Appendix B: Blender’s History
Let’s talk about Blender’s history a little bit. Of course, we need to at least learn about the background of the software we are going to use, not just use it. In this way, we will know what the main feature of the software is, especially for this kind of software that has many features.
Blender 3D
is a 3D suite software. It is a free and open source software. This means, by price, it is free and that its license is under the GNU General Public License.
Blender 3D started as an in-house software in NeoGeo, a Dutch animation studio of which Ton Roosendaal was a co-founder. It was started in 1995 when Ton decided to rewrite the current in-house software of the animation studio that had become one of the leading animation houses in Europe. At that time, Ton was responsible for both art direction and software development.
In 1998 a new company was developed named NaN (Not a Number) as a spin-off of NeoGeo to market and develop Blender for free; and in 1999, NaN attended its first SIGGRAPH convention and it was a huge success. In 2001, NaN restarted with new investor funding and after six months launched its first commercial software named Blender Publisher. Unfortunately, because of disappointing sales and the ongoing difficult economic climate, the new investors decided to shut down all NaN operations
. This shutdown also included discontinuing the development of Blender. Even though there’s a lot of shortcomings like unfinished features and complex internal software architecture, because of the enthusiastic support from the user community and customers who had purchased Blender Publisher, Ton could not justify leaving Blender and founded the nonprofit organization named Blender Foundation in March 2002.
Blender Foundation’s primary goal was to find a way to continue to develop and market Blender as a community-based open source project and by October 13, 2002, Blender was released under the terms of the GNU GPL. The development of Blender continues up until now, together with its goal-driven team.
So, let me share you a little bit about the major development of Blender in each year, starting from its birth year, which was in 1994.
In 1998, an SGI version
was published on the web and it was called IrisGL. The same year, Linux, FreeBSD, and Sun versions were released.
In 1999, Windows, BeOS, and PPC version were released.
In 2000, an Interactive 3D, real-time engine, physics, and Phyton were added to its features.
In 2001, a character animation system was added and the MacOs version
was released.
In 2002, Blender goes open source.
In 2003, the first true open source version was released, and a preview was released of 2.3x UI makeover presented at the second Blender conference.
In 2004, a major overhaul of internal rendering capabilities was added, game engine returns, ambient inclusions, new procedural textures, particle interactions, and LSCM UV mappings were added, functional YafRay integration, weighted creases in subdivision surfaces, ramp shaders, and full OSA.
In 2005, a full rework of the armature system was done, shape keys, fur with particles, rigid bodies, soft bodies, force fields, deflections, incremental subdivisions surfaces, transparent shadows, and a multi-threaded rendering were added.
In 2006, nodes were released, an array modifier and vector blur were added, and a new physics engine.
In 2007, reawakening of the 64-bit OS support, and the addition of subsurface scattering, multi-resolution meshes, multilayer UV textures, multilayer images, multi-pass rendering and baking, retopology, sculpting, multiple mattes, distort and filter nodes, fluid particles, proxy objects, and post-production UV texturing.
In 2008, light and game engine improvements, GLSL shaders, snap, sky simulator, shrink-wrap modifier, a mesh deform modifier and action editor were added, enhanced image browsing, and integrated a seamless and nonintrusive physics cache.
In 2009, game engine enhancements included video textures where you can play movies in game, Boolean mesh operator improved, and node-based textures, armature sketching, JPEG2000 support, and projection painting for direct transfer of images to models were added.
And from 2009 to 2011, Blender was recoded – total refactor of the software with new functions on its version 2.5x.
In 2011, the internalization of the UI and the Cycles renderer, the camera tracker, the ocean modifier, and the dynamic paint for modifying textures with mesh contact/approximation were added.
In 2012, fire and smoke improvements and a carve library to improve Boolean operations
, remesh modifier, ambient occlusion, viewport display of background images and render layers, mask editor, and anisotropic shader for Cycles were added.
In 2013, a better support for FBX import/export was develop, and Dynamic topology, rigid body simulation, freestyle, more modeling tools, and new add-ons for 3D printing were added.
In 2014, Cycle gets basic volumetric support on the CPU, deformation motion blur and fire/smoke support are added in Cycles, Cycles gets volume and subsurface scattering support on GPU, and pie menus, intersection modeling tool, and new sun beam mode for the Compositor were added.
In 2015, Improvement to hair dynamics was made and the support for custom normals, view compositing, Pixar open SubDiv support, node auto-offset, and a text-effect strip for the sequencer were added.
In 2016, OpenVDB support
for caching of smoke/volumentric simulations develop, Cycles support for spherical stereo images for VR and Alembic import and export were added, Grease Pencil works became more similar to other 2D drawing software.
In 2017, new Cycles features added: denoising, shadow catcher, and new Principled shader.
In 2019, a totally redesigned UI for easier navigation and new features added, and this was Blender 2.80.
So, this is the short history of Blender. Let me discuss a little bit about its installation process for the readers who will use it for the first time.