Video summary
The BCON26 Lightning Talks session opened with a diverse array of presentations showcasing Blender's versatility across various creative disciplines, from academic projects to professional production tools. Thomas Dingis introduced fourteen speakers who demonstrated how the software facilitates collaboration and innovation, such as Timothy's announcement of new community-driven certificates recognized by universities and Jovanni Gallalo's short film celebrating *Metropolis* through a cross-disciplinary student project. Other highlights included Frank Russo's open-source Kitsu tracker designed to foster studio cooperation on diverse narratives, Sam's exploration of Blender 5.2's experimental hair dynamics for his pirate-themed film, and Jacob's free "Undistort" plugin which streamlines VFX workflows by correcting lens distortion. The technical depth continued with Christopher's use of MetaHuman digital doubles for a music video that replaced After Effects with Blender-based VFX, Sebastian Kunik's interactive museum reconstruction of a historical skeleton using geometry nodes, and Robin's explanation of USD as an open-source format enabling seamless, non-destructive collaboration across major 3D applications without data loss.
The presentations further explored the intersection of technology, art, and practical problem-solving, with speakers addressing specific challenges in material rendering and AI integration. Mark, a developer for Eevee, discussed the complexities of area light bleeding and banding artifacts, explaining that solving such graphics issues requires deep research into material properties rather than quick fixes, while another speaker demonstrated an AI workflow acting as a "paint bucket" to assist artists by converting hand-drawn frames into 3D models for lighting reference. Yan presented a portable projection mapping solution built with Geometry Nodes that allows viewers to interact with fluid simulations on vertical surfaces without calibration, and Kelvin showcased an animated segment blending styles reminiscent of *Love, Death & Robots* using a custom Lego rig. These examples underscored the community's commitment to pushing boundaries, whether through Doris's intricate process of creating a digital fabric costume for Nyx from *Hades* or Evan's independent animated feature that combines hand-drawn animation with selective AI assistance while maintaining full artistic control.
Beyond individual projects, the session emphasized community engagement and resource sharing, culminating in practical tools designed to support creators globally. Suban unveiled a community-driven map of restaurants near the Blender Institute featuring filters for dietary preferences like vegan or gluten-free options, inviting attendees to contribute data and strengthen local networks. The event also highlighted educational initiatives, such as the treasure hunt game "Blender Codes" and the launch of certificates that validate skills recognized by institutions like the Metropolitan University of Hong Kong. As the session concluded, the host provided clear instructions for submitting proposals for next year's Lightning Talks via email to conferenceblender.org and announced the winners of the Susan Award Festival, reinforcing the event's dedication to nurturing talent and fostering a collaborative environment where professionals, students, and hobbyists can share knowledge and celebrate their achievements.
Read the full video transcript
All right, good evening everyone. Glad
to see so many faces here in the theater
on the second day of the conference.
My name is Thomas Dingis. I'm
development coordinator at Blender and I
have the pleasure again uh to host the
lightning talks this evening. We have 14
speakers here presenting their work and
how they use Blender for up to five
minutes. Um, for the people presenting
how it works, I'll just announce your
name. You can come to stage. You get a
clicker for your presentation and a
handheld microphone and then it's your
five minutes of fame on stage. Um, you
will have a small uh timer on the
screens down there. So, please make sure
you stay within the five minutes uh
because we have 14 speakers and we don't
have uh too much time. So, around about
an hour. So, please make sure to stay
within those five minutes.
All right, I hope you guys are uh ready
for some interesting talks. So without
further ado, let's start with Timothy
and the first presentation.
>> Hi everyone. Okay, five minutes. All
right, so I'm Tim um representing
China's Blender community, Origin CG. Uh
a few updates again uh from our side of
the world. All right. So, first up, is
everyone up for a challenge? Say yes.
Yes. Good. Good enthusiasm. So, we have
been running a contest for three years
in a row now. For the past two years,
it's been mostly for uh primary and high
school students. So, this year we're
opening it up to individuals,
professional studios. So, it's
imagination without limits starting from
a cube. So, if you can make something
with a cube and do a 30-cond animation
with it, you might win a cash prize at
the end of it. and get featured at the
BCON in China in Shenzhen. So, what are
you waiting for? Um, there are some
pictures to show what last year's uh
event looks like. Uh, these were some of
our winners from last year and look at
how shocked our judges look uh at the
top up there like at the quality of the
work done. So, yeah, you get to be part
of this. All right. So, uh second thing
I want to talk about Blender
certificates. This is an ongoing project
that we've been sharing uh across the
conference. Uh we'll be talking about
this in depth at the educator SIG
tomorrow morning. So please join that if
you're interested. It started with
blender badges you see on the left. Uh
defining different domains and a
standard for designing curriculum for
educators and teachers and then in Hong
Kong and China we've been doing pilots
for certificates giving them out through
university partners. Um and we've
actually issued our first batch. Uh you
can track everything on our website
here. Our first batch was given out
through our university partner, the
Metropolitan University of Hong Kong. So
these students who uh study with us uh
and with the university can then get a
certificate that's recognized and built
on a standard that's communitydriven and
we welcome everyone to be part of this
process and you can help us bring this
to your region as well. Right. So last
but not least, timer is running out.
Can I get some sound, please?
All
right.
So, the first BCON in China happened
last year. We had 60 keynotes, 50
speakers, and over 3,000 participants
join us over a long weekend. And it's
happening again in November 28 to 29
this year. It's part of a bigger series
of events, and we have our first
speakers uh officially being launched
here today. It's the first reveal. Uh we
have a friend coming out of Pixar who's
been there for 20 years, lots of
experience uh from ILM. We have Andrew
Price, the Blender guru, joining us in
Asia. Uh we also have friends from
Blender, of course, the Blender team and
from Autoro. So, lots of new faces and
familiar faces joining us um from across
the world and from the Chinese community
as well. I think this is the most
important. We're hoping to showcase more
creators and artists locally in the
region. If you know anyone who would
like to speak, who would like to attend,
who'd like to join us, or if you'd like
to join us, please sign up. I'll give
everyone 10 seconds to take a picture of
all these QR codes and then it's going
away because I need to give up one
minute for a special surprise speaker.
All right. Thank you.
Hi.
Thank you. Yeah, I just kind of hijacked
his uh presentation just to tell you
about the Blender codes. It's a little
game that has been running on these uh
days and still on till tomorrow and
afterwards. So, it's a treasure hunt
inside of Blend Files. Just uh scan the
QR code and uh start playing and let's
see if you can get to level 20. I think
people are around level 10 now. So, just
catch them up and thank you.
