, control its cameras and the robotic arm and reproduces some of the prominent events of the Mars Science Laboratory mission.[238] The application was presented at the beginning of the WebGL section on SIGGRAPH 2015.[239]
The first large professional project that used Blender was Spider-Man 2, where it was primarily used to create animatics and pre-visualizations for the storyboard department.[240]
The French-language film Friday or Another Day (Vendredi ou un autre jour [fr]) was the first 35 mm feature film to use Blender for all the special effects, made on Linux workstations.[241] It won a prize at the Locarno International Film Festival. The special effects were by Digital Graphics of Belgium.[242]
Blender has also been used for shows on the History Channel, alongside many other professional 3D graphics programs.[243]
Tomm Moore's The Secret of Kells, which was partly produced in Blender by the Belgian studio Digital Graphics, has been nominated for an Oscar in the category "Best Animated Feature Film".[244]
Plumíferos, a commercial animated feature film created entirely in Blender,[245] had premiered in February 2010 in Argentina. Its main characters are anthropomorphictalking animals.
Video Copilot used blender for their Octane Render 4.1 Crack Latest Version Incl Free Download [2021] vfx course.[246][247]
Special effects for episode 6 of Red Dwarf season X, screened in 2012, were created using Blender as confirmed by Ben Simonds of Gecko Animation.[248][249][250]
Blender was used for both CGI and compositing for the movie Hardcore Henry.[251]
The special effects for the TV series The Man in the High Castle were done in Blender, with some of the particle simulations relegated to Houdini.[252][253][254]
Blender was used for previsualization in Captain America: The Winter Soldier[255] and many of the visual effects in the feature film Sabogal were done in Blender.[256] Director David F. Sandberg used Blender for multiple shots in Lights Out,[257] and Annabelle: Creation.[258][259] Blender was used for parts of the credit sequences in Wonder Woman[260] and for doing the animation in the film Cinderella the Cat.[261]
Some promotional artwork for Super Smash Bros. for Nintendo 3DS and Wii U was partially created using Blender.[262]
The experimental hip-hop group Death Grips has used Blender to produce music videos. A screenshot from the program is briefly visible in the music video for Inanimate Sensation.[263]
The 2018 film Next Gen was fully created in Blender by Tangent Animation. A team of developers worked on improving Blender for internal use, but it is planned to eventually add those improvements to the official Blender build.[264][265]
Blender was used to create the character "Murloc" in the 2016 film Warcraft.[266]
Ubisoft Animation Studio will use Blender to replace its internal content creation software starting in 2020.[267]
Khara and its child company Project Studio Q are trying to replace their main tool, 3ds Max, with Blender. They started "field verification" of Blender during their ongoing production of Evangelion: 3.0+1.0.[268] They also signed up as Corporate Silver and Bronze members of Development Fund.[269][270][271]
The 2019 film I Lost My Body was largely animated using Blender's Grease Pencil tool by drawing over CGI animation allowing for a real sense of camera movement that is harder to achieve in purely traditionally drawn animation.[272]
The 2020 film Wolfwalkers was partially created using Blender.[273]
In 2021 SPA Studios started hiring Blender artists.[274]
The 2021 Netflix production Maya and the Three was created using Blender.[275]
Open projects[edit]
Big Buck Bunny promotional poster
Sintel promotional poster
Tears of Steel promotional poster
Since 2005, every 1–2 years the Blender Foundation has announced a new creative project to help drive innovation in Blender.[276][277] In response to the success of the first open movie project, Elephants Dream, in 2006 the Blender Foundation founded the Blender Institute to be in charge of additional projects, with two projects announced at first: Big Buck Bunny, also known as Project Peach (a "furry and funny" short open animated film project); and Yo Frankie!, or Project Apricot, an open game utilizing the CrystalSpacegame engine that reused some of the assets created for Big Buck Bunny.
Elephants Dream (Project Orange)[edit]
Main article: Elephants Dream
In September 2005, some of the most notable Blender artists and developers began working on a short film using Octane Render 4.1 Crack Latest Version Incl Free Download [2021] free software, in an initiative known as the Orange Movie Project hosted by the Netherlands Media Art Institute (NIMk). The codename, "Orange", in reference to the fruit, started the trend of giving each project a different fruity name. The resulting film, Elephants Dream, premiered on March 24, 2006.
Big Buck Bunny (Project Peach)[edit]
Main article: Big Buck Bunny
On October 1, 2007, a new team started working on a second open project, "Peach", for the production of the short movie Big Buck Bunny. This time, however, the creative concept was totally different. Instead of the deep and mystical style of Elephants Dream, things are more "funny and furry" according to the official site.[278] The movie had its premiere on April 10, 2008. This later made its way to Nintendo 3DS's Nintendo Video between 2012 and 2013.[citation needed]
Yo Frankie! (Open Game Project: Apricot)[edit]
Main article: Yo Frankie!
"Apricot" was the project name for production of a game based on the universe and characters of the Peach movie (Big Buck Bunny) using free software, including the Crystal Space framework. The resulting game is titled Yo Frankie!. The project started on February 1, 2008, and development was completed at the end of July. A finalized product was expected at the end of August; however, the release was delayed. The game was eventually released on December 9, 2008, under either the GNU GPL or LGPL, with all content being licensed under Creative Commons Attribution 3.0.[279]
Sintel (Project Durian)[edit]
Main article: Sintel
The Blender Foundation's Project Durian[280] (in keeping with the tradition of fruits as code names) was this time chosen to make a fantasy action epic of about twelve minutes in length,[281] starring a teenage girl and a young dragon as the main characters. The film premiered online on September 30, 2010.[282] A game based on Sintel was officially announced on Blenderartists.org on May 12, 2010.[283][284]
Many of the new features integrated into Blender 2.5 and beyond were a direct result of Project Durian.
