Blender Builds
MiikaHweb provides optimized, OpenMP enabled Windows builds of Blender development versions.
There are two different builds available: a 64-bit build for new systems and a 32-bit build for older systems.
General notes
- Compiled using Visual C++ 2008
- Blender 2.5x uses Python 3.2. (If you don't have it: download Python 3.2 here)
- Uses OpenMP to multithread the program. Therefore cloth/softbody/smoke/particle simulations etc. can utilize multiple cores/processors.
SVN
Downloads
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![]() This is the official SVN Trunk version of Blender. Compiled with OpenMP and CUDA. Latest trunk revisions now include BMesh, a new mesh system that improves modeling tools and allows use of N-Gons, polygons that can have more than 4 vertices. Check BMesh wiki page for more info. |
Branches
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Daniel Genrich is improving smoke simulation as Development Fund job. This will include moving obstacles and incooperating code from "Synthetic Turbulence using Artificial Boundary Layers" paper by Tobias Pfaff, Nils Thürey, Andrew Selle and Markus Gross. |
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Tile branch is the Blender compositor redesign project. New compositor is tile based and fully GPU optimized through OpenCL. Check project documentation for more info. |
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This git branch has an experimental node based particle system by Lukas Tönne. See new particles in action: |
Sep-15-2009 01:32
I'm looking for the best setting file for my config :
-Intel Core 2 Quad CPU Q6600 @2.4 GHz; 8 MB L2 cache (http://www.intel.com/products/processor/core2quad/index.htm)
-Vista 32bits
-4gb ram
-Nvidia Geforce 9800 GX2
I'm sorry if it bother you, it's really hard to find good and easy information about that.
thx
Sep-15-2009 14:56
What config file are you talking about? All important optimization flags are listed in the build info.
Your CPU doesn't support SSE4.1 but you can use SSE2 builds. (The additional performance in a special SSE3 build is insignificant.)
Sep-15-2009 20:27
I don't really understand the flags though, not sure what every one does, but for sure I'd like to compile the best optimized build with openMP enable and LargeAddressAware if possible
thank you
Sep-15-2009 20:48
http://www.miikahweb.com/other/user-config_highopti.py
I think you can just remove the SSE4 flag. About LAA, I'm not sure whether it works that way or not. (It's not stated in build description so... ;p)
Sep-15-2009 21:46
this is the error I got :
scons: Building targets ...
Compiling ==> 'AUD_Buffer.cpp'
cc1plus.exe: error: invalid option `ssse3'
cc1plus.exe: error: unrecognized command line option "-fopenmp"
cc1plus.exe: error: unrecognized command line option "-fopenmp"
cc1plus.exe: error: unrecognized command line option "-fopenmp"
intern\audaspace\intern\AUD_Buffer.cpp:1: error: bad value (core2) for -march= switch
intern\audaspace\intern\AUD_Buffer.cpp:1: error: bad value (core2) for -mtune= switch
scons: *** [C:\blender\build\win32-mingw\intern\audaspace\intern\AUD_Buffer.o] Error 1
scons: building terminated because of errors.
Sep-15-2009 23:02
You can download a MinGW that uses the newest GCC (4.4.1) here:
http://www.tdragon.net/recentgcc/
(Bundled Installer)
You might have to reinstall SCONS to use this new MinGW. However, compiling with older GCC 3.x should work without OpenMP, ssse3 and using -march/tune=generic instead of core2.
Sep-16-2009 01:14
even I still don't understand all the flag though. it compile fine.
That's too bad we don't find too much information about that on the wiki.
You seem to manage this thing, you should write a doc for it on the wiki, I'm sure there is a lot of guy in my situation looking for more information about scons without having to read the doc, because I tried and when you don't know what you are looking for that kind of hard, plus knowing the difference between ccflag and cfflag, and which one goes with which O_O
anyway that was really nice though !
Thanks again
Dec-21-2009 12:28
I've been trying to use those settings with blender 2.5 now, but I got error every time.
it is based on what you gave me before.
http://www.pasteall.org/9943/python
there is probably something there I shouldn't use anymore, but can't figure what :(, do you have any idea ?
Dec-21-2009 13:05
LLIBS = ['-lgomp', '-lpthread']
Dec-29-2009 00:49
Cheers.