All right. Um, I was about to say a few
words later how to apply for those
lightning lightning talks, but you just
seen one way. You just sneak on stage,
ask another speaker. So, that's cool.
No, I'm just kidding. Olivier is always
welcome here.
>> Thank you. Thank you.
>> All right. So, next up we have uh
Jovanni.
So, here is your
microphone and the presenter. The stage
is yours. Okay.
>> Thank you.
Good evening everybody. My name is Jovan
Gallalo. I am a professor at Katana
University in Sicily, Italy. And uh I'm
going to show you introduce you some
people, some person and a project. And
uh what you see now on the screen is
Mariah and she's the uh main characters
in a short movie that has been produced
by academia devel
jointly by a team of students uh during
the last year. We have a long tradition
of doing this, working together art
students with computer science students
to produce movies, short movies. And of
course, it's a uh didactical uh project.
It's not uh something that uh too
professional, but uh we believe it's
it's a good produ production. And uh you
have a QR uh code there so you can go
and look at it on YouTube. Uh why we did
this project this year? Well, in 1926
Theopor
published the novel Metropolis. She was
the wife of Fritz Lang and uh the year
after on 1927
Fritz Lang produced Metropolis. I think
everybody knows about this movie and uh
we decided to celebrate the anniversary
in this year uh because most of our team
is made of girls and they wanted to
recognize the talent behind Metropolis
because seldom she is mentioned. So
there's been a long work at the academia
at school. Uh the students have been
looking metropolis. They have been
reading the book. They have been
discussing a lot uh in order to produce
a subject and uh uh go for the movie.
And the idea is a reflection about
relation within reality and virtuality
within artificial intelligence and human
intelligence.
And uh you see here just two frames of
the movie and uh I'm not going to spoil
you the content of the movie. It's
short. You can look at it by yourself.
And uh I would like to show you some
picture that we took during the
production in a room of uh the academia
and uh the people that work on this. A
lot of work was done on site at school
and a lot of work has been done online
and uh I think this has been a valuable
experience for students uh to learn how
to work on site and online. The team was
composed of for from teacher, four
teachers, two computer science senior
students who have been the technical
director of the movie and 20 art
students, junior and senior that did
everything from screenplay, concepting,
um painting, modeling, animation and so
on and so on. And here are just some
files from the production. And uh uh
other than Marai which is the main
character I told you there are several
other characters in the movie and they
interact in this futuristic environment
and uh there is a surprise at the end of
the movie and uh I think I've said it
all and uh the final message is from our
friend Marai come and see me performing
and there is the code. Thank you.
>> That's fine. Thank you so much.
>> All right. And next up we have Frank
Okay. Hello, Blender community. Uh, I'm
Frank Russo, CG Wire CEO, and I'm going
to introduce you to Kitsu, an open
source production tracker. So, uh,
first, what is a production tracker?
Basically, it's a software that allows
to grab data among an animation studio
and to build report on top of it. And it
has always been designed as a nouning
software. And when we started the kitsu,
we noticed that this software was mostly
used in studios for communication and
was not the initial purpose of the
software. So when we created Kitsu, we
we decided to make it first easy to use.
So anyone in the studio can collaborate
through it and communicate efficiently
uh through it. And the manager uh to say
it shortly, it's artist and supervisor
friendly and manager are still happy
because they have up-to-date data. So
they can uh anticipate problems and
report uh as they want. uh but because
we like collaboration we wanted to push
it at every level of the software. So we
made it open source and we choose uh a
strong license. We choose the GPL
license and we choose only uh
technologies that are well known by by
the community. Uh if you want to
contribute the the software is coded
with Python and JavaScript. Uh so and uh
and it's based on the Flask framework on
the back end side. So it's pretty uh
easy to contribute and if you want to
set it up on your own machine we relied
on battle ardent technologies and bricks
that are uh really uh common to set up.
So uh so there is a posgrsql and radius
and there is a little exception with med
search but it's an indexer engine uh
indexing engine and it's uh but it's
pretty uh it's a pretty good technology
and it's optional
and so uh why uh collaboration matters
so much to us because we noticed that
when people communicate efficiently
inside the studio when they work
together when they stay aligned
We end with a better movie. Uh most of
the time ship on time and uh and in the
end when we all work together we are all
winners. We we all go to a we all end
with a good movie that we are satisfied
with. And even better, it had another
positive consequence is that we noticed
that studios not only collaborate uh
inside the studio with Kitsu, but they
started to collaborate uh with uh other
studios and that way they were able to
uh to achieve their vision. Uh they were
able directors were able to go to the to
to reach the goal they wanted with their
movies. Uh and that's and that with even
with small budget. So we ended with many
uh beautiful movies or productions or TV
series were done with Kitsu. Uh here are
a few uh I selected only uh the only
movies who were done with Blender also
and we we ended with u more more uh a
bigger diversity of narratives uh
because thanks to Kitsu uh small teams
can uh can build very cool movies and
can make very cool movies and so it's uh
it creates more different narrative than
the usual Disney ones and so it's Uh
yeah, it's a pretty cool achievement and
on this slide you can see that we have
very different styles. Uh it can be TV
series for children's, it can be
political movies and and also it can be
fun short films made by Blender Studios.
Uh all that uh that's all for Kitsu.
just want to share you a few dates uh we
have uh for u for for for our own events
because uh we want uh we also have a
community and we we are happy to gather
this community uh in the same uh place.
So the next one we we already organized
a kitsu summit uh this year uh at the
beginning of the years the next one will
be online because we are a small team so
we can we can't organize events like
this every years but in two years we
will meet again in Paris uh in February
so you are more than welcome uh we will
talk about production pipelines uh
production workflows and there there are
always a lot of blender users uh at the
kitsu summit So it will be very
interesting uh and you will be uh able
to talk about the future of creative
collaborations.
Uh that's it for my talk. Uh if you want
more informations you can uh connect to
the website and see uh exactly what does
kitsu and you can also contact us
directly and uh we will be glad to uh
talk you more about our software. Uh
thank you Blender community for your
attention.
All right, so next up we have uh Sam.
>> Oh my god, it's Sam.