Tears of Steel (Project Mango)[edit]
Main article: Tears of Steel
The Dutch actor Derek de Lintin a composited live-action scene from Tears of Steelthat used VFX
On October 2, 2011, the fourth open movie project, codenamed "Mango", was announced by the Blender Foundation.[285][286] A team of artists assembled using an open call of community participation. It is the first Blender open movie to use live action as well as CG.
Filming for Mango started on May 7, 2012, and the movie was released on September 26, 2012. As with the previous films, all footage, scenes and models were made available under a free content compliant Creative Commons license.[287][286]
According to the film's press release, "The film's premise is about a group of warriors and scientists, who gather at Octane Render 4.1 Crack Latest Version Incl Free Download [2021] 'Oude Kerk' in Amsterdam to stage a crucial event from the past, in a desperate attempt to rescue the world from destructive robots."[288]
Cosmos Laundromat: First Cycle (Project Gooseberry)[edit]
Main article: Cosmos Laundromat
Cosmos Laundromat: First Cycle
On January 10, 2011, Ton Roosendaal announced that the fifth open movie project would be codenamed "Gooseberry" and that its goal would be to produce a feature-length animated film. He speculated that production would begin sometime between 2012 and 2014.[289] The film was to be written and produced by a coalition of international animation studios. The studio lineup was announced on January 28, 2014,[290] and production began soon thereafter. As of March 2014, a moodboard had been constructed[291] and development goals set. The initial ten minute pilot was released on YouTube on August 10, 2015.[292] It won the SIGGRAPH 2016 Computer Animation Festival Jury's Choice award.[293]
Glass Half[edit]
On November 13, 2015, Glass Half was released in HD format.[294] This project demonstrates real-time rendering capabilities using OpenGL for 3D cartoon animation. It also marks the end of the fruit naming scheme. Glass Half was financed by the Blender Foundation with proceeds from the Blender Cloud.[295] It is a short, roughly three-minute long comedy in a gibberish language that addresses subjectivity in art.
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Episode 385: Star Wars: Rebellion Board Game
By Rob Zacny, February 21, 2017 in Three Moves Ahead Episodes
Rob Zacny
Host: Three Moves Ahead & Esports Today
Three Moves Ahead 385:
Star Wars: Rebellion Board Game
Rob, Sean Sands, and Jonathan Bolding get together to talk about Star Wars: Rebellion. No, not that one, the board game one. Fantasy Flight's take on the Star Wars universe offers an asymmetrical experience in which the powerful Empire attempts to search for the scrappy Rebels across the galaxy.
Star Wars: Rebellion
Listen on the Episode Page
punkadog
Usually, I enjoy the eclectic nature of TMA topics. One week Warhammer, the next a discussion of rarely played PC games. But this week's Rebel topic seems a bit arbitrary, even by the eclectic standards of TMA. What happened to the Winter of Wargaming? And why with so many new and old games out there to discuss, why did the editors choose a game already covered, sorta, as a PC game. I could even forgive all this if the setup to the topic was a little more substantial than, hey, we played this board game and now the chat (yes, there was a cursory acknowledgement of the PC episode but no real explanation for why we're back to Rebel again).
This episode feels like filler, before more meaty topics to come. I hope so. I'm a big fan of TMA and even when the game or the topic (or both) don't interest me, the way everything is introduced, chewed over, put into a context, considered and rejected, the way the conversation flows is always a pleasure to experience. This episode fell flat (for me). Don't lose that TMA style.
YoThatLimp
I enjoyed this weeks podcast - I am a big fan of the board game so it was up my alley.
The Obi Wan death action is the pitts if your the Empire (but also thematically cool).
ilitarist
I'd love to have games like that on PC. Mindgames, betting, bluff, strategy. But the only thing that ever felt close was playing Armello with friends. Even then it feels like everything is decided by luck, there's no long term strategy, bluff or hidden agenda involved.
When I read AAR for 4X games it looks like those things are happening there. But I rarely play 4X game where it is even remotely the case. Because most 4X are overloaded with mechanics and there's nothing to strategize and plan and manipulate once you've learned basic rules. I've even made a game that tries to distill this betting spirit of 4X - wasn't really good, but at least it tried.
Maybe those games are hidden in wargame genre? Couldn't get even in Unity of Command.
Yalk
I'll tell you straight up what breaks the absolute fuck out of this game
If one of the players has played a few times and has cracked the code of "as the empire, spread out" and the other player has never played and is tricked by the game into thinking his rebel action figures actually mean something and tries to use them...basically, if you own this game and have played it, you can never again play with someone new, or introduce it to anyone ever, the experienced player has to play so poorly and so against the strategy that they know they should be playing, that it turns into a tutorial session where the new player is almost guaranteed to win, which takes away the tenseness and the excitement of pulling cards (cause your real play through will be your second game), you will never have the "ah-ha" moment that Sean and Rob had....
...maybe the only way for this to work is that the experienced player HAS to play rebels, but even then, if the empire player groups up and doesn't spread out (because your trying to crush the rebel, obviously) they're hosed and don't even know it, cause they don't know the cards the rebel player can pull later....if the empire player is experienced then good luck to the rebel player when the empire spreads out and you never get to pull even half your cards...
The other thing is that, there is some semblance of strategy to the empire side that you can kind of count on, but for the rebels, your entire strategy boils down to what cards you pull, when you pull them and your dice rolls, if any of those things don't line up or fail you, your done, gg...this might be the reason experienced players HAVE to always be rebels due to their inherent extreme luck based nature, they won't necessarily be able to put their experience to full use if the card draw says fuck off...