Dec-29-2009 10:36
May-01-2010 20:50
When I try to set my domain cube to volume to get a smoke render using your recent Win-32 builds, Blender crashes.
Not so with the 27226 build from Blender.org.
Confirm?
May-01-2010 20:56
However it doesn't crash if I set rendering "Display" to be "Image Editor" instead of default "Full Screen". Try if that works for you too.
May-01-2010 21:03
Just assigning the volume material crashes out Blender.
Wire, Halo, and Surface material types are ok -- just not Volume.
May-01-2010 21:11
But if you already haven't tried, you can try another build (sse2,sse4,x64). And also try extracting these builds to a new directory. (In case you extracted it over another build. Because old settings etc. can cause issues.)
Jul-26-2010 20:03
Actually i'm trying to compile myself with MinGW, i succeed, but you have a lot more performance than me when it is about smoke simulation.
Can you share your way of compiling blender? i've tried also MSVC Exoress 2008, but i don't get your results, can you explain a bit more (not a complete tutorial, only the key things, no matter if it's with MinGW (now i'm trying to compile with the compiler you posted, TDM-GCC and with your user-config.py but i don't get your results, instead i get the error 0xc00000005 everytime i try to run blender.exe)
Thanks for your help, compiling blender is great and very exciting for me :)
Cheers.
Jul-26-2010 20:15
There is really nothing to share with my settings. I'm currently compiling with MSVS 2008 using default settings. You should note that MSVC Express doesn't support OpenMP so that's most likely the reason your build is slower.
And about MinGW builds: I don't do those anymore because MinGW always had strange errors, especially when updating MinGW / GCC version. That error you mentioned appeared after GCC 4.5.0. Yet it was actually slower than Visual C++.
Jul-26-2010 20:36
Ok, i'll try, do you use CMake? and do you use some optimization settings like large addres or something?
I tried to use optimizations with CMake, but i'm not sure where to put it (also cpu optimizations like match:core2 and such things) maybe is not possible or is not needed, thanks for your help, i'm new to this :)
Also thanks for working in one of the most needed features of blender fluid simulations, wetmaps! knowing that you are working on this are great news!!
Thanks!
Cheers.
Jul-26-2010 20:52
If you have other VC than the limited "express" one then it's faster.
However, you can always try earlier MinGW version (GCC 4.4) from TDM: http://sourceforge.net/downloads/tdm-gcc/
It should work without that "0xc00000005" error. :)
Jul-27-2010 23:15
Cheers and thanks for your help :)
Aug-01-2010 23:02
And I hid your comment because this isn't right place to report bugs. Use email next time.
Aug-01-2010 23:06
Where should i post bugs, so i can post by myself?
Thanks for reporting it.
Cheers.
Aug-01-2010 23:12
The official way to report bugs is Blender Bug Tracker: http://projects.blender.org/tracker/index.php?group_id=9.
But don't expect it to be fast. :p
Aug-01-2010 23:32
It seems that there is a bigger bug there, the material editor is not working for me, no matters if it's a MinGW build or a MSVC build.
I'll wait until this is solved :)
Cheers.
Aug-01-2010 23:59
I'm happy!!!
Cheers.
Sep-08-2010 13:06
1st of all if have to say THANK YOU!
Your builds are GREAT and you works are pretty amazing!
I tryed your fire-tutorial and its realy great! Works also fine with your "turbolence"-mod.
I´d like too see an atomic-bomb tutorial from you.
With preasure wave :)
Sep-22-2010 05:00




Do you have a Linux version?
I am no good compiling, can you do a tutorial about that?
All I want is to test the new SmallLuxGPU from LuxRay.
And it would be cool to have it optimized for my CPU or system overall.
Sep-23-2010 00:23
Thanks
Evan
Sep-23-2010 00:45
My smoke patch is already in Blender trunk SVN. So you don't need a patch anymore, just get a recent build.
Sep-23-2010 16:54
I have to say, Dynamic Paint looks awesome. I run a wedding band mostly, but I've been dabbling in blender and doing live videos for my originals band... Anyway, I digress...
I was wondering the same as the fellow above, about whether there's a build for linux available of your dynamic paint. I completely love the idea, and really hope this patch gets adopted into the trunk!