Hi
Hey. Okay. So, uh hi, I'm Sam. Uh I'm a
3D artist at Tomorrowland, but uh in my
spare time, I um create short films, uh
animated short films in Blender,
obviously. Um this is u my first
animated short film that I'm actually on
track of actually finishing. And it's an
uh obviously a pirate adventure called
Captain Redbeard and the Kraken. Um, I
started the project uh like nine years
ago, which sounds like a long time ago,
but um, this goes really slowly and I've
only recently started enlisting the help
of like these really talented artists
who can actually help me with character
design, character modeling, uh,
animation, stuff like that. Um, and then
Blender 5.2 D came out with its
long-awaited hair dynamics and it turns
out to be a node group um inside of a
node group and then you look for the
solver and it's oh it's over there but
it's actually another node group and you
find the actual solver it says
experimental and you don't know a word
that it mean that that it's saying and
um when you apply it to your hair then
this happens and I'm like the vendor
conference is in two days I don't have
time for this so uh you go back to mesh
hair and the bump map and it doesn't
deform and I'm sorry but I will fix it
at some point. Um yeah, this is the
first sketch I ever did for it in 2017.
Um starting like another project uh I I
have many but like um like I said just
getting the help of these talented
artists actually make these things look
good. Um great animation by Vincent.
Shout out to Vincent. Uh don't steal
him.
I'm so glad this guy doesn't have hair
to be honest. Uh that's less work for
me. uh still debating on whether or not
to give him clothes in the in the final
film because I kind of like the skeleton
look. Um gives it like this this eerie
piratey vibe. Um he also lives in the
underworld which is like a very gloomy
uh sort of contrast to the to the warm
lighting of the rest of the short film.
Um but the most complex thing I've been
working on uh for these past few weeks
is this town. And I have like a weird
little thing with um like vertical
cities like metropolis kind of style
things that you see in cyberpunk genres,
but I wanted to make it like makeshift
and build out of shipwreck parts. Um so
yeah, I've been cracking my skull on how
to build these things, how to start
building these things. But like with any
art, you just start with the big shapes.
And I've added a small layer of like a
wooden planks just um to give it some
detail to build your detail on top of of
um it's just a node network like it's
not even the most complex thing but um
you can just draw simple curves and they
will all turn into blank instances. Um
and everything else is just like
intersecting boxes uh seeing where the
design takes you where where it really
wants to go. Um and then adding like
housing modules. There's like six or
seven different ones. Um, and it will
feel like a city soon enough. Like if
when you add uh pathways, walkways, um
things that make characters actually
move through this uh this whole thing,
some vegetation. Um and everything else
is just really decoration like windows,
doors, props, some some hanging laundry.
I just that that people actually live
here. Um that that sort of will sell it
as a city at some point. Um this is only
10% of the whole set. Uh, so I may be
like over trying to overachieve here.
Um, but I've wanted to build something
like this forever. And only a few weeks
ago, I I've finally it finally clicked
like, hey, this is how I need to start.
And uh, yeah, that's most of what I
wanted to show to you uh, today. Um,
this past summer, we did a Kickstarter
for the project, which tanked horribly
because I'm very bad at social media.
So, people have been telling me like,
"Up your social media game and talk
about your project." and I'm like, it's
not finished. I can't talk about my
project. So, that's what I'm doing right
here this week at the Blender
conference. And it's it's very like
stressful and everything, but if you if
you want to stay updated on the project,
um join the mailing list. There's the QR
code. Um follow me on Instagram, follow
me on on YouTube. Um if you want to stay
updated. Thank you.
All right, thank you so much, Sam. And
next up, we have Doris.
So,
thank you. And hello.
Um,
so my name is Doris. I'm a professional
lighting and compositing artist.
However, I'm a not so professional
costume maker as well. And therefore, I
keep running into usages of Blender that
are not quite as intended. And today, I
would like to talk about my current
project, which is building a costume of
Nyx from Hades.
Now, I love the game. I love the style
and I would like to preserve the style
of the game as much in the costume as
well. And this is a big challenge
because it is matte flat. There's very
big flat colors right next to each
other. Lots of detail, pitch black
color. And I was wondering if there is a
surface material that I could use both
on the hard surface as well as on the
flowy fabric parts. And I think I found
something that works for me. And it's
basically making fabric into a reverse
UV map. I've done this before by
painting fabric pattern
uh like pattern pieces before assembling
the garment and that was quite
successful. However, with the style of
Hades, I cannot quite do this. So, I did
some tests and I came to the conclusion
I want to use digital fabric printing.
So, how does this work out? I start with
a photogometry scan of both the model
and myself as a reference for scale
test.
Um some base modeling. I think everybody
knows what's happening here. And then I
have to slice it up for at least
distortion possible. Um and the paper
pattern tool is helping me keep this on
track. Um and the topology looks
terrible.
Now when I had it cut up into its
islands, I had the problem of how big do
I scale it because it's very abstract
units. In UV space, we have 0 to one. In
pixels, we have 0 to however big your
texture is. And then in centimeters, we
are printing from centime 3 to 141 or
whatever the printable area is. And for
centimeter to pixels, we have DPI, which
is straightforward. I used 300 dpi to
get a crisp texture from pixel to UV
space was a bit trickier because that is
tixel
and Blender doesn't natively display the
text density. So how many pixels your uh
island is taking up but there is plenty
of add-ons that can do that. Here I'm
using text tools. And once I've figured
out how many pixels per unit I want to
have, I can consistently scale all of my
islands.
And with that done, I can build a UV
layout, a little bit of spacing in
between because I will have to wrap the
fabric around edges.
I do some texture painting to mark out
all of the important parts of the
design. And then I take the texture into
a vector program because it makes it a
lot easier to clean up the textures, the
edges and have consistent colors with
the color palette which is another
problem that came up because we have
Blender with AGX and Filmake few
transform in RGB color space and I need
CMYK fogra 39 coated proof.
I didn't know that. I was like, "Oh,
well, there's an easy solution to that,
and that is just buying fabric swatches
and then writing down the CMYK numbers."
And that worked perfectly fine.
And this is how this texture looks. It
is 140 by about 3 m big. It is about
half of the costume.
And while I send this off to the digital
printing company, I do a little bit more
3D modeling to get the base models that
I will later wrap in fabric. I will also
have most of these 3D objects printed in
TPU.
And I will use craft foam, very
straightforward to do the flat surfaces.
And for the craft foam, I already have p
paper patterns because I did a UV layout
with the paper pattern extension.
And this is how the process looks like.
Um, so essentially the fabric is applied
to the different objects.
And here you can see me do one piece of
that. It is a layer of craft foam,
thermal adhesive, the printed fabric,
and then I do the black details with um
velvet because it captures most of the
light and some ironon vinyl details for
the neon splotches.
And here we are right now.
Uh quick conclusion, it was not the most
efficient way of doing this. Um but
there's a lot of potential I think with
the new updates in Blender and also
maybe using this on paper on rigid
models.
And if you're curious, I brought a few
of the pieces and you can inspect them
up close if you would like.
Yeah, thank you so much.
