Blender is a free and open-source 3D computer graphics software suite. It runs on Windows, macOS, Linux, BSD, Haiku, and IRIX and is used for general 3D modeling, animation, digital sculpting, visual effects, rendering, compositing, motion tracking, drawing, 2D animation and video editing. It is widely used to create animated films, visual effects, art, 3D-printed models, motion graphics, interactive 3D applications, virtual reality, and 3D models for video games.
Contents
History
Blender was initially developed as an in-house application by the Dutch animation studio NeoGeo (no relation to the video game brand), and was officially launched on 2 January 1994. Version 1.00 was released in January 1995, with the primary author being the 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. Some design choices and experiences for Blender were carried over from an earlier 3D ray-tracing software application, called Traces, that Roosendaal developed for NeoGeo on the Commodore Amiga platform during the 1987–1991 period.
On 1 January 1998, Blender was released publicly online as SGI freeware. 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, a reference to the computing term of the same name) in June 1998 to further develop Blender, initially distributing it as shareware until NaN went bankrupt in 2002. This also resulted in the discontinuation of Blender's development.
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. 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. 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 26 full-time employees and 12 freelancers employed by the Blender Institute.
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", which did not require disclosing source code but required payments to the Blender Foundation. However, this option was never exercised and was suspended indefinitely in 2005. Blender is solely available under "GNU GPLv2 or any later" and was not updated to the GPLv3, as "no evident benefits" were seen. The binary releases of Blender are under GNU GPLv3 or later because of the incorporated Apache libraries.
Suzanne
In February 2002, the fate of the Blender software company, NaN, became evident as it faced imminent closure in March. Nevertheless, one more release was pushed out, 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 included as a primitive, alongside other meshes such as cubes and planes.
The largest Blender contest gives out an award called the Suzanne Award.
Features
Modeling
Blender has support for a variety of geometric primitives, including polygon meshes, Bézier curves, NURBS surfaces, metaballs, icospheres, text, and an n-gon modeling system called B-mesh. There is also an advanced polygonal modelling system which can be accessed through an edit mode. It supports features such as extrusion, bevelling, and subdividing.
Modifiers apply various non-destructive effects which can be applied upon rendering or exporting, such as subdivision surfaces. These effects are sorted into categories such as generate and deform. A few examples of commonly used modifiers are generally subdivide surface, geometry nodes, solidify, and shrinkwrap.
Blender has multi-resolution digital sculpting, which includes dynamic topology, "baking", remeshing, re-symmetrization, and decimation. The latter is used to simplify models for exporting purposes (an example being game assets).
Blender has a node graph 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. It takes the form of a modifier, so it can be stacked over other different modifiers. The system uses object attributes, which can be modified and overridden with string inputs. Attributes can include positions, normals and UV maps. All attributes can be viewed in an attribute spreadsheet editor. The Geometry Nodes utility also has the capability of creating primitive meshes. In Blender 3.0, support for creating and modifying curves objects was added to Geometry Nodes; in the same release, the Geometry Nodes workflow was completely redesigned with fields, in order to make the system more intuitive and work like shader nodes.
Simulation
Blender can be used to simulate smoke, rain, dust, cloth, fluids, hair, and rigid bodies.
The fluid simulator can be used for simulating liquids, like water being poured into a cup. It uses Lattice Boltzmann methods (LBM) to simulate fluids and allows for plenty of adjustment of particles and resolution. The particle physics fluid simulation creates particles that follow the smoothed-particle hydrodynamics method.
Blender has simulation tools for soft-body dynamics, including mesh collision detection, LBM fluid dynamics, smoke simulation, Bullet rigid-body dynamics, an ocean generator with waves, a particle system that includes support for particle-based hair, and real-time control during physics simulation and rendering.
In Blender 2.82, a new fluid simulation system called Mantaflow was added, replacing the old FLIP system. In Blender 2.92, another fluid simulation system called APIC, which builds on Mantaflow, was added. Vortices and more stable calculations are improved from the FLIP system.
Cloth simulation is done by simulating vertices with a rigid body simulation. If done on a 3D mesh, it will produce similar effects as the soft body simulation.
Animation
Blender's keyframed animation capabilities include inverse kinematics, armatures, hooks, curve- and lattice-based deformations, shape keys, non-linear animation, constraints, and vertex weighting. In addition, its Grease Pencil tools allow for 2D animation within a full 3D pipeline.
Rendering
Blender includes three render engines since version 2.80: EEVEE, Workbench and Cycles.
Cycles is a path tracing render engine. It supports rendering through both the CPU and the GPU. Cycles supports the Open Shading Language since Blender 2.65.
Cycles Hybrid Rendering is possible in Version 2.92 with OptiX. Tiles are calculated with GPU in combination with CPU.
EEVEE is physically based real-time renderer. While it is capable of driving Blender's real-time viewport for creating assets thanks to its speed, it can also work as a renderer for final frames.
