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"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/
"Procedural Workflows with Gaussian Splatting" by Sören Schmidt-Clausen at Blender Conference 2026
Gaussian Splatting is a powerful new realtime 3D representation, but working with splats in Blender is still difficult. This talk shows how Geometry Nodes and Eevee can be used to import, edit, render, and export splats in a procedural workflow. Using my toolkit BlendSplat, I will demonstrate practical workflows already possible in Blender, including cleaning up captures, creating relightable clouds from VDBs, and training splats from multilayer EXR renders. I will also discuss current limitations and what to expect in the future.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Production Lessons of Singularity - A Painterly Short by Blender Studio" by Andy Goralczyk, Demeter Dzadik, Vivien Lulkowski, Julien Kaspar, Simon Thommes, Rik Schutte at Blender Conference 2026
The Blender Studio team shares what they learnt while making 'Singularity', the latest Open Movie production.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Co-Creating 3D Data Animations With Code" by Neele Dijkstra, Torben Hanegraaf, Jop van Roosmalen at Blender Conference 2026
In this talk, we (five data animation developers from Rijkswaterstaat) showcase how we used Blender to create our informative video "The Dutch Rivers" and the novel process we used in generating it. We used a fully code-based workflow that integrates with Git version control. This means that co-creating in Blender is easier, it is faster to go from water data to animation, and animations can readily be regenerated on the basis of new data. We'll show you how to adopt a code-based workflow that still takes advantage of Blender's strengths and combines keyframe animation with custom callback animations to improve efficiency.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Connecting Blender and Unreal Engine: A Full Character Creation Workflow" by Stéphane Biava at Blender Conference 2026
Explore a modern character creation workflow combining Blender’s flexibility with Unreal Engine’s powerful animation tools. This session covers the full process, from modeling, topology, UVs, and rigging in Blender to creating a fully animated character in Unreal Engine.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"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/
"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/
"Layered Actions & Other Niceties" by Sybren A. Stüvel, Christoph Lendenfeld, Nathan Vegdahl at Blender Conference 2026
The Animation & Rigging Module shows the progress of the last year, and the plans for the next. This includes presenting the work on introducing animation layers to Actions.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Le Loup: Adapting a 2D Graphical Novel with a 3D Cinematic Storytelling in Blender" by Achille Biais at Blender Conference 2026
Following the success of I Lost My Body, Xilam Studio continued its exploration of mature, cinematic storytelling with Le Loup, adapted from Jean-Marc Rochette’s graphic novel. To capture the emotional journey of Gaspard and the shifting moods of the wilderness around him, we felt we needed to combine a compelling 3D cinematography and acting with a radically 2D graphic aesthetic. We developed new tools and workflows to build on what Blender has to offer and allow artists to collaborate seamlessly in 2D and 3D, creating a painterly and emotionally powerful experience
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"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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