Mixar is an AI-powered 3D content creation tool built as a custom fork of Blender 5.0. It adds an AI chat agent that can drive Blender, a layered texture-painting system, AI-assisted 3D generation, and a set of Mixar-native editor spaces — while keeping everything you already use from Blender.
This repository is the source for the Mixar desktop app (the Blender-side client). Mixar's hosted AI backend remains a separate, closed-source service; the app talks to it over the network.
Project status: v2.0.0 — first public source release. Built on Blender 5.0.
The app ships everything Blender already does. On top of that:
- AI agent chat — Mixie, an in-app chat agent that can plan and execute multi-step tasks against your scene: model from prompts, paint textures, set up materials, fix UVs, suggest fixes, etc.
- Layer-based texture painting — Photoshop-style stacked layers with node-driven materials, masks, modifiers, baking, UDIM support, procedural materials, decals, and asset export.
- AI 3D generation — text-to-3D and image-to-3D mesh generation via integrated providers (Hunyuan models and others), with retopology and auto-UV-unwrap.
- Moodboards and scene generation — drop reference images, generate scenes from boards, do 360° lookdev, image-to-3D.
- Asset search — neural embedding search across your asset library.
- Bring-your-own-key (BYOK) — plug in your own OpenAI / Anthropic / other provider API keys instead of using Mixar's hosted LLM credits.
- Mixar-native editor spaces — dedicated Layers, Properties, Assets, and Chat editors integrated into the Blender workspace.
The Blender features you already know (sculpting, animation, simulation, rendering, scripting) are unchanged and available alongside Mixar's additions.
Mixar's AI features (the chat agent, image-to-3D, hosted generation) call Mixar's hosted backend. To use those:
- You need a Mixar account at mixar.app.
- The desktop app authenticates via browser SSO and talks to the backend over HTTPS/WebSocket.
- With bring-your-own-key, you can route the chat agent through your own provider account (OpenAI, Anthropic, etc.) without consuming Mixar credits.
The non-AI parts of the app (Blender features, the layered paint module, file IO, etc.) work without a Mixar account.
Mixar is a Blender fork with a custom overlay, so building it = building Blender + applying the Mixar overlay + linking a few extra C++ targets.
You need everything required to build Blender 5.0 itself. Follow Blender's official build instructions for your platform first, and confirm a clean Blender build works before adding Mixar:
- macOS / Linux / Windows — see https://developer.blender.org/docs/handbook/building_blender/
Mixar additionally needs Python 3.11+ and rsync on the build host (macOS and Linux ship these; on Windows, install via WSL or Cygwin if missing).
# 1. Clone with the upstream Blender submodule
git clone --recursive https://github.com/Mixar-AI/mixar-app.git
cd mixar-app
# 2. Initialise submodules and LFS-tracked assets (if your clone skipped recursive)
make init
# 3. Configure runtime environment (copy template, fill in any backend URLs you want to target)
cp .env.example .env
$EDITOR .env
# 4. Full build: overlay + CMake + compile + bundle
make buildBuilt binaries land under build/<MIXAR_ENV>/bin/. The default MIXAR_ENV=Prod produces a release-mode Mixar app pointed at https://api.mixar.app. Set MIXAR_ENV=Dev in .env for a dev build pointed at a development backend.
make clean_build # wipe the generated source/ tree and rebuild from scratch
make install # install embedded Python packages into the built appDo not run cmake or make directly inside source/ — that directory is generated by the overlay step. Always go through make build.
Mixar uses an overlay pattern so version upgrades from upstream Blender stay clean:
upstream/ Blender 5.0 source (git submodule)
src/ Mixar's overlay source — Python addon + C++ additions
source/ Generated working tree: upstream/ copied here, then src/ rsync'd on top
build/<env>/ CMake build directory
make initpulls theupstream/submodule.make buildinvokesscripts/unix/build.sh(orbuild.baton Windows), which:- rsyncs
upstream/→source/ - rsyncs
src/oversource/ - generates
source/source/creator/mixar_env_config.hfrom.env - configures and builds via CMake
- installs Python packages into the embedded Blender Python
- rsyncs
upstream/ Blender source submodule (huge — pulled with --recursive or `make init`)
src/ Mixar overlay — what gets layered on top of Blender
scripts/mixar/ Mixar's Blender Python addon (chat UI, paint, BYOK, etc.)
source/blender/ C++ additions to Blender (Mixar editor spaces, paint kernel)
source/creator/ Mixar startup / auth / native dialog code
cmake/mixar_overrides.cmake Mixar-specific CMake configuration
scripts/unix/ macOS / Linux build and package scripts
scripts/windows/ Windows build and package scripts
scripts/open_source/ Open-source audit + license / SPDX tooling
tests/ Pure-pytest tests (run from repo root with bpy stubbed)
Included:
- All Mixar desktop-app source (Python addon + C++ overlay)
- Build and packaging scripts for macOS, Linux, and Windows
- License documentation, SPDX metadata, asset provenance records
- Audit and licensing helper tools under
scripts/open_source/ - Public contribution, security, and support documentation
Not included (and won't be):
- Mixar's hosted AI backend source code
- Production secrets, signing certificates, deployment configuration
- Internal release pipelines, CI infrastructure, and code-signing tooling
- Internal planning documents, roadmaps, or design RFCs
Mixar source is published under GPL-3.0-or-later, the same license family as Blender. Per-file licensing is recorded via SPDX headers and REUSE.toml:
- Mixar-original code: GPL-3.0-or-later
- Blender-derived files (modifications of upstream Blender source): GPL-2.0-or-later (inherited from upstream)
- Files derived from ucupaint (parts of the paint module): GPL-3.0-or-later, with attribution to ucupumar — see NOTICE.md
- Mixar brand assets (logos, icons, wordmarks): a separate non-GPL brand license — see LICENSES/LicenseRef-Mixar-Brand.txt and TRADEMARKS.md
For the canonical license map: file-level SPDX headers, REUSE.toml, LICENSE, and the texts in LICENSES/.
External pull requests are not open yet — see CONTRIBUTING.md for the current contribution status and what to expect when the CLA process launches. Bug reports and source-availability questions are welcome; security issues must be reported privately per SECURITY.md.
- Discord: https://discord.gg/HJNMUesyp — fastest channel for build help, questions, and discussion with maintainers and other Mixar users.
- GitHub issues: for reproducible bugs from the public source, build problems, and license / documentation questions. See SUPPORT.md for full scope.
- Security: report privately per SECURITY.md.
- Hosted Mixar service: sign in at mixar.app for customer-account support.
Mixar stands on shoulders. The Blender community built the renderer, sculpting, animation, modeling, and scripting foundations the entire app is layered on top of. The ucupaint project by ucupumar inspired and seeded large parts of the layer-based paint system. Open-source 3D-generation models from the Hunyuan and Stable Diffusion ecosystems power image and mesh generation. Thank you.