* You are viewing Posts Tagged ‘win64’
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 been working on the installers for Blender over the past few days, and I think I’ve finally nailed it. I’ve uploaded them on Graphicall.org, so head over there, grab your copy and test the installer.
Please post results (both positive and negative) in the comments. Thanks!
Just a quick post to notify users that I’ve updated my builds on Graphicall.org. I’ve made sure that OpenCOLLADA support is also enabled. See the BUILDS section on the right side for the links.
I still need to check out on Jack, libsamplerate and sndfile -support, as those are still disabled in my builds.
Other than that, enjoy as usual!
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 …
So, the holidays are over. For me it was a time of very little internet usage and little activity in Blender channels. But now I give you Blender 2.5 r25772 builds for both 32bit and 64bit Windows.
It’s been only a few weeks since my previous builds, but between that post and this there have been over 300 commits. Please refer to the commit logs to see what has been changed, added, removed.
As always, the packages are self-extracting 7z-archives (you can still use your locally installed 7z if you are so inclined – just right-click on the archive and choose …
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.
With Blender 2.5 alpha 0 we’ve seen the first release in the 2.5 series, boasting a great many new features on top of the all-new event system – a major overhaul of one of the most central parts of Blender. As one can expect, many problems were readily found during the first few moments after the release. I’ve tried to summarize most of the problems that users may run into that are easy to fix or work around.
Some users reported that the GUI would look incomplete. This turned out to be a problem with paths that contained …
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 …