And next up, we have Jacob.
>> Thank you. Thank you.
Oh, how do I get this permission?
>> Is that okay? Was I supposed to do
something different? We'll see.
>> Okay, we'll find out. Uh, my name is
Jacob. I use Blender to make VFX. And
today I wanted to talk about uh VFX lens
distortion workflow. And for those of
you that are not familiar with the
standard workflow, I made a full
tutorial and today I'll just play the
intro to that tutorial because it'll
describe things better than I can live.
Uh so here we go.
In the world around us, straight lines
appear straight, except for when you
film with a camera lens that makes
straight lines appear curved or
distorted. This is called lens
distortion. Now, as a VFX artist, if I
want to put myself in this CGI
environment, lens distortion poses a
unique challenge. That's because while a
real camera lens produces images which
have distortion, a virtual camera lens
renders images which have no distortion.
If we try to put these two together,
things won't align properly. So, the big
question is how do we merge this
imperfect distorted footage with this
perfectly undistorted CGI world? Well,
first we start with the footage and we
remove the lens distortion. So now both
the footage and the CGI environment have
no distortion which means we can
properly merge the two together. And
finally we reapply the lens distortion
so that this final shot has the same
distortion as the original footage. So
the workflow is undistort do the VFX
work redistort. Simple to understand but
a bit more difficult in practice. So
today we'll dive into this workflow and
I'll show you a custom Blender tool I
made to help you handle lens distortion
the right way.
Yeah, there we go.
So, thank you. You can check out the
full tutorial on my YouTube channel.
We're not going to dive into the
workflow today. Um, but I'll just uh
highlight the plugin I made which is
called Undistort. Uh, you can find it
for free at this link. And basically the
way it works is it's a plugin for
Blender. So, you bring in this image.
This is uh an image I captured with a
fisheye lens pointed at the checkerboard
grid and the plugin detects the corners.
This is all working in the camera
tracker. So these are just tracking
markers. And then the plugin uses that
data to solve and remove the lens
distortion. And this plugin also
supports um creating ST maps and
handling overcan. So here we are into
the compositor. Here's the original
image. Here's the image with the
distortion removed, including the
overscan area. And then here's the image
redistorted. So, this would be the same
as the original. And if you're not
familiar with ST maps or what overscan
is, again, that's all described in the
full tutorial. Uh, finally, one other
neat feature or oh no. Um,
maybe that's not going to show. Okay.
Anyway, uh another neat feature of the
plugin is that you can calibrate instead
of with a single image, you can use
multiple images. Um and that solves the
distortion much more accurately. Uh so
maybe this is good not to show you. It's
a little teaser to go watch the full
tutorial. Um so again, if you want to
check out the plugin, it is free.
There's the link and it's kind of in
beta. So if you have feedback, please
email me at that address. Thank you very
much.
Thanks. So, next we have Christopher.
>> Um,
it was an extra video, right?
>> Yes. Yeah. Yeah. Okay.
>> Can you load that in the background?
Yeah, sure.
>> Yeah, that's awesome.
>> I will start speaking.
>> Hi, my name is Chris. Uh, I'm a 3D VFX
artist uh from Vienna. I'm also known as
Hexabar. I was just on stage to present
uh the how I restored the hairline for
Seth Rogan over the last couple months.
But I have a secret passion project
which I'm really excited to show you
because it's a music video I did with a
live uh with a pop punk uh band in
Austria where I took the band and
transported them into a video game. And
I did that by scanning their heads from
our live action shoots and created their
counterparts the digital doubles uh
which the with with the mesh to
metahuman workflow. Uh they also needed
uh some really high quality clothing
like exactly the clothing they had on
set and I achieved for the first time
like some really impressive results for
my terms. And uh one of the main parts I
stand up here is to encourage you to uh
use the power of UDIMS. That's how I
achieved this like leveling up of my
quality of work. Pun intended. And big
shout out to Matt Curtis from Bold
Graphics. I don't know if he's here but
I love you man. He encouraged me at BCON
Austin to learn UDIMS and I have this
newfound appreciation for UVs and it
literally uh yeah leveled up the quality
of my work and I want to use this space
and this uh place now to encourage all
of you to learn UDMs and maybe you will
find the same appreciation for UVs I
have now. So okay.
All right. So, uh, you are about to see
the music video and it goes live right
now. And, uh, I created some more
outfits for the singer. He has a journey
he's going on. And I did that for all of
the props, the instruments, the
environments, everything you're about to
see. And even the skin, I wanted him to
be gnarly, to be nasty. And I even did
the hair, not only for Sethroen, but
also for the singer. And yeah, I even
used VFX uh instead of After Effects
with Blender to uh yeah, transport them
in a different world. Um I used uh also
a big shout out to Pure Polyjord for his
awesome glow map tutorial which saved my
ass countless many times now. And yeah,
you can see the VFX I use here. If you
like what you see, if you have
questions, um please reach out to me.
I'm Chris aka Hexabar. And now I'm so
excited to play this video. This has
been months in the making.
>> Yes,
ladies and gentlemen, plates of misery.
>> I guess I it up this time. And I
guess you thought I lost my mind. That's
a place of misery. And that's where you
got to find me. Come find me broken on
the floor. Too much to take. But I beg
for more. to those pills, but the won't
stop. My time is running out. It's so
frustrating.
I can't think straight and my mind is
racing. My life is fading.
I'm a mess. That's what you're saying. I
guess I it up this time. And I
guess I lost my mind. That's a place of
misery. And that's where you got to find
me. I guess I'm gone crazy. And I guess
I'm messing up lately. That's a place of
misery. And that's where you got to find
me. A new day means a new breakdown.
My job got me stressed out again. I'm
getting sick. Why can't this ever work
out? It's so frustrating.
I can't straight and my mind is racing.
I'm so jaded.
I'm a mess. That's what you're saying. I
guess I it up this time. And I
guess you never lost my mind. That's a
place of misery. And that's where you
got to find me. I guess I'm gone crazy.
And I guess I'm messing up lately.
There's a place of misery. And that's
where you got to find me.
You got to find me. You got to find me.
You got to find
I guess I it up this time. And I
guess this time I lost my mind. That's a
place of misery. And that's where you
got to find me. I guess I'm going crazy.
And I guess I messed it up lately.
There's a place of misery. And that's
where you got to find me. I guess I
it up this time. And I guess I
lost my mind. That's a place of misery.
And that's where you got to find me. I
guess I'm going crazy. And I guess I'm
messing up lately. That's a place of
misery. And that's where you got to find
me.
>> Thank you.
All right. Thank you so much. And next
up, we are going to have Sebastian.
