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Blender episodes

  • From Final_FINAL_v3 to Making an African Short Film — BCON26

    "From Final_FINAL_v3 to Making an African Short Film" by Taiwo Folu at Blender Conference 2026

    There are large studio pipelines and there is the independent freelance artist working solo. Somewhere in between are teams of artists - small studios, remote collaborators, and indie productions - who need something more than a shared drive to create something together.

    This talk follows our journey at Eaxum - from pipeline frustration to building Clustta, an open-source version control tool born as a Blender add-on - to actually using it to produce Meji, an African period short film set in the 1900s.

    I'll share how a lean, artist-friendly pipeline enables real shot production in Blender - from layout through animation, lighting, and FX - lowering the barrier to collaboration for independent creators everywhere.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • NURBS of NODES - SurfacePsycho Adventure — BCON26

    "NURBS of NODES - SurfacePsycho Adventure" by Romain Guimbal at Blender Conference 2026

    NURBS, NURBS, NURBS. How GeometryNodes opened the doors to them and gave birth to the SurfacePsycho add-on : A true surface design system for creatives, with CAD file import and export. The talk is a diagonal recap of its crazy development journey, a peek at its future, and chaotic extras.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • How Compositing is Reshaping Blender — BCON26

    "How Compositing is Reshaping Blender" by Habib Gahbiche at Blender Conference 2026

    Habib will give insights into the process to define the compositor's roadmap and will share some lessons learned from designing features with the community as well as with the Blender Studio. He will also showcase the most important new features, and how the compositor has been reshaping working in Blender in the last few years.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Graph Visualization and Analysis with SciGraphs — BCON26

    "Graph Visualization and Analysis with SciGraphs" by José Marín at Blender Conference 2026

    SciGraphs continues the work presented at last year’s Blender Conference with SciBlend, moving from general scientific visualization to graph-based data. This talk introduces SciGraphs, an open-source Blender extension for importing, analyzing, styling, and rendering networks directly inside Blender. It combines graph layouts, centrality metrics, communities, geospatial data, sparse matrices, Geometry Nodes, and high-fidelity rendering. The project also explores a brand new render engine for graph visualization inside of Blender and LLM-assisted scene generation, making Blender a platform for scientific analysis, communication, and education.

    Project repository: https://github.com/SciBlend/SciGraphs

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Enter the Dome: Rendering for Planetariums — BCON26

    "Enter the Dome: Rendering for Planetariums" by Brent Patterson at Blender Conference 2026

    Blender is a great platform to produce animated content for non-planar surfaces. My students and I at SUNY Buffalo State University have built a production pipeline for immersive full dome and 360 panoramic content using Blender and Blender's Flamenco Render Farm software. Working in this mode requires reconsidering many assumptions about 3D animation, motion graphics, and cinema. Fast and iterative techniques for pre-visualization are critical. Our students are now producing work for the Las Vegas Sphere and professional sporting venues and we couldn't do it without Blender.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Level Up Your Non-Photoreal Rendering with One Weird Trick — BCON26

    "Level Up Your Non-Photoreal Rendering with One Weird Trick" by Dave Ferner at Blender Conference 2026

    Trying to create renders that look like illustration, comics, anime, painting, etching - really, anything that isn't a photo? Want to push your image-making to the next level? London-based animation boutique Real Good Liars are constantly experimenting to create the perfect blend of 2D and 3D, with a pipeline that mixes modelling, grease pencil, geometry nodes and a few secret ingredients. Creative director Dave Ferner shares several useful little tips… and one big one!

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Subject Extraction for Scene Reconstruction in VFX — BCON26

    "Subject Extraction for Scene Reconstruction in VFX" by Vincent Dorenkamp at Blender Conference 2026

    Most VFX workflows start with the reconstruction of the scene based on the footage, in order to integrate new CG assets with the existing geometry and lighting of the scene. During that process an important step is the separation of the subject(s) from the background.

    In this talk Vincent will showcase a custom machine learning model for extracting subjects from footage for a better cg integration workflow.

    We'll look at the current state-of-the-art in image matting, this new model's architecture, color reconstruction for half-transparent subjects and how to work safely with external libraries in extensions asynchronously.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Motion Sculpting: A New Animation Paradigm — BCON26

    "Motion Sculpting: A New Animation Paradigm" by Nacho de Andrés at Blender Conference 2026

    Rigging has always been a tax you pay before animation can begin: build the controllers, wire the constraints, then hope the setup survives the next revision. What if the rig were disposable? This talk introduces a stateless, motion-path-driven approach where lightweight rigging is generated on the fly driving a dense animation FK rig. The result is a near-realtime workflow that collapses the boundary between setting things up and actually moving them. I'll cover where the idea came from, how it works, and what it changes about how we animate.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Beautiful Parts — BCON26

    "Beautiful Parts" by Vilém Duha at Blender Conference 2026

    How to leave the eternal boredom of cad-like hard surface and fly into the wide open space of organic parts, that are printable, useful, durable, and beautiful at the same time. A dive into the world of an alternative between CAD and pure subdivision surface modeling.

    And what are mesh constraints?

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Adventures in Space and Time: How to Make Exciting Planetarium Films — BCON26

    "Adventures in Space and Time: How to Make Exciting Planetarium Films" by Tommy Howell at Blender Conference 2026

    Learn how to create films for planetariums and immersive spaces, a small but rapidly expanding world of filmmaking! In this session we will explore how to meet the challenges of rendering at massive sizes, and how to manage large scale animation projects while working solo. We will also share some tips and tricks on how to get the most out of Blender’s panoramic cameras, and how you can make your own accurate space assets!

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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