Also, the combat overall detracts from the game, and is only there to lull you into thinking you should actually be fighting...the game is all about hero placement, die rolls, card drawing....the actual game is very much under the surface of what it appears to be, this is one of the pit falls for new players, no amount of telling the new player what they should be doing will prepare them for the fact that they should actually just not worry about the rebel pieces at all...the best thing that can happen to a new player playing rebel is to have all their shit destroyed within the first 2-3 turns (which a spread out imperial player can still easily do early on due to how picking starting planets works), that forces the rebel player to play the real game, which has nothing to do with the mini's, since all their powers derive from cards and hero powers
Overall, its ok, mostly its just going to be frustrating....the rebel player will constantly be frustrated (by shit cards, shit dice and the imperial player existing) most of the game till maybe the very end, and the empire player will be enjoying the game until maybe the very end when they suddenly lose...
...I'll probably never play this again, too much setup, too complicated in the areas it shouldn't be, the actual game being obfuscated by pretty mini figures, and taking forever to complete.....maybe if its played like a team game with more that 2 players and everyone is incredibly drunk, maybe.....
cornchip
I think punkadog's, respectfully, a bit harsh, but I do wish y'all had played more than once. I realize the game is lengthy, but the playtime drops well below two hours once both players know what they're doing, so I think it would be possible to play the first four games in ten hours. Appreciated the discussion of FF's "frustrating and too straight forward" combat mechanics and components.
I thought this was one of the best TMA shows in a long time. Dissecting the game in the context of an after action report gave the show a narrative depth that, to be honest, is kind of a novelty with the often wide ranging and discursive conversations TMA usually involves. More of these types of shows would be great.
Audio Guy
Location: Wisconsinville, USA
Looks like this has been a polarizing show. Fascinating!
apac4245
I gotta say I also really enjoyed this one, too! I always love 3MA but I really enjoyed the pseudo-After Action Report (to take someone from above name for it) nature of this one.
Interestingly, the discussion caused me to go back and forth as to whether or not I would actually want to purchase the game myself. It seems like this game should be a worker (hero) placement game, yet it is presented in the form of a war game. I kind of think that, having listened to this show, I'm "in the know" with respect to what to actually do if I played. That's probably an unfair advantage I would posses over another new player.
Still, listening to you guys talk about the nuances of the game was really entertaining. And, to be fair, I rarely play board games at all so I likely would not have ever purchased the game to begin with.
I did enjoy this episode, to be clear!
I don't mind one player having a knowledge advantage in a game like this, necessarily. For example, I like that Twilight Struggle suggests the more experienced player choose Soviets to ensure the new player faces the aggressive play that makes the game sing. The difference between TS and Star Wars: Rebellion is that experienced Soviet play aggressively pushes the USA down many interesting paths or at least ends the game early*, whereas experienced Imperial play in Rebellion** is actually less aggressive because it's about conservatively covering the map to smoke out the Rebels, but without actually discovering the base much faster. But, as the show mentions, it's not like the advanced player can simply take the Rebels because the Imperials can easily make unrecoverable errors in the first part of the game.
*I strongly believe in teaching Twilight Struggle by taking Soviets and trying my hardest to win on turn 3. Usually, that means we can get in two games instead of one!
**Originally had written TS here; edited to remove confusion.
Edited March 2, 2017 by cornchip
panzeh
I think one of the problems this game had is that the designers had an idea that would suit itself more to abstract units and more of an emphasis on the character and political mechanics and this competed with Star Wars and FFG's style which required more components and, of course, the iconic machines, the TIE fighters, X-wings, Star Destroyers, etc. Thus, the game is way too heavy on combat mechanics that can't really be that deep because they'd take away from the character-mission core of the game. It suffers for this problem quite badly.
You could replace the units with COIN style cubes/cylinders and probably not lose much at all.
riadsala
Really disappointing. I liked the topic, but didn't think the show was anything over than chatting about your game over a beer after playing. It was clear that neither of you had really grasped the strategy for either side (and why would you if it's your first ever time playing?). It was pretty frustrating to hear you both asking the same questions as i was - how does it pay on the 2nd and 3rd time through, how much depth does it actually have? - without offering much in the way of answers. It's like if you did a show on Civ in which you had only ever played one game, on settler difficulty.
Also, I'm surprised that Rob didn't make more comparisons to War of the Ring. I would have liked to hear how it think it compares. Is it as good? Does it take more time, less time? Is it worth buying if I already have WotR?
Skyrider68
I had been been playing PC games for quite some time, and I still have a distinct memory of how much I hated SW Rebellion on the PC. I thought the UI was so unsuited for a real time game, even for its era. I just remember it seemed like it took a thousand mouse clicks to do anything of significance. As a PC game, it's still on my short list of most disappointing experiences of all time.
It's interesting to hear the positive buzz on the board-game incarnation of this this title, but like that spoiled potato salad that made me sick as a dog when I was a kid, it may very well be decades until I have the courage to try something similar again.
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In 1908 Rafael Orozco, President of Club Guadalajara pitched an idea to create a league, and so in that same year the Liga Tapatía de fútbol was founded with Rafael Orozco as president, Alberto de la Mora as secretary, and  Agustín Arce  as treasurer.

