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"Designing Lattice Infills to Control Mechanical Behaviour" by Mehmet Kala at Blender Conference 2026
Mehmet Kala will present his procedural lattice generation system that explores how geometry can do more than simply fill space. By controlling the arrangement and movement of lattice cells, the same material can be guided toward very different mechanical responses. Through physical prototypes, early testing, and concept applications such as personalized cushioning, artificial muscles, and morphing structures, the talk explores how lattice infill can evolve from a lightweight internal structure into an active part of a product’s mechanical behavior.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"2D Comic Style in 3D: Shapes! Lines! Shading!" by Sacha Goedegebure at Blender Conference 2026
This talk explores the process of reconstructing a personal 2D comic style within a 3D workflow. This includes the use of Geometry Nodes and Grease Pencil on deformed or animated surfaces, and the importance of hand-drawn lines over computer-generated ones. Covering both creative and technical challenges, the presentation reflects on 3D shapes, line work, toon shading, and the constant search for a fast personalized workflow.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Porting Blender to Android" by Jonas Holzman at Blender Conference 2026
This presentation will give an overview of the Android Platform Support project. Reporting on current progress, showcasing an early Android build, going over the technicalities of a mobile platform port, and giving a general overview of the future of Blender on tablet devices.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"APX & AVX10: The Next Evolution of x86" by Leonhard Rannabauer at Blender Conference 2026
The x86 CPU instruction set continues to evolve with new extensions that matter for performance-critical software like Blender.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Every Hair Deliberate: A Photoreal Cat in Hair Curves" by Steve Chow, Alex Parker at Blender Conference 2026
British Shorthair fur is short, dense and plush, which sounds simple and turns out to be one of the harder coats to get right. In this talk Steve Chow shares what VFX Grace learned grooming one with Hair Curves: why the whole cat ended up split into just two regions, how a hand-painted texture opens the splits a thick coat develops where the skin stretches, and the shading trick that stops dense fur reading as solid black inside.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"3D-to-2D Animation Smear Effect Technique Based on Japanese Hand-Drawn Style" by Shu-Ting Lin at Blender Conference 2026
Based on my own SIGGRAPH Asia 2024 poster, this talk presents a method that generates Japanese-style smear effects instantly—just specify a 3D region, with no manual vertex editing or keyframing.
I'll walk through the add-on's architecture:
By the end of the presentation, attendees will be able to replicate the approach themselves—and everyone who attends this presentation gets the add-on for free.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Curiosity: The Distance Between Dreaming and Doing" by Eynn Barrios at Blender Conference 2026
This talk is about curiosity and how it's been the driving force behind every stage of my Blender journey. From personal projects and online challenges to creating asset packs for renowned artists and presenting at Blender conferences, many of my biggest opportunities and successes began by simply exploring a meaningful idea. Through stories, lessons, and a look into my creative process, this talk explores how curiosity can fuel growth, creativity, and unexpected opportunities for artists at any stage of their journey.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"PBRT 2: Creating and Working with Large Scenes" by Gustaf Waldemarson at Blender Conference 2026
Today, Blender is undeniably one of the best tools out there for a large swathe of graphics related tasks. However, some work can be done to make it even more useful when working with the complex scenes that are often used in graphics research.
During BCON24, I demonstrated how to create basic importers and exporters with the Python API using the PBRT format as a basis. In this talk, I will present various improvements to the importer that allows PBRT scenes to be rendered with Cycles at a comparable image quality, and by extension, leverage the existing Blender ecosystem to export these scenes to other systems via other formats, such as glTF.
Additionally, as some of these scenes contain numerous, or complex objects, techniques for working with them in a way that maintains user-interface responsiveness are highlighted.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Mathemagics: Building Assets for Realtime Effects" by John Einselen at Blender Conference 2026
How does a technical artist approach realtime effects? Using examples from an immersive XR headset experience, industry veteran John Einselen (motion design and technical director at Launch) will walk through some of his approaches; from prototyping within Blender to building final assets and integrating them in realtime game engines.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"From Vertex to T. Rex: 3D Printing My Own Hall of Dinosaurs" by Alex Chamberlain at Blender Conference 2026
As billionaire collectors edge out public institutions for the ownership of priceless fossils, Blender and 3D printing can play an important role in proliferating public access to these spectacular finds. I've printed life-sized Dinosaur skeletons using my own sculpts and 3D scan data to make stunning and inspiring public displays.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
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