Cheers,
Mike
Sep-23-2010 19:18
Sep-28-2010 04:04
I am embarrassed because it doesn't take the following error though it tries to mount your made DynamicPaint.
Thank you very much if there is advice.
It questions with the translation software because English is inexperienced and pardon here, please.
MY Environment:
WindowsXP SP3
VisualC++2008ExpressEdition
Blender Source (Base):2.54b Release Source
2010-09-27 SVN Download
-->Error Message
rna_rna.lib(rna_object_gen.obj) : error LNK2001: "_RNA_DynamicPaintCanvasSettings"
rna_rna.lib(rna_modifier_gen.obj) : error LNK2001: "_RNA_DynamicPaintCanvasSettings"
rna_rna.lib(rna_modifier_gen.obj) : error LNK2001: "_RNA_DynamicPaintPainterSettings"
..\..\..\install\msvc_9\blender.exe : fatal error LNK1120:
Sep-28-2010 07:07
It was possible to solve it for myself.
It did because of the thing that rna_dynamicpaint_gen.c generated with RNA was not added to the project.
It fired.
Sep-29-2010 09:31
DynamicPaint can be mounted, and it tries variously.
It uses it can the color be moved from Canvas to Canvas though it thought?
For instance, the handkerchief becomes dirty when wiping it with the handkerchief in mud as for the dirty face.
Oct-22-2010 04:47
Nov-09-2010 16:19
bf_editor_physics.lib(physics_ops.obj) : error LNK2019: unresolved external symbol _DPAINT_OT_bake referenced in function _operatortypes_dynamicpaint
bf_modifiers.lib(MOD_util.obj) : error LNK2001: unresolved external symbol _modifierType_DynamicPaint
bf_rna.lib(rna_modifier_gen.obj) : error LNK2019: unresolved external symbol _dynamicPaint_Modifier_createType referenced in function _rna_DynamicPaint_set_type
bf_rna.lib(rna_modifier_gen.obj) : error LNK2019: unresolved external symbol _dynamicPaint_Modifier_free referenced in function _rna_DynamicPaint_set_type
(I'm using CMake with options: Buildinfo,FFMpeg,Install,MOD_Boolean,MOD_Decimate,MOD_Fluid,OpenMP,Python,Python_Install,RayOptimization)
Could you please give me a hint ?
Dec-09-2010 10:07
Dec-09-2010 10:11
It depends on what you are doing. Only some parts of Blender can utilize multiple cores, so even with OpenMP enabled build there are many tasks that simply use one core.
Things like smoke or dynamic paint can use multicores (through OpenMP) quite well, but you still shouldn't expect 100% CPU usage. :p
Dec-09-2010 10:30
Dec-29-2010 20:10
Jan-20-2011 06:04
or instructions on how to add dynamic paint code to a new builds for mac thank you son much.
Jan-27-2011 07:29
MiikaH, thanks for this wonderful patch!
Feb-14-2011 15:52




Mar-25-2011 09:40
I have compilen Wine in Ubuntu 10.10 - both 32 ja 64-bit.
Then i try to run blender in there.
Some serious problem with VC2008 runtime librarys.
Any idea to void these libraries.
I'am running rendering farm and window$ blender is only way.
Another problem is MESA errors. Blender loads some OpenGL code: blender -b scene.blend ... ... gives error about Mesa drivers.
Is it possible to compile blender totaly without GUI ???
Best regards
Aake / Finland
Apr-23-2011 05:33
thanks for your development.
May-02-2011 23:04
Thanks for all the time you're inversing on this ...and other projects -iWave- :)
Aug-03-2011 00:22
Saludos desde Mexico
Nov-15-2011 19:44
BTW: Cycles r41844 did not work w. my Nvidia 9800GT + GPU,Cuda or OpenCL.
Best wishes,
G.
Nov-15-2011 20:01
Blender officially supports GPUs with "compute capability" 1.3 or higher. (Atm. 1.3, 2.0 and 2.1)
http://developer.nvidia.com/cuda-gpus
Your card has 1.0. :p
It would be possible to enable CUDA for lower versions on my builds but that'd be slow and have some features disabled.
Nov-15-2011 22:39
Thx for the info!
Sad for me :/
Apr-20-2012 01:58
Server not Found :(
Apr-30-2012 18:35






Blender 2.63 Trunk (32-bit + 64-bit)