>> Hello. Um, my name is Sebastian Kunik.
I'm from Blend of X. We are a small
studio in Leipzik in Germany. And among
other things, also known as the doors,
uh we build and create uh interactive
installations for entertainment and
education for museums, castles,
exhibitions, stuff like that.
Um, two years ago, uh, Claudia Febach,
the musiologist of Castle Milildenstein
in Germany, uh, asked us if we could
help with some, uh, face reconstruction
and create an interactive app for an
exhibition they were planning. And that
exhibition is about, um, a skeleton they
found like uh, in 1965 or something like
that. And they uh for a long time they
thought this was a a woman like a um the
skeleton like a 100 years old or 500
years old woman. And so there was this
legend of this dam this castle maiden um
that lived there. But then uh eight
years ago some um scientists or
anthropologists
uh had a closer look at that skeleton
and turns out it was a man like always.
Um uh and um so they inspected it
further and did some um more science
stuff on it uh to to look at the teeth
and the the skull and the way the the
skull was worn down and stuff like that.
So to just to find out who was this guy
and um so this was a very interesting
process. So they decided to make an
exhibition out of that. And one of the
things they did was they gave the skull
to um to this uh anthropologist
forensic company and they uh did the uh
reconstruction. So they calculated the
soft tissue marker depth and all this um
forensic face reconstruction and stuff
and um they came up with a rendering and
the musiologists asked us if we could do
something about the textures and the
hair and we said yeah that might be good
to do. So um
unfortunately we we couldn't really use
the topology due to unwrapping and other
things. So we decided to start from
scratch and um so we got the skull from
them and uh we did put in the the soft
tissue markers and um recreated the the
skin from scratch. So we put in some
muscles and then of course the skin and
then because I wanted to have hair um
and test out different hairds or
hairstyles uh we do we dived in into the
new um hair system. the hair uh geometry
node hair stuff and I had to get myself
familiar with this. Um but it turns out
it's really fun. So I tried to um tried
out some things to just to get myself uh
more uh yeah to know what I was doing.
Um, and in the end we we came up with a
couple of different uh of hairstyles and
beard styles um because uh they wanted
to the visitor to be able to to to
relive this um this uh scientific
process themselves. So they would go
through the through the exhibition and
then test out different hairstyles and
uh eye colors and stuff like that.
So these are some of the variations and
because we had to do this for an app, we
had to uh render out all possible
combinations of that. So long hair,
blonde, then blue eyes and you know um
but I was familiar with batch rendering
of different combinations. So it was
quick to write a a Python script in
Blender to just enable or disable all
the different collections with the
different hairstyles. Um and so I got
like thousands of combinations out of
that. And we put that then into Unity
where we uh created an app for this
exhibition. And now I have to speak
really fast because I have just one
minute left. So this is the exhibition
and the visitor goes in there and um
plays with an app called Antrolab and um
this is the uh the interface which we
created in Blender obviously of course
as well. Um also we did we used Blender
um as a storyboarding tool for the uh
for the app. Um, so the visitor goes in
and fills in the the results that he's
learning in the in the exhibition and we
put this in the postcard scanner which
is a tool we de developed ourselves.
Also, of course, the printing 3D
printing was done uh created with
Blender. So, this thing will then read
the results of the visitors and put this
into an app and I really crossing all my
fingers that this will now play in the
last 30 seconds. Okay,
please Thomas give me one minute of
overtime. We have some great music for
that. Um, so this is like the the
walkthrough through the exhibition. Um,
people sit there uh look at the uh uh
exhibits and then put in the results or
the stuff they learn into the postcard
and then they approach this uh station
where you have the the skull and then
you will start the app by putting in
your postcard and that will then start
uh scanning of the skull that you see on
the on the right side. Uh this will be
scanned in and then you can uh play
around with the with the scanned uh
skull. Put in the the missing uh parts
of the skull. I cannot show everything
here but in the end um you will have um
the skull uh with a reconstruction and
then you can enter uh your um values
from the postcard and you will see the
reconstructed face. So here you can see
now this is apparently like was a like a
monk with brown hair and green eyes. But
if you don't like that you can change
that and um see some other variations of
that.
And coincidentally this exhibition was
opened today at 11:00. So uh I hope it
runs fine there.
Thank you.
>> All right. Thank you so much, Sebastian.
A little bit over time, but it was
definitely worth it. And the music was
worth it, too. You know, some classic
vibes. If you're more into music, we
also have live music today uh in the
studio at like, I think, 7:30 or so. So,
don't miss out. All right. Next we have
Robin talking about USD.
>> Awesome. Thank you very much. Uh so hi,
this is a USD file and is the USD file
is in Blender and here it is in Unity
and here it is in Unreal. Here it is in
Houdini. Here it is in 3ds Max. Here it
is in Maya. Here it is in GDAU.
>> Yeah, GDAU. Uh here it is in Da Vinci
Resolve. Yes, even Da Vinci Resolve has
the ability to import USD. So USD is uni
universal scene description. It's an
open- source file format and it's
literally the exact same USD files open
in every editor that I just showed. Like
literally the exact same file open in
each one, right? And the thing is USD
feels complicated, right? But I'm here
to tell you don't worry about it. Don't
worry about it. Like for example, let me
explain USD to you in human terms. So
open USD is an API. Don't worry about
it.
USD is a file format. For 90% of people,
you're happy. You're good. It's a file
format. Don't worry about it. Uh USD
uses a system of layers. Don't worry
about it. Layer is a file. USD layers
are just USD files. It's real simple. Uh
USD layers are displayed on a stage.
Don't worry about it. USD files load as
an asset. It just you're loading assets.
It's simple. Uh USD has composition
arcs. Don't worry about it. USD has
references and some references are
special. It's real simple. Uh USD layers
have opinions on prim. Don't worry about
it.
USD files have objects with properties
and you can override. You can override
properties. It's easy. Uh USD has
composition arcs to combine layers and
scene descriptions into unified stage.
Don't worry about it. UsD files
reference each other to load together.
It's simple. Let me show you how is a
USD used. Let's say we have a wheel
geometry file and then we have a
material file. We combine those into a
file that is has a material on a
geometry. Then we have for example a car
file and then we add that the material
to there and now we have a car with
material on it and then we combine those
together and we have a car. We just
reference the wheel four times. And so
the interesting to know here is that
each box you see here is a separate USD
file. It's a separate USD layer,
separate USD file. Which means if I
change, for example, the wheel all the
way at the beginning, that changes the
final result. So if I change that wheel,
it changes the final result. It's
non-destructive editing. That's USD.
It's just it's non-destructive editing.
