Interview with Ton Roosendaal (Blender Foundation) about Blender history

Really interesting interview of Ton Roosendaal, who elaborates on the history of the organization, the product and the community of Blender.

Interview with Ton Roosendaal (Blender) by Sabine Niederer from network cultures on Vimeo.

Name: Ton Roosendaal

Network: Blender

Interview by: Sabine Niederer

Location: Winter Camp 09, Amsterdam

Date: 3 – 7 March, 2009


Blender is an open source software package for 3D modeling, animation, rendering, post-production, and gaming. Initially developed by Ton Roosendaal’s company NaN in the Netherlands, its popularity and capabilities have grown over the years. The large and active user base contains dedicated hackers who continuously work on improving and further developing Blender software. Blender thrived during the Dotcom bubble, and had to reinvent its organizational model after the dotcom crash. To survive, Blender developed an innovative business model whereby they raised 150.000 euros within 7 weeks, in small donations from the community. In this interview, Ton Roosendaal elaborates on the history of the organization, the product and the community of Blender.

Read the blogpost of the final presentation of Blender here:

Fake Running Crowd on Vimeo

Fake Running Crowd from François Tarlier on Vimeo.

This class (which was teach by Gareth Edwards)was really amazing, I highly recommend it !! I didn’t learn so much about AfterFX but mostly about how to get the job done in a small amount of time, and this goes through “organization” !! Keeping your workflow as clean as possible, taking time to renaming everything (cuz god it could get really messy in AE),…

My result is far from being perfect, I can see so many things I could change (the way they are running, the dust, the lighting, the shadows, … ). but so far, I think it’s quite good and I have so much other things to do that I cannot work any more on this piece! I’ll probably make a small “making of” video later on, just to show all the passes (shadows, AO, Dust, lighting,..) were done in After Effects, only the 3D tracking was done with Syntheyes, but so far it was a super easy one !

What I learned with this project :

  • Many AE tricks : can’t tell all of them, but I definitely think I’m more efficient now with AE. I’ve done many mistake and encounter many problems that did teach me a lot 🙂
  • Organization : I won’t say it enough, it might sounds silly but when you look at all the job that Gareth has done on “Heroes and Villains: Attila the Hun” (VFX breakdown here) in such a small amount of time, you have to say he had a pretty good workflow. So far that’s the reason I took this class and I don’t regret it
  • Faking : That’s mostly what I like in compositing, is that you can fake so many thing which usually with a good amout of blur you won’t see the trick 😉 . But even with that, we usually go for the hard way (3d, particle system, IA, ..). As I said, the result is far to be perfect, but I guess you have to keep in mind that the quality of your work could depends of the target you have and of course the budget (cf the production triangle). In this case the target is TV Shows, so I guess it should be “Fast” and probably “Cheap”, which leave “Good” a bit behind. Of course it should be as good as possible and that’s why I think knowing how far you can go with faking is a really good thing, and so far that’s also something I did understand more in this class.

Blender Game Engine : Advanced GLSL 2D Filters

Just an update of the previous post “Blender Game Engine : Rendering with GLSL”, Martinesh just uploaded the .blend files if you want to make a try. All you need is a version of blender, a video card that support OpenGL 2.0 for the GLSL 🙂

GLSL Montain Demo:

WASD – move camera
Left/Right arrows – move sun
1 – SSAO only
2 – SSAO + scene
3 – Light scattering
4 – DoF (mousewheel – change focus)
5 – Chromatic abberration
6 – Cross shaped bloom


GLSL Bathroom Demo:

btw, if you haven’t seen his Bathroom demo already, please have look and try it 🙂

Blender Game Engine: Bathroom demo from martini on Vimeo.

A graphics/physics demo showing some of Blender Game engine features available in Blender 2.48.
Created in 3 days.

Blender Game Engine : Rendering with GLSL

I just found this post on from Martins Upitis where he is showing his work with BGE (Blender Game Engine) and GLSL 2D filters. See by yourself, I think it’s looking great ! At this point, I thing he did use 4 well known filter which are SSAO (Screen Space Ambiant Occlusion), SunRays (mostly known as GodRays I think), chromatic aberration(RGB Distortion), DoF (Depth of Field) !! The four combined gives a really nice result, but so far a bit slow as I believe (30 fps with a really good computer). He probably could make some optimization, but it looks really interesting. I’m really getting into this GLSL thing, which is a bit hard for me and my small tiny brain, but I’ll sure take a look at it when I’ll have more time 🙂

VFX Artist, TD Pipeline, Matchmover, in love with VFX, geek with Computer Vision stuff