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I have updated all my builds over at Graphicall.org. See the build links in the right-hand sidebar.
This build has now the merged GSoC Sculpt branch work, as well as the latest changes for the filepath patch.
Please give these a good spin again. Thanks and enjoy!
I’ve updated my Blender builds (self-extracting archives) on Graphicall.org. Note that these are not the installers that I also have been posting. Please get them and enjoy!
As always, you can find the links to these download pages on the right side of my blog.
Update: I’ve now also updated the installer builds:
Hi, again several hundred commits since my previous build. This build has of course a whole slew of fixes, new features and such. See the file with the log containingchanges from 25772 to 25969 for all the details.
For those interested in COLLADA there’s a fix by Arystan that addresses some rotation issues and naming issues.
Further there are fixes for crashers (opening properties window could crash, projection painting on subsurf or multires could crash. And there’s fixes for existing, but broken functionality, like edge slide after loop cut when face select mode was enabled.
Download the version you need for your …
Six days, 162 commits. As always, lots of fixes and new things. One of them being work on the keymap editor.
It represents the available keymaps in a hierarchy that shows in a nicer way than the old version. Just give it a good spin. As always give everything a good spin
You should be able to find the links to the builds on the right side of my blog →
Just a quick message. It’s been 8 days since my previous blog about a new build. During that time the development has anything but slowed down. As you can see from the title: 193 commits! That’s on average one commit for every hour. The devs are literally working around the clock, with Matt Ebb in Australia, Martin Poirier in Canada and the Durian team in the Netherlands (and every active developer in between those locations!) covering pretty much every moment of the day with their activities.
So, I thought I had done nice optimised builds, but it turned out that SIMD optimisation was missing. I’ve now committed some SCons support for this though. The optimisations can now be turned on by building with scons using WITH_BF_RAYOPTIMIZATION=True.
I have re-uploaded 32bit and 64bit builds to graphicall.org that now have SSE optimisation for the renderer enabled. You should now be able to successfully use SIMD QBVH and SIMD SVBVH, which would print that SSE was disabled during compile time when using the previous builds I posted.
To use any of the optimisations, check the Performance panel in render settings. The …
I have uploaded 32bit and 64bit builds to graphicall.org that have SSE optimisation for the renderer enabled. This is not a default setting, but I thought it’d be good to get some testing results out of it – whether it causes render artifacts or not, and such.
To use any of the optimisations, check the Performance panel in render settings. The Auto setting tries to select the best optimisation strategy, but you can choose any of the other ones too. Octree is what we know from the previous Blender series, all the new names are from the GSoC work done …