It's real simple. So why not use glTF or
FBX? People ask that a lot. Fine,
because USD has non-destructive editing
between references. That's it. That's
really it. That's why people are using
it. Now, composition composition arcs
use liver PS to resolve opinions. Don't
worry about it. Some references override
other references. That's all you got to
know. It's real simple. The USD also has
different file types. USD C, USDA, and
USDZ. Don't worry about it. It's a small
file size. It's easy to debug or it's
one zip file with all the files in it.
That's the difference between them. It's
real simple. Uh USD is made for movies.
Don't worry about it. For example, this
is folks from Embark and they gave a
really really good talk at uh GDC and
also at everything procedural conference
about using Houdini and USD and Unreal
and their entire character art pipeline
is done in USD and it works great for
them. Now USD isn't made to be imported
and exported. That's weird, but don't
worry about it because for example,
usually you have like a dcc like
Blender, Da Vinci, Houdini, and whatever
your engine is, and usually you have
like a file, whatever file it is, right?
And then you export it and import it
with a little bit of data loss, and then
you do it again. Little bit of data
loss. You do it again, a little bit of
data loss. This is bad. Don't do this
with USD. It's not how USD is supposed
to be used. The way you use USD is you
have a USD file for each dcc for
different people working on different
things and then you just reference them
all together in whatever your final
result needs to be. So you're never
importing and exporting. It's
references. It's non-destructive
editing. There's no data loss. It's
great.
Now building U a USD import export in
Blender is building the wrong USD
workflow. This is why Houdini has its
own USD environment called Solaris which
is purely USD. There's no importing
exporting. you're just referencing USD
files. So I am not saying Blender has to
build a unique USD environment unless
you want to. I'm also saying not not
saying you have to use USD. If you want
to, great. If you don't, that's also
fine. I get it. But I am saying USD is
easy to understand. You know, don't
worry about it.
Now, if you want to learn more about
USD, you can join the USD community.
Biggest one being the Academy Software
Foundation one. So you go to ASWF Slack.
whole bunch of people talking about USD.
It's a great time from all kinds of
companies. Now, do you want to try out
USD? Cool. Don't worry about it. Here, I
I released some CC0 licensed free USD
vehicle example assets. It's one
megabyte large. It's really simple. This
is the time to take out your your phones
and take a picture of this. If you want
to try use do a little dance in the
meantime, Aras doing the dance for you.
Yes. Thank you. Thank you. Thank you.
Okay. Also, shout out to Kenny. Uh, I
used some assets from him like as OBJs
and I just made them into a USD. It's
real simple. Uh, and that's it. Thank
you very much.
Thank you.
All right. Thank you. Don't worry, we'll
still have five presentations, so don't
worry about it. We'll still have a lot
of fun here.
I like the spirit in this room. It's
really fun. So, next we have Evan.
>> And here we go.
>> All right. That That is a tough act to
follow. Um, you're stuck with me now for
five minutes. I'm going to go fast.
That's me and my brother. This is our
new studio. It's a third studio we've
started. The first one was called Jib
Jab back in 99 when the internet was
new. Thank you if you know what that is.
Um the next one we used the success from
that we had kids so we started a kids
thing. Um we self- financed this with
the money we made at Jib Jab. We
licensed it to Netflix. Ultimately it
won a bunch of awards and Netflix bought
the studio from us. We went to work
there for four years and when we got out
we said what's our next project? If you
want to see it you just spybros.com
storybots. That's a real I don't have
time to play it now. Um but this is our
new project. We're making an independent
animated feature film. Uh, and it's
based on the music of our friend Perry
Grip. Perry um has hundreds and hundreds
of songs and they're all character-based
and they're hysterical and they're
earworms. Um, he has billions of
streams. A lot of the library was
written back there and you can see it
just keeps growing year over year. Um,
and this is uh this is me when I left
Netflix. I said, I'm gonna learn
Blender. So, I started teaching myself
Blender. I was 49 years old and I was
like, I could do this. So, I'm going to
play this. This is just a sample of what
I could do learning Blender with Perry's
music.
>> He's mixing up the batter and he's
laying it down. I am a banana.
I am a banana.
Banana llama lama.
>> Black hamster misunderstood now. Black
hamster fighting for the good now.
Soaring through the night in his rocket
power der with his sidekick the knee on
jug.
>> So that gives you a sense of Harry's
music. He's amazing.
Um thank you. Our film is based on one
of his most popular songs. is called
Space Unicorn. I all my friends are way
more talented than me. So like I'm
brought my friends in. We're drawing.
We're sculpting. We're doing all this
stuff um the traditional way. But um
here's just Vizdev. We've been creating.
But this is what I want to talk about.
So we're excited about pipelines. Um a
lot of people in this room probably hate
AI. And I will agree with everything
that you hate about AI is really bad in
a lot of ways. Our feeling is just
because something is terrible doesn't
mean there's not good stuff we can
extract from it. So our film is going to
be handdrawn and hand animated in
Blender. Um here's a sample of our
pipeline. This is an animatic. This is a
waffle. It turns runs. And then this is
what my friend Kendall animated. grease
pencil. So now we're we're drawing,
right? And then what is then we used
Nano Banana just to help us paint. It
didn't make it for us. It took us like
50 or 60 shots to get there and we had
to composite it together. But once we
got that, we were able to do this.
We're using it like a paint bucket. It's
really good at textures. This is not
stealing people's art. This is an artist
animating and us using AI for what it's
good for. Um, here's a better example.
Let's see if it plays.
Last week, I even got one of those
little refrigerators makes ice. I ain't
going nowhere. Last week, I even got one
of those little refrigerators makes ice.
I ain't going nowhere. Last week, I even
got one of those little refrigerators
makes ice. I ain't going nowhere.
>> So, we're trying. We want to bring
handdrawn animators back to the art of
feature film and we're putting this in
Blender, right? So, here's a very simple
example. How much? I have one minute.
Very simple example. Background built in
Blender testing different light sources,
soft light, spotlights. Then it goes to
an animator. An animator can draw on top
of that. Then we do what we call our
synth 3D pass. We'll we'll use the
robots to help us paint. And then we do
another pass. This is an interesting.
We're actually using AI to convert the
drawings frame by frame to models, not
to use, but to then use as reference to
say, how does that light work? And then
we can bring it all back together and
composite it. I have lots of ways that
we think we can use these tools to
empower artists. Um, we don't need it to
make art. Like, we really, it doesn't.
Everything starts with an artist making
something. And uh and we're excited
about what this can offer. Um and just
here's a quick example of Oh, that I
went too fast. Anyway, I think my time's
up, but this is uh let's see if it'll
play. Nope, that's me. I'm at zero
minutes. Thank you everybody.