Workbench is a real-time render engine designed for fast rendering during modelling and animation preview. It is not intended for final rendering. Workbench supports assigning colors to objects for visual distinction.
Cycles is a path-tracing render engine that is designed to be interactive and easy to use, while still supporting many features. It has been included with Blender since 2011, with the release of Blender 2.61. Cycles supports the Advanced Vector Extensions, AVX2 and AVX-512 extension sets, as well as CPU acceleration in modern hardware.
Hydra Storm is a real-time leveraged rendering engine by Pixar made to keep a consistent look between render engines. It was added in Blender 4.0 and is faster than EEVEE and Cycles for simple scenes, while compromising on quality. It is an addon and must be enabled in Preferences.
Cycles supports GPU rendering, which is used to speed up rendering times. There are currently five GPU rendering backends:
CUDA, which is the preferred method for older Nvidia graphics cards with CUDA capability (generally Kepler architecture and newer). CUDA remains compatible with many NVIDIA cards but is typically slower than OptiX on RTX hardware.
Post-production
Blender has a node-based compositor within the rendering pipeline, which is accelerated with OpenCL, and in 4.0 it supports GPU. It 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.
Plugins/addons and scripts
Blender supports Python scripting for the creation of custom tools, prototyping, importing/exporting from other formats, and task automation. This allows for integration with several external render engines through plugins/addons. Blender itself can also be compiled & imported as a Python library for further automation and development. Additionally, Blender supports many addons and plugins that can make certain tasks easier for users.
Deprecated features
The Blender Game Engine was a built-in real-time graphics and logic engine with features such as 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, the engine was removed from the upcoming Blender 2.8 release series, due to updates and revisions to the engine lagging behind other game engines such as Unity and the open-source Godot. In the 2.8 announcements, the Blender team specifically mentioned the Godot engine as a suitable replacement for migrating Blender Game Engine users.
Blender Internal (known as "Blender Render"), a biased rasterization engine and scanline renderer used in previous versions of Blender, was also removed for the 2.80 release in favor of the new "EEVEE" renderer, a realtime physically based renderer.
File format
Blender features an internal file system that can pack multiple scenes into a single ".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 in 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.
Many 3.x ".blend" files are not completely backwards-compatible as well, and may cause errors with previous versions.
5.x and later ".blend" files will not load on Blender versions earlier than 4.5. However, Blender 4.5 can be used as a bridge to convert 5.x and later files to be used in versions pre-4.5.
All scenes, objects, materials, textures, sounds, images, and post-production effects for an entire animation can be packaged and 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 file path. Likewise, ".blend" files themselves can also be used as libraries of Blender assets.
Interface configurations are retained in ".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.
File formats supported
Import
.bmp, .dxf, .sgi, .hdr, .jpg, .jpeg, JPEG 2000, .png, .tif, .tiff, .tga, .exr, .cin, .dpx, .svg, .webp
.3ds, .abc, .blend, .bvh, .dae, .dxf, .fbx, .gltf, .glb, .lwo, .obj, .ply, .stl, .usd, .wrl, .x3d
.avi, .mkv, .mov, .mp4, .ogv, .webm
Export
.bmp, .dxf, .exr, .jpg, .png, .svg, .tif, .tga, .webp
.abc, .blend, .bvh, .dae, .dxf, .fbx, .gltf, .glb, .obj, .ply, .stl, .usd, .wrl, .x3d
.avi, .mkv, .mp4, .ogv, .webm
User interface
Commands
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
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, an 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
The Blender GUI builds its 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 type's 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.
Development
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; a stack-based modifier system; an updated particle system (which can also be used to simulate hair and fur); fluid dynamics; soft-body dynamics; GLSL shaders support in the game engine; advanced UV unwrapping; a fully recoded render pipeline, allowing separate render passes and "render to texture"; node-based material editing and compositing; and projection painting.
Part of this development was fostered by Google's Summer of Code program, in which the Blender Foundation has participated since 2005.
Historically, Blender has used Phabricator to manage its development but due to the announcement in 2021 that Phabricator would be discontinued, the Blender Institute began work on migrating to another system in early 2022. After extensive debate on what software it should choose it was finally decided to migrate to Gitea. The migration from Phabricator to Gitea is currently a work in progress.
Development on an iPad Pro version of the application began in July 2025.
Blender 2.8
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. Blender Internal renderer has been removed from 2.8. Code Quest was a project started in April 2018 set in Amsterdam, at the Blender Institute. 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. By 29 June 2018, the Code Quest project ended, and on 2 July, the alpha version was completed. Beta testing commenced on 29 November 2018, and was anticipated to take until July 2019. Blender 2.80 was released on 30 July 2019.
