You're blocking ads, which pay for BlenderNation. Read about other ways to support us.

Blender Render Engine Rewrite for Orange


Ton is planning a rather large code rewrite of Blender's render engine. Apart from cleaning up some old cruft the main issues seem to be to allow for multi-pass, multi-layer and multi-thread rendering, storing everything in a single EXR file and building a Noodle editor for compositing the rendered layers. Oh, and *real* vector based motion blur. Joy!

An excerpt of Ton's announcement is inside.


I'm going to move now to the 2nd phase of the render coding project;
which is a full refactor of the source/blender/render/ module in
Targets are;

- kill all bad level calls and abuse of render code in non-render
- means: build a good api to control the entire render process
- separate the render process in a more controllable pipeline, I will
use ideas from the Reyes architecture for it
- default render with "buckets" (tiles), and allow threads to do each a
full bucket (and more than 2 threads too)
- prepare for smart bucketing of object/polygon data as well (later)
- enable layer render (separate in front/back using blender layers or
- enable pass render (per layer, output RGB diffuse, RGB, Spec A, Z,
AO, etc)
- generalize current passes for halos and transparent, so it can be
used for more (hair)
- use exr to store all tiles and passes in a single file (but also
prepare for multiple computers to render tiles together)
- enable motion blur by storing motion vectors in vertices, so blur
passes can be done in postproduction (or exported)
- make a noodle editor for reading back the exr 'layer-passes' and
enable compositing
- enable preview renders of any object/scene in any situation (like
within a border in 3d win)
- enable preview renders that only re-render a specific material

Hrms... the list is scary! :)


As a result, unified render might get killed (is really a system I
can't maintain well).
Also yafray export might need to be fully re-integrated. But, that was
scheduled to do anyway, based on much wanted renderman (Aqsis) export
too! For this I can really use help in a later stage. I've also asked
Alfredo to help with compositing effects.



About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.


  1. Oh my god this is good news.

    I wish there will be another "orange project" after this one, since this has brought great things to blender (thanks to the GOD that is Ton ;)

  2. Hi guys,

    I have made posts on other pages about this. I am wanting to know if there is a possibility that you could create a GIMP node? This would allow you to use any of the GIMP effects in Blender.

  3. How silly it is? GUYS he is Ton definitively not GOD! This is nice news and I hope yafray get updated same as the rendering engine, good job man

Leave A Reply

To add a profile picture to your message, register your email address with To protect your email address, create an account on BlenderNation and log in when posting a message.