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"How Compositing is Reshaping Blender" by Habib Gahbiche at Blender Conference 2026
Habib will give insights into the process to define the compositor's roadmap and will share some lessons learned from designing features with the community as well as with the Blender Studio. He will also showcase the most important new features, and how the compositor has been reshaping working in Blender in the last few years.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"From Stardust to Black Holes: Visualising the Physics of Stellar Evolution in Blender" by Ben de Vries at Blender Conference 2026
Some stars explode and leave black holes behind, others just end in cooling clumps of matter. Astronomers are finding out what drives the billion-year evolution of stars and why some evolve so different from others. The physics that moves this evolution is complex and works on many scales. With our custom build Blender add-on named TULIPS-3D, we help students, researchers and everybody interested to understand and do research in stellar evolution. Let us show you how we use Blender and it's Python API to bring physics simulations to life and learn a thing or two about stars in the process.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
GRABAR CASSETTES EN 3 PASOS
1º Cinta
Todo el contenido de este video fue creado por ser un humano con material propio (sin IA ni hostias).
In this episode Sander Hoogendoorn talks with Eberhard about his experience at iBOOD with AI-supported software development. Why abandon Pull Requests? What does AI-assisted coding review really change? And what happens to collaboration when AI is used?
We also look beyond the tools: How does AI change the role of developers, software architecture, and technical leadership? If developers increasingly own outcomes rather than keystrokes, what skills and practices become important?
And perhaps most importantly: What does it take not just to survive the AI-native era, but to thrive in it?
Sander will also talk about this subject at Software Architecture Gathering (2026-11-16 - 19, Berlin). Use code SATV_15 for 15% off.
Ich spiele den Prolog der Vampir-Rollenspiel-Visual Novel „Nighthawks“ von The Curiosity Engine und Wadjet Eye Games. Das Spiel ist am 22. September 2026 für Linux, Windows und MacOS erschienen. Natürlich spiele ich die native Linux-Version unter CachyOS (Plasma Desktop).
bei GOG: https://www.gog.com/game/nighthawks
Meine Webseite: https://hatnix.net
"The Art of Real-Time Viewport Cheats" by Bao-Thinh Dinh at Blender Conference 2026
Viewports and Eevee are no longer just for quick previews; they are a powerful end-to-end production tool for modern artists. In this talk, Bao-Thinh Dinh breaks down a viewport-first approach for commercial visuals, moving seamlessly from practical production hacks to experimental interactive workflows.
Discover node-based tricks across three core pillars: Shaders for instant visual hacks, the Viewport Compositor for real-time post-processing, and Geometry Nodes to push boundaries by building interactive product prototypes directly in the viewport.
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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/
"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/
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