Now I want waffles, but we have four
people four more people to go. So,
all right. Uh, next we have Mark talking
about area lights.
>> All right. Um, I hope you're all ready
to do some math.
Of course not. Uh, so, hi, I'm Mark. I'm
one of the Eevee devs. Uh, and I spent
about three months being stuck on a very
annoying little problem. I figured I
would like to share in the confusion
with all of you. uh don't worry there
will be no math you don't have to
remember anything it's mostly about a
lesson to take away from all of this
right uh so Eevee supports area lights
you know these things and cycles kind of
has it easy here because it can sort of
stochastically uh evaluate these things
over time but EV we have to do all of
this once a frame we have to resolve the
entire thing we have to consider all the
light coming in from that aerial light
which is a lot of it we have to consider
the material that's in between how it
treats this light and then how that
reflects back to the camera or some
other point in your scene. And all of
this has to happen in a single
computation. No sampling, nothing. And
so, uh, we have a solution for this.
It's a giant hack. I'm going to explain
it. You'll hate it. Uh, and for
reflection and refraction, this actually
looks pretty good. But I noticed
something. If I look at these things
from the other side, I'm getting this
weird little, what do you call it?
Leakage, bleeding, I don't know, uh,
banding. Looks weird. And I was like,
what's up with that? I'm going to try
and fix that. Can't be that difficult.
Uhhuh. Um, under high exposure, it looks
terrible. And it turns out it's just
been in EV all this time. Thanks for not
reporting it, by the way. Um, and this
this was my uh state and the state of
Clemon, the EV lead for about 3 months.
Um, and you know, it's you can see it's
really bad. And so what's what's
actually happening here is pretty
low-level stuff. So, in order to compute
these aerial lights, normally you have
to do a lot of math tricks. and we have
very complicated materials and we cannot
really compute aerial lights in one go
with them. The math for that just hasn't
been solved yet. It's not even a solved
problem. That's fun. For simpler
diffused materials though, we can
because well some mathematician in the
uh 17th century effectively figured out
a lot of cool work here because one
trick we can do is we can say okay we
have this more complicated material. Can
we find some kind of way to warp it and
reshape it so that under the hood it
actually is just a diffuse and then we
warp it right back and you wouldn't
notice the difference. Turns out the
math for that sort of just works.
There's a lot of cool stuff that people
figured out for this. And we can apply
that sort of transformation to the
aerial light where we say, okay, this
little area light on the the the
microfacet material at the left that
would be actually the same if we took a
diffuse material to the right and we
just completely stretch the light uh
instead. That is legal. That just works.
Um and you get all kinds of weird stuff
from that. That's uh Lumber from the
17th century uh doing all the work. Uh
but there's one problem we have to take
care of here. If a light is slightly
below the horizon, we have to cut off
the part that's not visible. Otherwise,
it's just adding energy that shouldn't
be visible. And already you should be
maybe getting a little bit suspicious
here because I was getting bleeding on
the backs of objects, right? Um, so
unfortunately clipping polygons below a
horizon is on GPU is not very friendly.
So we do a little trick. We replace the
polygon with an actual sphere. Uh, not
legal. And then we clip the sphere
instead. And you might be saying, "Hold
on, but polygons are not spheres." Well,
you cannot tell the difference. We've
been doing this for 5 years, and no one
has noticed. Uh
uh so don't worry about it. Uh but
if we if we look at the the sphere and
the polygon overlapping at this point,
um you should be getting a little
suspicious of this shape here that
you're sort of getting of this
intersection of the two. So it turns out
clipping a sphere and clipping a
clipping a polygon well um I didn't know
this but they are not the same thing
actually. Uh so if we take a horizon uh
yeah that's where the dragons are and we
we do this clipping. We cut off the part
that's below the horizon. Well if
they're slightly above the horizon it's
actually fine. If I move it a little bit
down though my polygon is clipped
entirely but the sphere is well still
above the horizon I I think. Uh, and if
we rotate the polygon a little bit. Oh
boy, now it's the other way around.
That's That's no good. So, um, we could
take these shapes, right? And we can
just we might be able to recognize them
from that little bleeding issue that's
in EV, uh, that nobody reported. And,
um, yeah, that turns out to actually be
a pretty annoying little problem. I'm
skipping so many steps on why this was
honestly really hard to figure out what
the source of this was. Um, and the
lesson here is we actually had a filthy
little hack in place to try and account
for this to try and call it, but it
didn't always work. It didn't catch
every case. Um, the lesson I wanted to
take away from this is it took me a lot
of time to really understand this
problem. And until I actually completely
understood it, I could not actually do
anything about it. In order to build a
good solution to annoying, pesky little
math and graphics problems, you do need
to sit down and do the research
sometimes. Uh, it can be fun, but maybe
don't overdo it. Thanks.
Thank you.
>> All right. And next up, we have uh Yan
Villain.
>> Yeah. Um, portable projection mapping
with Blender. Um, I'm Yumm. I do lots of
things, including volunteering at a
maker space near me. And essentially, I
wanted to build something flashy to pull
people in. And projection mapping
sounded like a fun way to to achieve
that. Um
but when I uh tried the existing ways to
do it, I ran into a few limitations like
uh it's often fixed to a single spot or
room. Uh it's hard to set up and the
viewing angle is limited, right? You
have a projector, it projects onto
something and you pretty much have to
look at the thing from the direction of
the of the projector.
So I wanted something better. I wanted
something portable that we could easily
move around depending on the event or or
uh what what we were doing that day. Uh
I wanted something that you could just
turn on and it would work. There would
be no setup and no calibration. And I
wanted something that would be viewable
from all angles.
So why use Blender? Because I love it,
but also because I know it. It's very
powerful. Uh I could do the table design
and the motion graphics. uh uh in the
same program and Eevee opens doors for
interactivity.
So here's a proof of concept, super
fancy,
but it actually solves a lot of
problems. Um because I project from the
inside out, um you can walk around and
because it's vertical, if I connect
those two, uh uh it becomes portable.
And once I calibrate it, it's done. I
just have to turn it on. So, um,
designing the table, this looks very
clean and organized, but this is more
how I ended up. The process to get there
was a lot more complicated. If you want
to know more, I can show you all the
drawings and notes in here, and I have
way more. So, this is not really uh
representative of the truth. Um,
building the table. Um, again looks very
nice. The truth is more like the
photograph in the middle. Uh, what was
really nice uh uh because I use Blender.
