Framatube

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Framatube episodes

  • Curiosity: The Distance Between Dreaming and Doing — BCON26

    "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/

    20 min
  • OpenPBR: Road to Expressive and Interoperable Material Models — BCON26

    "OpenPBR: Road to Expressive and Interoperable Material Models" by Sebastian Herholz, Weizhen Huang at Blender Conference 2026

    Introducing OpenPBR, Blender’s upcoming surface shading model aiming at keeping a consistent appearance when material assets are shared across different applications, simplifying the process of teaming-up and collaborating with other people.

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

    43 min
  • Cella: 3D Data Visualization for Plant Single-Cell Transcriptomics — BCON26

    "Cella: 3D Data Visualization for Plant Single-Cell Transcriptomics" by Sampo Muranen at Blender Conference 2026

    Recent advancements in single-cell RNA sequencing have facilitated the possibility of acquiring vast amounts of data at single-cell resolution. This development has provided a broader and more comprehensive understanding of complex biological processes. The growing datasets require a visualization tool that transforms complex data into an intuitive representation. To address this challenge, we have utilized Blender to design Cella, a cell atlas visualization tool, which transforms data into 3D heatmaps that can be rendered into image libraries. Our tool is designed to support especially research on plant developmental biology.

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

    17 min
  • Every Hair Deliberate: A Photoreal Cat in Hair Curves — BCON26

    "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/

    0 min
  • 3D-to-2D Animation Smear Effect Technique Based on Japanese Hand-Drawn Style — BCON26

    "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:

    1. Automated point-cloud sampling via Geometry Nodes
    2. Dynamic 3D-bounding-box masking
    3. Adaptive interpolation that respects "animating on ones, twos, and threes."
    4. 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/

      0 min
    5. Headless Heads: Calibrated Digital Human Pipelines with Cycles — BCON26

      "Headless Heads: Calibrated Digital Human Pipelines with Cycles" by Patrick Anderson at Blender Conference 2026

      This presentation will look at how Electronic Arts’ applied research team use their experimental head scanning and processing pipeline to deliver reliable, accurate data to game teams.

      Specifically, how Blender’s BPY module fits into this containerized job system to automate parts of the process: leveraging Cycles for diffuse map delighting, calibrating cross-polarized photography using Macbeth charts effectively for PBR shading, and matching complex polarized specular behavior.

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

      29 min
    6. Building Procedural Simulation Environments — BCON26

      "Building Procedural Simulation Environments" by Felipe Oliveira Ribas at Blender Conference 2026

      Ray-tracing simulations are becoming faster and more accessible through modern graphics processing units and improved algorithms. However, the 3D environments used in these simulations are still often static, simplified, and manually prepared for a single scenario. This talk explores how Blender can become a procedural scene-generation layer for simulation. Geometry Nodes and Python can create controlled scene variations, expose geometric assumptions, and generate different levels of detail for different computational budgets. Electromagnetic propagation is presented as one practical example of this broader workflow.

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

      45 min
    7. Imposter Syndrome — BCON26

      "Imposter Syndrome" by Thomas R Murphy at Blender Conference 2026

      While optimizing EEVEE Next for the UP Blender Game Engine, Tom developed an imposter-card shader and add-on to streamline asset creation and boost real-time performance.

      Only after creating the add-on for his personal use, did he realize that it could help almost all artists seeking to reduce render times, expedite asset production and improve real-time performance.

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

      24 min
    8. GN-to-UV: Hacking Coordinates with Geometry Nodes — BCON26

      "GN-to-UV: Hacking Coordinates with Geometry Nodes" by Jindřich Olšar at Blender Conference 2026

      This classroom talk demonstrates how to weaponize Geometry Nodes as a non-destructive data-processing layer for complex production fixes. Moving beyond basic asset creation, we dissect two real-world case studies from Mangoshake’s pipeline. First, we explore how we manufactured custom UV data on live, simulated cloth for our client RIM using stored attributes. Second, we break down a procedural path generator that calculates directional gradients along a curve. Attendees will learn how to route complex data directly into the Shader Editor for advanced material mixing.

      This talk is designed for a classroom experience.

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

      37 min
    9. How Blender Changed Theatre — BCON26

      "How Blender Changed Theatre" by Marcus Möller at Blender Conference 2026

      In this talk, Marcus Möller, a Stage Design student at the Academy of Fine Arts Vienna, explores how modern 3D tools establish an innovative workflow in the theatre world. He will guide you through his journey—from building and rendering initial concept designs to his most recent project, where he developed a real-time animation playback tied to real-life parameters like motor rotation speed.

      Discover a transition from first creative steps to the essential integration of real-time 3D in theatrical pre-production.

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

      18 min

    About Framatube

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    Framasoft PeerTube platform. Framasoft is a non-profit that promotes and spreads free culture in general, and free-libre software in particular. Please do not ask some accounts on Framatube.org, this…