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Ein Vortrag von Jean-Frederic Vogelbacher
Der Vortrag wurde auf den Kieler Open Source und Linux Tagen im Jahr 2026 gehalten.
Für Inhalt und Richtigkeit sind ausschließlich die jeweiligen Referenten verantwortlich.
Webseite: https://kielux.de/programm/KOLT26
Noch mal ein Video aus der Konserve, vor meinem Unfall.
Nachdem sich die Birke ja geweigert hat, ein toller Bogen zu werden, muss es ja weiter gehen. Dafür habe ich mit ein Stück Ahorn Ausgesucht.
#Archery #Bogenbau #Bogenschießen #Bogensport #DIY #Fletcher #Freizeit #Langbogen #Longbow #Primitivbogen #Selfbow #Sport #Werkstatt @[email protected] @[email protected] @[email protected]
"The Quest for the Ultimate Stylized Mouth Rig" by Maor Fridman at Blender Conference 2026
Ever since my student days, I’ve been obsessed with creating the ultimate, most versatile cartoon mouth rig—one that delivers highly flexible, appealing shapes. In our latest short film, "Finding Rozy," this journey culminated in a new approach: a Geometry Nodes-based system heavily inspired by Pixar’s Win or Lose. While it’s closer than ever to my dream rig, it still faces some technical bottlenecks. This talk explores that evolution, breaks down the setup, and invites the community to help troubleshoot and perfect the ultimate mouth workflow
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Continuing a Lie: Creatures!" by Omar Hewady at Blender Conference 2026
In this talk, PhotonTown CEO will take you on a journey through the art, technology, and business of creating ultra-hyper-realistic creatures. Drawing from real-world productions, including the creature featured on Zayn Malik's latest album artwork, the animals created for Phish's Sigma Oasis experience at the Las Vegas Sphere...the world's largest screen...the Yeti created for Snippers USA Footwear, and the official lion mascot for the Confederation of African Football (CAF), he will break down the complete workflow from concept to final delivery. Attendees will gain insights into creature design, look development, Blender production pipelines, client collaboration, and the realities of delivering world-class creature work in a professional studio environment.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Creative Misuse of the 3D Toolbox" by Markus Biegholdt, Rob Green at Blender Conference 2026
At Atomhawk, our strategy is built around delivering impactful work, building capability, and evolving how we create, and this 'Studio' talk shows how that translates into real production workflows. The talk explores how Atomhawk implemented Blender not as a traditional 3D package, but as a flexible, idea-driven creative tool within the context of real-world AAA concept pipeline. Offering insight into studio workflows and practical scenarios, it dives into how concept artists use Blender as a design lab and problem-solving environment - prioritising speed, iteration, and artistic intent over technical correctness. By embracing unconventional workflows and non-traditional 3D practices, the emphasis moves beyond software features and toward creative exploration, experimentation, and innovative thinking. Supported by shared assets, custom tools, procedural workflows and automation, Blender becomes a flexible, all-in-one environment for rapid, expressive concept creation. For us, this isn’t just about Blender, it’s about how we make better work, move faster, and keep pushing our creative approach forward.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"A holistic guide to the Hollywood VFX colour pipeline" by Mark Boorer at Blender Conference 2026
Follow along as we find out how to apply the colour science tools of the VFX industry to your own projects. This talk covers processes such as plate linearisation, neutral grading, VFX compositing, CDL grading, and display transforms.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Automotive Design in Blender" by Kim Jern, Rodrigo Candell, Ardalan Farboud at Blender Conference 2026
Automotive design has traditionally relied on NURBS-based workflows, but the modeling team at Zeekr and Lynk & Co Design has gradually adopted Blender as a core tool for both exterior and interior concept development.
In this session, Kim Jern, Rodrigo Candell and Ardalan Farboud will share how Blender fits into their professional automotive design pipeline, what it enables, the challenges they have faced along the way, and where they see opportunities for Blender to go even further in automotive design.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"The Power of Curves" by Iwo Pilc at Blender Conference 2026
In this presentation, I’ll show you how I use curves every day in my projects. You’ll learn how to use them properly, what they’re capable of, and some cool tricks that offer a different approach to various 3D tasks.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"How Not to Build a Shading Language" by Clément FOUCAULT at Blender Conference 2026
Managing cross-platform rendering across modern APIs like Vulkan, Metal, and OpenGL introduces shader code complexity. To combat fragmentation, code duplication, and slow runtime compilation, Blender is migrating to its own custom solution: the Blender Shading Language (BSL). This presentation explores the architectural evolution of Blender's shader pipeline, the design principles of BSL, and how a custom, lightning-fast preprocessor solved the performance pitfalls of vendor shader compilers.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
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