Blender Conference 2024 Talks

BCON starts today :blender_logo_64_png: !
As recordings become available, share them here :slight_smile:

This post is a wiki, feel free to add the recordings here or in replies

Wednesday 23rd



Keynote - Ton Roosendaal

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Virtual Crafting: Photorealism for Design & Marketing - Jess Wiseman

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Ghosts of Ruin - Pipeline and shading for a anime young adults TV series production - Juan Carlos Garcia del Blanco

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Building a Career around Blender - Jason van Gumster

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One hour of colours - Lino Thomas

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The Role of Product Management in Open Source - Dalai Felinto [Blender], Hans Gerwitz [Canonical], Andrés González [Penpot], Emilio Copolla [Godot]

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Concept Art for Star Citizen - Alberto Petronio

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Fast Content Creation with Code and Creativity - Sacha Goedegebure

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Forget about Nodes - Simon Thommes

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Making Blender take flight around the world - Asher Erskine

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Denoising in Cycles: Past, present and future - Lukas Stockner

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Making Stylized Visuals | Lessons from Anime and Short Films - Wyatt Hall

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Animals for Games - Marion Stalke

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Extensions: Should they Come Built-in? - Nika Kutsniashvili

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Cycles is better than you think… - Turpal “Alex” Saytiev

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The animation of Flow - Silly-PĂ©lissier LĂ©o

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Why Color Management Absolutely Sucks (It’s Not You) - Jacob Holiday

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The Missing Camera or: How I Learned to Stop Worrying and Love Oblique Projection - Julien Rippinger

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Automotive Industry and its Community as Catalyst: Mondlicht Studios’ POV - Daniel Vesterbaek, Sven Giera, David Schaefer

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Making Maths Real and The Moon Tactile - Kyle Johnson

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PBRT: Create your own Importers and Exporters - Gustaf Waldemarson

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Setting up a custom pipeline with context properties and geonodes - Adriano D’Elia, Corrado Piscitelli

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Publishing on Fab - New Destination for Creators (Sponsored Session) - Abby Crawford

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Using Geometry Nodes for Audio Reactive Music Videos - Mike Hodgetts

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Evaluating Geometry Nodes - Jaques Lucke

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Demystifying our product recognition AI - Andrew Chinery

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Thursday 24th



Making Previz Pop - Blending Your 2D Characters into a 3D World - Laura Gingrich

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Animation Previs/Layout Workshop - Hjalti Hjálmarsson

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Converting your 3D Scene into NeRFs & Splats - Colin Behrens, Svenja Strobel

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Architectural Visualization Pipelines - Pato Calvelo

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Making the internet 3D and interactive (again) - Marcus Liebich, Gottfried Hofmann, Frederik Steinmetz, Anja Cambria Oellermann

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A Portrait of Tenochtitlan - Reconstructing a city buried 500 years ago - Thomas Kole

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1619 Days of Artworks: The Pursuit of Creative Consistency - Jorge Alejandro Castellanos Paz

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How to accidentally start working on VSE - Aras PranckeviÄŤius

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Procedural Oil Painting for Film Production - Simon Thommes

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New Animation System - Progress Report - Dr. Sybren A. StĂĽvel

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Claymation and Next Lab Grease Pencil VR - Daniel Martinez Lara

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Live Storyboarding Session - Renato Roldan

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Blending in architectural design and on construction site - Paweł Czernecki

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What is the Blender recipe for Nice CGI Content - Andrii Bahriichuk

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Synthetic data generation for AI training - Yuan Miaomiao

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Blender JAM: A Collective Animation Experiment - Maor Fridman, Eli Rabinovich

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7 years of making glTF I/O - Julien Duroure

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Treasure Hunt: Developing a short film - Frederic Lierman, Pierrick Picaut, Jesus Coscolla

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Inside real life architecture showcases - Arcangelo Gabriele D’Alessandro

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Vertex colors: the hidden workhorse of shaders – introduction to realtime lowpoly vertex painting - Jenny Tirkkonen

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Pushing vanilla to the edge with Nodes and Python - Vincent Dorenkamp

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Making Modular Sofas & Digital Furniture Twins - Thomas Radeke

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Technical Hiccups: Making the DillonGoo Studios Pipeline - Cody Winchester

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Simulation of a Vision Correction Display System - Vidya Sunil

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Mesh Hair with Geometry Nodes and Hair Curves - Sara Matsumoto

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Developing Storytools - Samuel Bernou

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EWILAN’S QUEST: Creating a 2D series with Blender Grease Pencil - Tom Viguier

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Redesigning the compositor - Habib Gahbiche

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Blender Roadmap Overview - Francesco Siddi, Sergey Sharybin

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Rigify: past, present and future of Blender rigging - Ivan Cappiello

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Hyperrealism In 3D Plants - Iwo Pilc

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Game Art Insights: Art, Tech and Teamwork - Matthias Patscheider

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Lightning talks and Suzanne Awards ceremony - various speakers

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Friday 25th


Beyond the narrative: a workflow for 3D restitution of built heritage - Denis Derycke

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Exploiting Pose Library and VSE: a case study by Cube Creative - Axel Tillement, Tanguy Weyland, Swann Martinez

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Grease Pencil 3: development updates and showcase - Falk David, Pablo Fournier, Rik Schutte

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How to Improve Blenders UI - Andrew Price

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How do I contribute? - Nathaniel Rupsis

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Brute force approach to fine jewelry design - Tadeusz Duch

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Why does Blender crash? - Jeroen Bakker

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How to: blend 2D and 3D for commercials - Filippo Martinelli, Riccardo Albertini

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Making Blender work in realtime cinematic pipeline - Bartosz Barlowski

