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"Intel Open Image Denoise 3: Fast Temporal Denoising & Supersampling in Cycles" by Christoph Neuhauser at Blender Conference 2026
Intel Open Image Denoise (OIDN) is an open-source software library of high-performance, high-quality denoising filters for images rendered with ray tracing. The upcoming OIDN 3 release will feature a new network architecture enabling temporal denoising and supersampling up to 3x. For online rendering, this gives artists the ability to preview their scenes in Cycles faster and at a higher quality. For offline rendering, this will result in improved visual quality in general and in dynamic scenes in particular.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Protecting Creative Momentum: When the 'Wrong' Way Is the Right Way" by Mike Yakovlev at Blender Conference 2026
This talk is a candid, vulnerable case study of how I diagnosed my creative burnout following the success of my first short film (and subsequent talk at BCON25), realized the trap of the 'traditional' pipeline, and returned to my roots with a smarter, more deliberate approach to finish my second short film based on the 1988 anime film, Akira.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Vtubing Using EEVEE/Cycles DLSS" by Tse Cheng at Blender Conference 2026
We use Blender as VTubing engine, connecting motion data through the VMC protocol. We have created several useful tools, sample files, and pipelines to help 3D artists maximize their potential in creating amazing textures and Geometry Nodes setups.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"From Scene to Sensor: Synthetic LiDAR for Autonomous Systems" by Michael Schwingshackl at Blender Conference 2026
Building high-quality LiDAR datasets for autonomous systems is slow, expensive, and rarely captures the edge cases that matter most. In this talk Michael Schwingshackl shows how a procedural pipeline turns synthetic 3D environments into physically accurate LiDAR scans. He walks through Geometry Nodes as a flexible sensor simulator, capable of reproducing complex real-world scan patterns, and Python for automated data extraction, turning Blender into a high-fidelity data engine for perception research. Michael presents results from outdoor autonomous machinery in the field and discusses how perception models trained on synthetic data perform once they leave simulation, including where the sim-to-real gap still causes trouble.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Lightning Talks" by Thomas Dinges at Blender Conference 2026
A series of quick and varied presentations of 5 minutes (or less!).
2026's talks:
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To register for a Lightning Talk: contact Thomas Dinges at [email protected] with all of the following information:
Please note: Presentations promoting commercial services or extensions will not be accepted.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
#b3d #BCON26
"Building a Complete Animation Pipeline for a Feature Film with a Woolly Look" by Juan Carlos Garcia del Blanco, Antonio Javier Torralba Moreno at Blender Conference 2026
Juan Carlos García del Blanco and Antonio Torralba will present recent advancements in animation pipeline development, walking through the full process from A to Z using the latest feature film Pikkuli and Starlight Reindeer as a case study.
https://www.youtube.com/watch?v=Tm2nn8OXFVk
Antonio Torralba, the driving force behind Blender development on the project, played a key role not only in shading and look development, but also in defining the overall production pipeline steps for this unique adventure, pushing Blender to its limits in a real production environment.
The talk will also cover the development of the woolly groom effect using Geometry Nodes, as well as the integration between 2D backgrounds and lighting, showcasing how both worlds were combined efficiently within the pipeline.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"The Spinal Spline: Geometry Nodes Framework for Built Environments" by Gilad Harnik at Blender Conference 2026
Making architectural renders is more than just high quality assets and materials. It's about capturing the essence of the city and the environment. Analyzing different urban designs reveals that everything can be stripped down to a repetitive pattern. Essentially, it's a distribution problem.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Yuify Your Mesh to Say Who Made It: Micromarking and Self-Sovereign Identity" by Lars Lenz, Joss Giffard-Burley at Blender Conference 2026
Digital work is easy to copy and hard to attribute. Wacom's Creative Rights Initiative exists to do something about the second half of that. The mission is to give creators a practical way to establish that a piece is theirs, and to demonstrate it later if it's ever in question. Yuify was the first result. Invisible Micromarks bind 2D image to a decentralized identifier and a signed authorship record, shipping today.
With 3D Micromarking Wacom is extending its Yuify service capabilities to 3D, where nothing sits still, with no canonical vertex ordering, no fixed sampling positions, and pipelines entitled to rewrite everything on export. Different data, different signals, different failure modes brought us a whole lot of interesting new problems.
In this session, you will learn what Yuify and 3D Micromarking is and how Wacom is trying to make authorship evidence survive a 3D pipeline.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Build Your Node Trees With Code" by Brady Johnston at Blender Conference 2026
In this talk Brady Johnston will present nodebpy, a new Python package for authoring, versioning and comparing node trees. Visual programming with nodes is excellent for iteration and artist-friendly workflows, but creating and tracking node trees in code has stayed verbose and difficult. Withnodebpy, human-writeable code becomes nicely arranged node trees, and GUI-authored trees become human-readable .py files, making collaboration and review far easier. Shorter, more logical scripts also let LLMs read and write node trees more reliably and with less token usage. Brady will cover the issues it solves, the design process behind the package, how it's currently used in several add-ons, and how you could start using it in pipelines and to version-control node trees.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Neuromechanical Modeling and Simulation of Animals and Robots" by Shravan Tata Ramalingasetty at Blender Conference 2026
Animal movement emerges from the interplay of neural circuits, musculoskeletal biomechanics, and the environment. We build detailed neuromechanical models of diverse species from fruit flies to mice to salamanders as well as robots, reconstructing their bodies from CT/MRI scans, rigging joints and muscles, and simulating locomotion in varied terrains. A dedicated Blender add-on serves as our primary modeling and visualization interface, and the entire pipeline is open-source through our framework FARMS (Framework for Animal Robot Modeling and Simulation).
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
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