Blender is a free, open-source 3D creation suite for modeling, sculpting, animation, rendering, visual effects, compositing, and video editing. Available for Windows, macOS and Linux, it offers professional tools for creating everything from 3D models and animations to visual effects and detailed virtual environments.
What are the best ways to learn Blender as a complete beginner?
Most beginners start with YouTube tutorials, especially series that cover interface and basic modeling techniques. Channels like Blender Guru’s Donut Tutorial are widely recommended. After that, diving into small projects and using Blender’s own manual can help consolidate learning.
Which render engine should I use: Cycles or Eevee?
Eevee is real-time and great for previews or stylized graphics, while Cycles delivers photorealistic results, albeit with longer render times. Many users switch between the two depending on their project and hardware capabilities.
What are the system requirements to run Blender?
Blender runs on Windows, macOS and Linux. While it can work with modest hardware, a 64-bit quad-core CPU, 16GB of RAM, and a graphics card with at least 4GB of VRAM are recommended for smooth performance, especially when using cycles rendering or high-poly scenes.
Can I run Blender on my laptop?
Yes, Blender can run on most modern laptops, but performance depends on your hardware. For best results, a dedicated GPU and at least 8GB of RAM are recommended. If your laptop is struggling, you can adjust the settings to optimize its speed.
Features
3D modeling and sculpting
- Polygonal modeling with modifiers and subdivision surfaces.
- Digital sculpting with customizable brushes.
- Procedural modeling with geometry nodes.
- Tools for UV mapping, texture painting and retopology.
Animation and rigging
- Character rigging with anchors and inverse kinematics.
- Keyframe animation and non-linear animation editing.
- Shape keys, restrictions and movement paths.
- Grease Pencil tools for 2D animation in 3D environments.
Rendering and materials
- Cycles path tracing renderer for photorealistic results.
- EEVEE for real-time rendering and previews.
- Node-based materials and shader editing.
- GPU rendering acceleration on supported hardware.
- Native support for 3D Gaussian splatting.
Visual effects and simulation
- Physics simulations for liquids, smoke, fire and rigid bodies.
- Procedural effects and simulations with geometry nodes.
- Motion tracking and camera reconstruction.
- Node-based compositing tools.
Video editing and post-production
- Integrated video sequence editor.
- Video cropping, transitions and basic color adjustments.
- Audio synchronization and timeline editing.
Workflow and customization
- Python scripting and automation.
- Extensive add-on and extension support.
- Asset libraries and reusable materials.
- Support for common 3D interchange formats.
- Cross-platform compatibility with Windows, macOS and Linux.
What’s new
Make a splat
Welcome to native 3D Gaussian Splats support in Blender 5.3!
Import them as point clouds, experiment with geometry nodes, preview them in Workbench, and render them natively using EEVEE or Cycles.
Gaussian magic
3D Gaussian splats are commonly used to reconstruct 3D scenes from photos or videos. They are made up of many small, soft, transparent blobs that together represent complex geometry and shading.
Blender can now import Gaussian splats from PLY, SPZ and glTF files, save them as point clouds, process them with geometry nodes and render them in EEVEE, Cycles and Workbench (solid mode).
position
Gaussian splats are represented as point clouds, with a new type to distinguish them and with special attributes:
- Scale: A vector representing the size of the splat.
- Rotation: A quaternion to control the rotation of the splat.
- radiance:base: 4D vector as the base radiation (DC) of the splats, followed by the opacity.
- radiance:sh_{index}: Coefficients of the spherical harmonic bands >= 1. The order is
, =1>, =1>, =1>…where L is the band index and M is the basis function. =2>
Bright future
By default, a 3D Gaussian splat is rendered using an emitting shader. The Radiance attribute provides access to the resolved radiation of the spot at the current shading point.
There is rudimentary support for making the splat ignitable again by replacing the emission node with a hard surface BSDF such as Diffuse BSDF.
Performance is still being optimized. Rendering may experience inaccuracies due to differences between the sRGB space used by most Gaussian splat authoring tools and Blender’s linear color space, particularly in areas of low opacity and high radiance.
Share and shine
The Principled BSDF now supports dispersion!
Transform ordinary glass and diamonds into beautiful little rainbows by splitting white light into its colorful components.
A diamond in the rough
With dispersion in the transmission panel, the Principled BSDF can now reproduce the characteristic rainbow effect seen in glass and gemstones. This corresponds to OpenPBR v1.1.1.
Roughness anisotropy is now also supported by the Glass BSDF and the transmission component of the Principled BSDF. It behaves like anisotropy in mirror reflections.
Away with Denoise
Blender 5.3 integrates DLSS 4.5 Ray Reconstruction as a new denoiser, delivering cleaner images faster by upscaling and reusing samples from previous frames.
Think Cycles looks with EEVEE responsiveness.
NVIDIA DLSS brings near-final render quality to the viewport, making lighting and look development faster and more responsive while virtually eliminating flickering between frames during animation playback.
Find it in the Denoise panel under Render Properties, Sampling.
Ready to spark
Blender 5.3 brings native support for NVIDIA RTX Spark devices running Windows 11, including memory optimizations.
Lights hit material nodes
Material lighting nodes let you control how the material responds to lights.
This can be used for example for toon and stylized shading, but also for complex physical effects such as iridescence.
Lighting according to your wishes
Data, evaluations, and per-light shadow information are now available in the Shader Editor, giving you more control over how materials respond to individual scene lights.
Four new nodes and two that received a “Light” mode/room:
- Light Accumulation: Evaluates the inputs for each light in the scene and accumulates the results.
- Light Information: Displays light data properties (color, power and position).
- Light evaluation: Evaluates position-dependent light properties (diffuse/specular term, attenuation mask, direction and distance).
- Shadow Raycast: Outputs a shadow mask value for the shaded light.
- Attribute (Light Mode): Queries user-defined properties of the light object or light data to be evaluated.
- Vector transformation (light space): Transforms coordinates into and out of the local space of the light to be evaluated.
A broader perspective
EEVEE can now render panoramic cameras and supports all types of projections, from equirectangular and cubemap formats to various fisheye models and mirror balls.
Read the full release notes here.