The two first tournaments were played in various fields and amateur styles, and thus the two first titles went to Guadalajara. By 1910, due to the Mexican Revolution, most of the fields had been affected by fighting, making it difficult for the tournament to be played. Nonetheless, the tournament went on, with Liceo de Varones taking the cup that year. That club was mostly made up by seminarians. Guadalajara and Liceo de Varones became the first derby in the league.

In 1916 Atlas was founded by young returning students that had studied in England, and they brought a different style to Mexico. This club represented the high-class society in the city of Guadalajara, and became rivals with Guadalajara, therefore quickly becoming a Derby, considered the oldest in Mexico, and is referred to as the Clásico Tapatío.

The following years, from 1917 to 1921, Atlas due to the experience they had gained playing in England—went on to win four consecutive leagues. That all came to and end in 1922 when Guadalajara, with new and experienced players, managed to with the next four titles, from 1922 to 1925, once again claiming supremacy in the league.

In 1926 the Primera Fuerza invited a club from the league to play, and so the Selección Jalisco was formed, made up with the best players from Guadalajara, Atlas, Oro, Nacional and Morelos. With good performance by the Selección Jalisco, many players did return to their clubs, signed by the top clubs in Mexico City. This had an effect on the Tapatio League, but would also encourage other players to take their spot, which helped the league to continue.

Amateur Era Occidental League Champions (1908–1943)

Champions
The total championships by each club are summarized in the following chart.

Top scorer

Footnotes

Defunct association football leagues in Mexico
Football in Jalisco
Sports leagues established in 1908
1908 establishments in Mexico

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