Building Blender for macOS
Building Blender for OSX needs a bit of preparation. However the steps are not very complicated and if you follow the instructions carefully you should be able to build Blender.
macOS version 10.12 and newer are supported.
Install Xcode Development Tools
Download the newest Xcode package from the Mac App Store for your system (it's free).
CMake is a tool for generating build environments and it supports make and Xcode (among others).
Download CMake here and install it to the Applications folder. Then make it available from the command line:
export PATH="/Applications/CMake.app/Contents/bin":"$PATH" echo PATH="/Applications/CMake.app/Contents/bin":"\$PATH" >> ~/.profile
It may be necessary to write to .bash_profile instead of .profile if the former exists.
If you have a package manager like Homebrew or MacPorts, you can also install CMake through that.
Download Sources and Libraries
Now you are ready to get the latest Blender source code from Blender.org's Git repository. Copy and paste the following instructions into a terminal window. These will create a blender-git folder off your home directory and download the latest source code, as well as addons and external libraries.
mkdir ~/blender-git cd ~/blender-git git clone http://git.blender.org/blender.git cd blender make update
For additional information on using Git with Blender's sources, see: Tools/Git
The easiest and fastest solution is to build Blender with the default settings, and simply run this in the Terminal:
cd ~/blender-git/blender make
After the build finished, you will find blender.app ready to run in ~/blender-git/build_darwin/bin.
If you later want to update to and build the latest version, run:
cd ~/blender-git/blender make update make
If building fails, it sometimes helps to remove the ~/blender-git/build_darwin folder to get a completely clean build.
Build as an Xcode project
Before starting with this section ensure you have completed the first three steps from the Quick setup section: install XCode, install Cmake, download and build the dependencies.
If you like to work with the Xcode IDE and build Blender from within it, you need to generate an Xcode project.
Generating the Project
Find the CMake App in your Application folde and double click on it to start it.
As you can see all you have to enter is the location of the sources in ~/blender-git/blender and a destination directory which i have chosen to be ~/blender-git/cmake (any location outside of the source directory is allowed).
Now Press the "Configure" Button. You get another Popup:
Here you can select which generator you want to use, choose Xcode. Now press the '"Done'" Button.
You get back to the previous seen but now you will see a big red list of options. You can scroll through the option list and set parameters to your needs. Click Configure again and the red highlighting should disappear. Then click Generate and your build environment will be created into the build folder.
Building Blender in Xcode
Now you can go to the folder where you generated the project, and double click Blender.xcodeproj to open it in Xcode. Choose "Automatically Create Schemes" if asked.
1. Change the Active Scheme popup in the upper left corner of the XCode 5 project window from ALL_BUILD to Install
2. Select menu Product->Scheme->Edit Scheme
- Edit Scheme is located all the way at the bottom of the list of targets. Or just Press Command-<.
3. Select the Run item from the left view and you will see something like this:
4. Select the Blender App from the Executable popup menu.
- You may leave the Debugger options at the defaults.
5. Click OK to save changes.
Now clicking the Run triangle next to the Active Scheme popup should now build the application and launch Blender under the debugger.
Build with CUDA
See here for the instructions on building with CUDA support.