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Innovation in Character Creation - Will Anderson

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Tracing rays around blackholes – a render engine for curved space-time - Ben de Vries

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Exploring 5G Effects on Insects through CT-Scanned 3D Models - Felipe Oliveira Ribas

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Remastering your Add-ons as Extensions: A Workshop - Spencer Magnusson

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How I pulled off a 4 minute single-take - Nikodem Bredlich

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Making Better Motion Branding - John Einselen, Philip McCloskey

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New platform unlocked: Windows on Arm - Anthony Roberts

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Transmorphism Unleashed: Making Blender Make Things! - Robert Forsyth

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Airport editor and pipeline - Gorka Mendieta Moreno

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Simulating Tree Growth using Geometry Nodes - Vilem Duha

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Blender by the Numbers - Francesco Siddi

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Animation Critique Session - Pablo Fournier, Hjalti Hjálmarsson, Rik Schutte

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Overcoming the Challenges of Solo Filmmaking - Daniel Skomorovsky

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Building Good Topology and Retopology - Jonathan Lampel

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Using Jupyter Notebooks for data-driven visualisation workflows - Jan-Hendrik MĂĽller

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Archviz Fate - From Medical Schemes to Medical Centers - Adam Preisler

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Improving Speed-Ski Aerodynamics in CFD with SubD Character Rigging - Vojtech Sedlak

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SOLO and the NPR Uncanny Valley - Toni Mortero

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State of the UI - Pablo Vazquez, Julian Eisel, Hans Goudey, Harley Acheson, Jonas Holzman

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Closing Event

23 Likes

hm… where is the keynote?

Recording equipment failed during the keynote (of course!) So parts of the video were lost. There will be a rerecording of these 10min or so tonight.

11 Likes

Murphy’s law at its best? :slight_smile:
Anyone else had recorded it?

3 Likes

I am watching the keynote and I am very positively surprised that individual donations are increasing and are becoming a more significant part of the whole piece. Here is the video at that specific point if someone is interested in the graph: https://youtu.be/VZ5022VaMmA?si=zDEzBY7OgJOynvxj&t=1394

3 Likes

Has this been unpinned or are pinned posts just playing up for me?

apparently the keynote also made some people angry :thinking:

very interesting :v:

2 Likes

Ton is a hardcore Richard Stallman-ite who has made it clear he doesn’t believe any software should be paid, ever. He’s also a executive member of the FSF, which is generally regarded as an extremist branch of the open source movement. You’re not going to get a nuanced perspective on paid add-ons from that quarter

4 Likes

Interesting, as I believe that Blender Market is a significant donator to the Blender Foundation, and the platform includes an option for developers to donate a part of their income to Blender as well. :thinking:

2 Likes

You’re correct on both counts, and generally a CEO would take care to avoid criticizing a major source of their income, but again, that’s not the Stallman-ite way. I’m fairly dismissive towards Stallmanism myself, so I’m not going to offer a nuanced perspective either (I’d like to, but I recognize my own limitation), but I’m inclined to find the criticism ill-advised

5 Likes

Here is a transcript (used the YouTube one and improved it as good as I can):

Let’s talk about the ecosystem then around Blender. The Blender Market, the total volume in 2023 that they processed was over 11 million and we had a contribution from them was 160,000. That’s 1.4%, super nice.
Let’s look at a couple of examples in the market.
Two resellers - so you cannot see the numbers maybe - but one of them has 15,000 addons sold and the other one had 14,000 over the past 6 seven years and if you add that up that’s a lot of money.
So I don’t make this, one of them made 1 million other made 700k maybe there is some help from others, but they are paid - the top addon makers - better than the average Blender developer.
I don’t mind, I know how the market works and this is very good but it should make you think a little bit.

Sure, you can get angry about it, but I am not exactly sure why.

10 Likes

I’m not angry at all, just noting some facts about the context of the remarks and expressing my personal opinion that I don’t think it’s wise to criticize a major source of funding in a keynote address

With angry, I was literally referring the the post I replied to, which actually mentioned angry.

I don’t understand how one can understand that as critique towards that. The way I understood Ton was that those addon developers (just some), make more money than Blender developers and that’s the thing which makes him think.
That circumstance is in my experience rather unusual. The developers working on the core functionality are usually paid significantly more.

Further, he makes a few more examples, before moving on to donations, the improvements which have been made there, … .
With just a tiny bit trust, you may also look at it from the point of view that they should try to make more money to better compensate their developers.

Edit: I am always baffled how some people by default jump to the worst possible interpretation, even if there is more than one way to look at that situation. Even more so when you look at the context just a little bit… (But I understand the reaction of the addon developers, because for them it is way more personal!)

10 Likes

I watched it and was more surprised just how darn expensive the venue is for the conference. I mean that was a serious amount of money to use a building for around 2 weeks (allowing for pre and post setup).

From what I can tell it’s not exactly a large, spacious area, limited to around 500-600 people spread out in a few area’s.

Of course it’s possible I really have no idea about venue hire costs, not exactly something I do.

2 Likes

Venues are ridiculously expensive, it’s pretty normal

Wow, the last video on UI showed an amazing tool for looking up names of icons when you’re making a UI in python:

https://ui.blender.org/icons

So much better than that tiny Icon Viewer addon. I could never find anything in there ;(

3 Likes

Whoever it may have been getting upset there, they got it completely wrong.

Ton didn’t do any such thing as critizise anyone whatsoever.
What kind of myths are you guys making up here?

greetings, Kologe

5 Likes

who has made it clear he doesn’t believe any software should be paid, ever.

He’s also a executive member of the FSF

I’m sure you have sources to back up these claims, right?

6 Likes