Cycles X
On 23 April 2021, the Blender Foundation announced the Cycles X project, where they improved the Cycles architecture for future development. Key changes included a new kernel, removal of default tiled rendering (replaced by progressive refine), removal of branched path tracing, and the removal of OpenCL support. Volumetric rendering was also replaced with better algorithms. Cycles X has replaced the old Cycles render engine in Blender 3.0. It is known as just "Cycles", and offers a 2x - 8x performance improvement over previous versions.
iPad
On 24 July 2025, the Blender Foundation announced the development of a native version of Blender for the iPad, initially targeting the iPad Pro with Apple Pencil support. The project builds on the standard Blender codebase but introduces a redesigned user interface optimized for multi-touch and stylus input, including contextual menus, floating panels, and gesture-based controls.
The first release is expected to prioritize sculpting and object manipulation, with later updates planned to add support for Grease Pencil, animation, and storyboarding tools. A live technology preview of Blender for iPad is scheduled for SIGGRAPH 2025 in Los Angeles, followed by further design workshops at the Blender Conference in September 2025.
Distribution details have not yet been finalized, in part due to licensing considerations involving Blender's GPL license and Apple's App Store policies. An Android version is also planned for future development, following the iPad release.
Support
Blender is extensively documented on its website. There are also a number of online communities dedicated to support, such as the Blender Stack Exchange.
Modified versions
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 Bforartists, Goo Engine, Tornavis (formerly Mechanical Blender), UPBGE and Fluid Designer, which were being recognized as Blender-based.
There were commercially made modifications of Blender such as IllusionMage, 3DMagix and 3DMofun that were sold on Chinese markets. However, it was found that these products did not disclose Blender's open-source license, and removed credits to Blender. As of December 2025, domain names associated with IllusionMage and 3DMagix are parked.
Use in industry
Blender started as an in-house tool for NeoGeo, a Dutch commercial animation company. 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.
The French-language film Friday or Another Day (Vendredi ou un autre jour) was the first 35 mm feature film to use Blender for all the special effects, made on Linux workstations. It won a prize at the Locarno International Film Festival. The special effects were by Digital Graphics of Belgium.
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". Blender has also been used for shows on the History Channel, alongside many other professional 3D graphics programs.
Plumíferos, a commercial animated feature film created entirely in Blender, premiered in February 2010 in Argentina. Its main characters are anthropomorphic talking animals.
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.
Blender was used for previsualization in Captain America: The Winter Soldier.
Some promotional artwork for Super Smash Bros. for Nintendo 3DS and Wii U was partially created using Blender.
The alternative 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.
The visual effects for the TV series The Man in the High Castle were done in Blender, with some of the particle simulations relegated to Houdini.
Use in education and academia
Due to its free and open source nature, Blender has become the primary software of introductory 3D art, animation, visualization, and 3D printing courses at institutions including the University of Michigan, Ann Arbor where it has been made widely available in campus laboratories. Blender has also been used to generate synthetic images for computer vision and AI training from crop monitoring to additive manufacturing.
Open projects
Since 2005, every one to two years the Blender Foundation has announced a new creative project to help drive innovation in Blender. 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, such as films: Big Buck Bunny, Sintel, Tears of Steel; and Yo Frankie!, or Project Apricot, an open game utilizing the Crystal Space game engine that reused some of the assets created for Big Buck Bunny.
Blender Foundation
The Blender Studio platform, launched in March 2014 as Blender Cloud, is a subscription-based cloud computing platform where members can access Blender add-ons, courses and to keep track of the production of Blender Studio's open movies. It is currently operated by the Blender Studio, formerly a part of the Blender Institute. It was launched to promote and fundraiser for Project: Gooseberry, and is intended to replace the selling of DVDs by the Blender Foundation with a subscription-based model for file hosting, asset sharing and collaboration. Blender Add-ons included in Blender Studio are CloudRig, Blender Kitsu, Contact sheet Add-on, Blender Purge and Shot Builder. It was rebranded from Blender Cloud to Blender Studio on 22 October 2021.
The Blender Development Fund is a subscription where individuals and companies can fund Blender's development. Corporate members include Epic Games, Nvidia, Microsoft, Apple, Unity, Intel, Decentraland, Amazon Web Services, Meta, AMD, Adobe and many more. Individual users can also provide one-time donations to Blender via payment card, PayPal, wire transfer, and some cryptocurrencies.
The Blender ID is a unified login for Blender software and service users, providing a login for Blender Studio, the Blender Store, the Blender Conference, Blender Network, Blender Development Fund, and the Blender Foundation Certified Trainer Program.
The Blender Open Data is a platform to collect, display, and query benchmark data produced by the Blender community with related Blender Benchmark software.
The Blender Network was an online platform to enable online professionals to conduct business with Blender and provide online support. It was terminated on 31 March 2021. In 2025, a beta version was put online again.
A store to buy Blender merchandise, such as shirts, socks, beanies, etc.
Blender Extensions acts as the main repo for extensions, introduced in Blender 4.2, which include both addons and themes. Users can then install and update extensions right in Blender itself.
