Creating a Landscape In Blender – Part 1 – Blender Tutorial

In this tutorial I show you how to set up an animated landscape scene with gras and trees using the new Cycles Hair Strand Renderer and the Sapling Addon. The Dutch animation studio Neo Geo and Not a Number Technologies (NaN) developed Blender as an in-house application, with the primary author being Ton Roosendaal.

The creditors agreed to release Blender under the GNU General Public License, for a one-time payment of €100,000 (US$100,670 at the time). On July 18, 2002, Roosendaal started a Blender funding campaign to collect donations, and on September 7, 2002, announced that they had collected enough funds and would release the Blender source code. Today, Blender is free, open-source software and is—apart from the Blender Institute’s two half-time and two full-time employees—developed by the community

Official releases of Blender for Microsoft Windows, Mac OS X, and GNU/Linux, as well as a port for FreeBSD, are available in both 32-bit and 64-bit versions. Though it is often distributed without extensive example scenes found in some other programs, the software contains features that are characteristic of high-end 3D software. Among its capabilities are:
• Support for a variety of geometric primitives, including polygon meshes, fast subdivision surface modeling, Bezier curves, NURBS surfaces, metaballs, multi-res digital sculpting (including dynamic topology, maps baking, remeshing, resymetrize, decimation..), outline font, and a new n-gon modeling system called B-mesh.
• Internal render engine with scanline ray tracing, indirect lighting, and ambient occlusion that can export in a wide variety of formats.
• A pathtracer render engine called Cycles, which can take advantage of the GPU for rendering. Cycles supports the Open Shading Language since blender 2.65
• Integration with a number of external render engines through plugins.
• Keyframed animation tools including inverse kinematics, armature (skeletal), hook, curve and lattice-based deformations, shape keys (morphing), non-linear animation, constraints, and vertex weighting.
• Simulation tools for Soft body dynamics including mesh collision detection, LBM fluid dynamics, smoke simulation, Bullet rigid body dynamics, ocean generator with waves.
• A particle system that includes support for particle-based hair.
• Modifiers to apply non-destructive effects.
• Python scripting for tool creation and prototyping, game logic, importing and/or exporting from other formats, task automation and custom tools.
• Basic non-linear video/audio editing.
• The Blender Game Engine, a sub-project, offers interactivity features such as collision detection, dynamics engine, and programmable logic. It also allows the creation of stand-alone, real-time applications ranging from architectural visualization to video game construction.
• A fully integrated node-based compositor within the rendering pipeline accelerated with OpenCL.
• Procedural and node-based textures, as well as texture painting, projective painting, vertex painting, weight painting and dynamic painting.
• Realtime control during physics simulation and rendering.
• Camera and object tracking.

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