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Blender 2.66a Released


blender_logo_shinyThe Blender Foundation has released Blender 2.66a, a bugfix release.

Ton Roosendaal writes:


It's becoming a tradition - test builds or release candidates aside, the best testing we get after doing the official releases!

In less than 2 weeks, 100s of reports were handled, and over 80 relevant bugfixes made it in this 2.66a update.

Meanwhile we're full steam ahead for the next release, end of April. The list of targets you can find here.




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. Really a big thanks to Ton and the whole team. You guys really rock :). I really appreciate how passionate BF team is about its work and how they care about us the community. Big thanks again.

  2. Yes, most people don't bother using the release until there is an official build. I never bother to test it until it's RTM.

  3. Stunning job BTW that you guys handled 100's of bug reports and fixed 80 bugs. That's world class in my opinion!

  4. Chrome Monkey on

    What caused the edge slide segmentation fault bug, was it just the recoding to use the two-G hotkey or was there a new internal implementation for the slide algorithm itself? Or was it just a previously undetected bug from prior versions?

  5. I was just browsing the 2.77 release targets, and I'm glad it looks like SSS is getting in (and hey, I'm happy for freestyle...with each successive release so far I've been like "Those poor, poor freestyle people!") I'm also happy if the Motion Tracker 'auto key' is what I think it is...but another big question in my mind is when are we getting GPU for cycles hair? I mean, the hair is nice and all, and many people are like "Wow this is so cool", but for the average blender user [read: me] without a significantly good cpu (For that matter, a whole farm of them!...I do have a nvidia cycles compliant gpu though) hair rendering is *quite painfully* slow.

    To me, the only big showstopper with cycles is it's speed. Yeah, I know big studios have all the equipment to handle that, but blender, at it's roots, has always been slated for *surprise surprise* people who can't/don't wish to purchase Maya or Max (or something else.) Don't get me wrong here though! I'm not saying all blender users are poor, and I'm not saying blender isn't 'good enough' to be used by big companies! I AM happy that big studios ARE using blender, and I'm not saying blender should only cater to 'the poor'. I just wish that (for the good of all) cycles' overall speed could be improved. And I don't HATE cycles... I already use it for most of my still artwork, it's just too time consuming for my live action/CG work. Besides, if we improved cycles speed on an average-consumer level, wouldn't that speed it up exponentially for those big studios (or small ones!) as well? And hey, I do understand that there really isn't any one 'patch' or 'ultimate feature' that will speed up cycles *one million times, instantly!* GPU rendering is already impressively fast, I'm just hoping within the future speed can continue to be tweaked.

    • The problem with rendering hair with GPU, as I understand it, is that adding this capability significantly slows down the render when using CPU. There is a patch available if you really want to use GPU. I'm not sure it'll be all that much faster though.

      • Yeah, that's what I heard...Ironically the 'faster' gpu rendering is in fact the slowing showstopper for the 'faster' gpu rendering @.@

    • In Finder, Go Home:
      there, you will find a folder named Library,
      and in it, a sub-folder named Blender:
      take a look at what’s in there, and the answer will come to you!


  6. You don't have to do that if you drag your Blender folder into the main folder that holds your Blender versions in Applications and open it there the first time. It loses it's prefs from the previous version if you open it somewhere else like 'downloads'. I had that problem. Now I only open it after dragging to the appropriate folder. But, if you don't you can find it after 'unhiding' your hidden folders. There is an app for 'Dashboard' that allows you to unhide folders with just a click, search for it if you don't have it.
    Here is a pic of where it should be so you can copy and move it. Not sure how DQ handles pics, so I'll give three different links to same pic.


  7. It's Christmas again - in March! I cannot explain how thankful I am for the Blender team, for keeping me interested in my work and gaining me lots of "whoah, lovely image!" from colleagues who use my illustrations. And the more I get, the more I can justify spending time using Blender! Thanks devs - in my otherwise boring technical job, Blender keeps me alive.

  8. What's going on with the latest blender cycle release?
    I've been able to use cycle render in GPU mode on my macbook pro 15" with ATI Radeon 6750M but not in my imac 27" with ATI Radeon 6770M.

    What's wrong?
    Both my Mac is running on Lion 10.7.5

  9. Do u mind telling me where to get the working version for Mac?
    I usually just downloaded the version straight from

  10. My latest working build came from I usually get the versions that are cutting edge latest, from But the latest 64bit i386 mac build was only 32bit according to michalis from What I know, is I could not render in Cycles even with a setting of '1' in sampling without it crashing. Buildbot is an automated bulder of Blender from the latest in 'Trunk'. Correct me anyone if I'm wrong.
    It was recommended to me that Bashi uploads to are good builds to download. As of right now, I'm with 2.66a official.
    And it's awesome!! Best official build I've seen since 2006.

  11. and ik pole target? that does not work properly
    it seems that this is an old bug which was ignored until today
    this problem prevents me from finishing a rig/animation

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