I could do a lot of things with geometry
nodes. So I have a geometry node set up
to planerize the shape. I have a
geometry node set up to generate the uh
files for the 3D printing. Uh I use
geometry nodes to generate the cutting
files for the material. Um so that
worked very well. Um, and because
Blender is awesome and Eevee is real
time, I can stream from Blender to the
projector table, which means I can alter
this in real time. And I could even make
it interactive. Uh, for example, with
touch or I can make it audio reactive or
maybe I can do something with media pipe
or a camera where I actually use video
from people that are looking at it.
So this is uh the final result where I
painted the top surface. Uh and this is
actually a fluid sim uh that runs in 2D
on top of the shape. Uh it's from a
notepad by 3D Sing VFX. Uh, and it it
practically runs real time, which means
that even something like this, if I
would make like uh a magic wand with an
infrared light on the top, people could
perhaps stir it themselves or spatter it
and do other fun things with it. So, who
am I? Well, I already shared my name.
I'm Yulclar.
I love Blender. I love problem solving.
I love bridging disciplines which was
necessary to create this. I love
beautiful things. I would consider
myself a recovering programmer.
I I code when I have to but I prefer to
do the other things and I did this
lightning talk because I would love to
exchange ideas. So if you think this is
cool or you have ideas or things to
share or would like to collaborate in
some way, find me. Uh, I would love to
talk.
All right, we have two presentations uh
remaining. So, next up is Kelvin.
Hello again, everybody. I'm back. Um, I
mentioned earlier in my back rooms talk
that I uh also do short films and a
couple people asked me. So, I quickly
threw this together this morning. Um,
it's a just a little piece of a short
film that I've been working on for a
couple of years. And the pitch the the
pitch for the film, well, it started as
a as an exercise in trying to learn
character animation, being a better an
animator, more rounded animator. Um, and
so I thought, what better character rig
than the Lego rig? Because the Lego arms
just do this and the legs just swing.
So, sorry,
>> the empty parachute game.
>> We're going to stop that. Um, the arms
swing and the legs move and that's it,
right? So, very simple. Um, so I put
this together. The pitch to myself is
like if Love, Death, and Robots did a
Lego film. Um, so it's kind of like the
Lego movie meets Wolfenstein, if you're
familiar with the video game. Um, the
the end product will be on YouTube. Um,
so if you want to check that out, you
can just look up my name, Calvin Roma,
and follow me there. Um, the the film
itself has kind of like adult R-rated
animations, so I've I've clipped
together something that I feel is
appropriate to show here. Um, but I'd
love to chat with you if you're
interested in seeing the rest of the
film. Can we start this over?
I just bumped the button. Do you mind
just
>> Yeah, we can just uh
>> the empty parachute gag.
My favorite
>> Harlem. But somehow it appeared to Texas
gritty and cool and jaded like everyone
else. Maxwell.
>> Well, they didn't exactly say that last
part, but I know that they think it.
>> Whoa,
a hotel.
Hold on.
Hello.
Anyone there?
Red.
>> I hear goodness gracious. What the heck
was that? It's okay. He's too big to
follow us up here. We'll get to the top
and try the radio again. Look, man. I
know you're like a literal head on a
giant hunk of metal science.
>> If I had that cool mech suit,
>> I'd use it to help people.
>> But I want to make sure you're never
able to hurt anyone else ever again.
And thank you very much.
>> Thank you.
>> All right. And then we have Suban
talking about the land of Blender. Or
was it Blender land? I don't know. Yeah,
I I'll let you do the talking.
>> Okay, thank you so much. Uh, we don't
have to translate this.
>> Hello everybody. Uh, last month I was at
a big conference in Germany and it was
really welcoming and really awesome. and
a lot of huggy people. And one thing
they they did really well that made me
feel envious is that they had a map of
all kinds of restaurants in the vicinity
and you could like select and what your
uh preference is like maybe you want to
eat vegetarian or vegan or kosher or
gluten-free or whatnot and you could
filter down on these restaurants and
just see what's nice in the vicinity to
eat, what other visitors there actually
recommend. And so I got envious and like
over last weekend or so uh I put
together a little map did a call out to
social media to colleagues, friends.
Thanks for everybody who helped. Um and
yeah, you can see like there in Nord
there's uh the Blender Institute here we
have Felix the Bali and all kinds of
different restaurants and places and you
can click on it and get some information
about it. uh like best drop baffles are
over here. Um
and so this is something that's here now
uh is on blender.land. I had the domain
laying around for something cool and I
figured it's kind of fitting. Um
and yeah, I would love to have some more
help with this. Uh there is a link over
here. If you close the popup and you
didn't find it anymore, my name is over
there. you click on it, you have a
contact form because I would love to
have more info about, okay, these
restaurants are cool, but the vegetarian
or the vegan or the whatnot that they
offer was a bit meh. So, it's on the
menu, but it's meh, or this one is
purely vegan and it's amazing. You you
just stop caring what you eat because
you're just blown away. Like, all that
kind of info I would love to have. Uh, I
have more plans on putting more filters
because that's not there yet. Uh, etc.
So if you see a restaurant on this map
and you know oh that's not just vegan
it's purely vegan or they offer vegan or
it's none like all of these details
really help in building such a system
and I would love all your help with
this. So thank you very much.
All right. Thank you so much everyone.
Um before we move on this evening, I
want to uh say a a few words about uh
the Susan um not the Suzan the lightning
talks. Um can we get uh the screen back
please?
So um every year there's a little bit of
confusion how to apply for the lightning
talks, where to find information. So um
for next year if you want to have a
lightning talk just go to the conference
website conferenceblender.org talk, go
to the schedule and then um yeah, go to
the lightning talks um entry uh which is
usually on Thursday evening um and then
you'll find all the information here. So
it's just saying send me an email with a
a title, a short description and the
link to Google Slides so we can have it
on one computer. Um it can also be work
in progress, you know, just so I have
all the information. I can already put
it down in my spreadsheet. that makes my
life easier and then we don't have to
exchange five emails with information.
So just send me one email with those
free information bits in there. The
slides can be work in progress and then
I have everything. And uh also if you're
wondering uh what's the order of the
lightning talks on the evening then you
can find it here. So whenever you have a
question just go to the conference
website and then you find everything.
Also it says we're full. So if you're
wondering is there still a free slot
available or not you can just go there.
it will tell you everything. So, um I
wanted to say thank you everyone for the
amazing presentations. It's always cool
to see uh how people use Blender and
what kind of projects they do with it.
So, I really enjoyed it uh to be your
host this evening. Thank you so much.
And now it's time to reveal the winners
of the Suzana Award Festival. So, thank
you so much