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Blender episodes

  • 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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  • 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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  • Procedural Workflows with Gaussian Splatting — BCON26

    "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/

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  • Production Lessons of Singularity - A Painterly Short by Blender Studio — BCON26

    "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/

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  • Co-Creating 3D Data Animations With Code — BCON26

    "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/

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  • Connecting Blender and Unreal Engine: A Full Character Creation Workflow — BCON26

    "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.

    Discover how Blender’s open and customizable ecosystem can accelerate character development, including scripting examples, efficient workflows, and rigging techniques. Then, see how the character is brought into Unreal Engine, using Control Rig, and animation tools to create a complete real-time character pipeline.
    A practical look at how Blender and Unreal Engine complement each other to empower artists and technical teams.

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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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  • 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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  • Layered Actions & Other Niceties — BCON26

    "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/

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  • Le Loup: Adapting a 2D Graphical Novel with a 3D Cinematic Storytelling in Blender — BCON26

    "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/

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