Using makefiles to package addons

Ahh finally putting your addon in a zip file and posting it, the most relaxing part of development. Except when you have to do it often!

Generating the documentation and including it as well as icons, py files, extra assets, etc. all while making sure I don’t include __pycache__ by mistake is a chore on the level of doing dishes after christmas. It’s also very error prone, specially when you’re rushing embarrassing bugfix updates. Not that I ever had to do that **cough**

The solution, of course, is automating it.
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Enhance 2.0


Did you know I made a whole suite of nodes for the compositor? It’s called Enhance and I just pushed a massive update.

Here’s the list of changes:

  • All nodes have a Mask input (thanks Fabien for the idea!)
  • All node names are now prefixed with their group, making them much easier to find when appending
  • Improved Documentation. The documentation has been expanded, includes better images, tables and a search function
  • Nodes have been recategorized in more distinct groups.
  • Several nodes that include a “blur” setting have been tweaked to make the value range larger
  • New test image included in the blend file
  • Includes 37 new nodes
Get Enhance in the Blender Market

Building blender with a different Python version

If you build Blender for development or street cred, you know how system updates can be a problem sometimes.

I hit this a while ago when Arch updated to Python 3.5 as soon as it came out. I asked around on #blendercoders without hoping much, but turns out you can actually build Blender with Py 3.5. Even 3.6!

The trick

Delete all variables starting with “PYTHON_” in CMakeCache.txt (hint: it’s in your build folder).
Then run the following command to regenerate the CMake cache with the right Python.

cmake -DPYTHON_VERSION=3.5 ../blender

Remember to change it to the Python version in your system. Also, make sure to point the last argument to the directory where you keep Blender’s source.

Now you can do make as usual. If you want to make a debug build you can add this to the previous command: -DCMAKE_BUILD_TYPE=DEBUG

Hope you found this useful too, thanks go to Campbell for helping me out with this.

Reflow addon for Blender

Ready for 60fps video? I’ve just released a free addon for Blender to help you with that.

Reflow lets you change the fps in a scene but instead of using time remapping, Reflow changes the animation data. It offsets keyframes, markers and fixes NLA lenghts and the scene’s endframe.

The problem with time remapping is that it makes timeline scrubbing weird and animations can get cut because the frame’s end isn’t updated. Changing the keyframes is more “permanent” but avoids the wonkyness.

Check out Reflow on Github

Mirage landscaping addon is out!


After some furious weeks of coding I’ve launched a new addon in the market. It’s called Mirage and it lets you generate terrrains and distribute trees over it easily. It also includes some vertex groups utilities (so you can tweak the terrains easily). I plan to develop this addon into a full landscaping suite for Blender, with realistic terrain generation, vegetation, lighting and materials. More on this soon!

Get Mirage in the Blender Market

Render+ 0.8


After several months of work, version 0.8 of Render+ is finally ready! This is a mostly technical release, focusing more on code and documentation quality. There are some cool features for users included though


  • Major code refactor. All the code is now organized into modules, code duplication has been reduced.
  • More robust error handling
  • Email Notifications.
  • Export Stats to CSV file.
  • Much improved documentation for users and developers.
  • New samples for post/pre actions in docs.
  • Clone override button. Custom Overrides can be quickly copied to all render jobs with one click.
  • Colored output in terminal (only Linux)
  • Generate support log setting. Enabling this feature will write a detailed log file while using R+, useful to help solve issues/bugs.
  • Render jobs using external blends no longer require an output path. You can leave it blank to make R+ use the output set in the external blend.
Get Render+ in the Blender Market

Understanding color ramp modes

In today’s tip we’re going to take a closer look at the gold old color ramp node.

The color ramp node in (ramp setting in BI) lets you map an image or texture to a color gradient. The gradient is defined by 2 or more color stops. How the color in each stop transitions into the next is defined by the mode. The different modes give the ramp a lot of flexibility and power, though we don’t often talk about them.

Let’s check how the different modes work by checking them on a simple voronoi texture. Don’t worry, I won’t go into any of the math behind these because my brain melted from just looking at the equations. I’ll include the Wikipedia links below if you want to investigate further.

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Cycles studies Vol. 1


Hi everyone, here’s some studies of cycles materials I’ve been doing to level up my shading. These are inspired by Reynante Martinez’s work, I hope to make more in the future. I also took the chance to play with True Displacement. They are not super useful for real world work, but the node networks are full of little tricks and things to learn.

The galaxy image is from pixabay

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Render+ 0.7 out now!


Hi guys, the new version of Render+ is finally out! This version includes a completely new implementation of batch renders that allows them to run independently of Blender (you can close it, or switch to another file while running a batch). The UI doesn’t freeze anymore and you can cancel batches now too.

Other additions include custom overrides (you can change anything in the scene), global batch settings, RSS and a new slots menu (replacing the old “Cycle slots” feature).

Check the full changelog below

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