BCON20 - Blender Conference: Together Apart

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Hey everyone! Welcome to the Blender Together Apart event Good to see all of you again So we are usually going to start with a warming up Can I hear everybody from the Netherlands? Germany? Ah, okay that is not going to work You know, last year the Blender Conference was amazing and I was looking so much forward to do it even better, more spectacular this year We even had an event lined up in Los Angeles and wanted to do something fantastic in Amsterdam and then the crappy thing happened, the corona crisis. So yeah we have to make the best of it and I think we will do this by making it a year of introspection and renewal. A couple of things I would like to mention One is the Blender organization has been restructured and I find it very important to have the Foundation and the Institute to work even more tied together so we split off the studio. The Institute and Foundation is becoming one unit, taking care of the Blender project, the Blender technology. The studio is going to take care of the Blender project as well but then for content, for testing, for pipeline and for a lot of creative commons movies. The second thing we’re working on was the Foundation mission, and the team. Like: what we are doing here, why we are together, what is the mission of this project. And what I come back a lot to, is the theme to call it “The Freedom to Create”. It’s the freedom to deploy software. That's the core of the free software mission of Blender anyway. And we want to have all this fantastic technology. The best stuff you can have to make films or games, and make amazing things with it You should be free to do that You also want to be free to apply creative resources It is not only the mission of creative commons, but it is also our mission because we want to have the rigs, and the characters, and we want to have the textures. We want to have everything so you can become a successful artist. And the third thing I want to work on specially next year is the freedom to participate in the markets. So even though, when you have everything, all the technology, all the stuff you want to make the reality is that for the film and game business it’s all in the little pyramid at the top where they decide what will happen and maybe hat trickles down to your studio so you are “allowed” to make something that they decided. But there is not enough access to the market for people. I want to work on ways that you can get better access and of course we started that with our own access to have the Blender Studio and the Blender Cloud to be very strong entities to produce fantastic content for everyone. Also the Blender project itself is under introspection. We already started last year a process to improve the quality and look at ways of how to become more professional as an organization. One of the main themes is that we want to have engineering standards and code quality documentation and that’s not so much to create more bureaucracy or to have a big threshold for people to come onboard It is just about communication. Developers have to communicate together and developers have to communicate better with the outside world. And my personal thing is that we want to have more software design. We have to have product designers, product managers, whatever you call this but we need to have better product design focus for the Blender project. And third, I don't want to be a software company. So whatever we do here at the Institute, the purpose is always to give it as quick as possible to the open source project Blender because Blender will remain a community a community of contributors So I wanted to keep it short. We’ve collected a fantastic set of videos from all over the world in the spirit of the Blender project I hope you enjoy it and I wish you... Oh wait there is one more thing! I want to talk about what happened to me this year but I will do that in the closing video. Enjoy the show. Since I haven’t met a lot of you guys I thought I would introduce myself I am 22 years old and I live in Fort Worth Texas I work as a Hardsurface modeling artist and I live with my boyfriend Matthew and my newly adopted kitten named Lux. I got him when he was like three months old so he was still a pretty tiny thing and he’s just as playful as when I got him. So this year was kind of interesting. I transitioned completely to working from home and using Blender full time and then also I picked up a ton of freelancing work this year. In my free time I like to maintain a garden out on my patio. I feel like gardening has been very meditative for me the last few months and has really been a nice space to unwind after working. I made a lot of personal projects this year and one of my favorites was this scifi helmet. First starting off with a very rough sculpt and then modeling it with sub-d modeling. I also got to try out the new cloth brush sculpting in Blender which I enjoyed a lot. This was actually the first project that I used it. And finally I put some simple procedural textures onto the models and then lit it and rendered it completely in eevee. So thanks for watching, that’s all from me and I am looking forward to meeting you all in person next year! So much for being awesome in space ! So, I spent the best part of last year working on a new movie for ESA (the European Space Agency) about space debris. That means spending a lot of time carefully modeling spacecraft and then smashing them into one another to create this huge cloud of fast moving debris. Kind of like in the movie Gravity (only this could really happen). A lot of fun there ! But this also means more technical stuff like feeding real orbit parameters into Blender so that every object is displayed with its physically correct animation, which was critical for ESA. Working with Blender has been a real treat lately, with Eevee displaying scenes in the 3D viewport with almost render quality and rendering 4K frames in a matter of seconds. The only thing that I found missing was real motion blur in Eevee. But this has been added since then so I guess we’re all set now and I’m really looking forward to working on a new project with Blender because this is going to be crazy. So stay tuned, if you want to see the whole movie, which is going to be available online, but after it has premiered at the European Space Debris Conference next year, in April. Take care and keep on blending :) BlenderDay has looked like this for twelve years now. “Hallo und herzlich Willkommen zum BlenderDay 2020” (Hello and welcome to BlenderDay 2020) This is what Blender Day 2020 actually looked like for me this year. I'm Vincent. I'm an animation student at Filmakademie Baden-Württemberg. Long time participant and this year's moderator of the german BlenderDays. When I got the message that BlenderDay won't happen in person this year, I quickly decided that we should have some sort of an online alternative. I got together with the organisation crew and we made an online meeting for the german community instead. We had eleven speakers from all around the world to share their knowledge about Blender. With great speakers like Julian Eisel and Julien Kaspar, who talked about UI in Blender, or character creation. Talks about rain shaders in EEVEE, a behind-the-scenes look at animated movies and virtual production in Blender. I think this year's event was quite a success and hope that we can have an event like that in person again soon. Until then I can recommend you to go to blender3dschool.de to have a look at the talks, or even organize a community meeting in your country instead. So, actually 2020 has been very good and also very challenging for me so far. I moved from Germany to France, I started out working as a freelancer, I learned a lot of new things - including a new language, I met cool people, I started working on awesome new projects... yeah... I always loved working in Blender, but due to my full time job that I had for the last five years, before I became a freelancer, I didn’t really get to. So when I learned about the Greasepencil function especially, I really couldn’t wait to get back into it. So I started working on a personal project around the grease pencil function. It’s supposed to look like a 2D sketch that someone just started coloring and didn’t finish yet. And to achieve this sketchy look, I layered Greasepencil Strokes on top of geometry and I sculpted them varying thickness, opacity and position to achieve a more sketchy look and I also used mixed materials out of emissive and diffuse to have this more flattish 2D look. I talk a little bit about it - if you're interested - on a “BlenderToday Live” and I have a more detailed breakdown on my Artstation page as well. Den här, den här hästen använder Maya så hennes dator har krashat Oh hello, I didn’t see you there. Hi. Hello. I used to work as a character and creature artist at Goodbye Kansas Studios but now I have switched to game development. So now I’m working for Embark Studios here in Stockholm. Embark is a corporate gold contributor for the Blender development Fund and we are also using Blender as one of the main applications for creating game assets. Other than that, I finished “Sharing a Dream” which is a big personal project that I created in the beginning of the year. I also used it as an example to make some youtube tutorials about handling multiple shots in Blender. I’ve been coding in other 3D applications a bit before, but this year I started to learn Blender’s API. Thanks to Sybren’s amazing Python tutorials on the Blender Cloud. One of the add-ons I coded this year was a vertex color baker that is free to download. It bakes standard passes like diffuse, roughness, emission, ambient occlusion and so on. Under the hood it’s using Cycles as a baker and then transfers the pixel values to vertex color by sampling a temporary UV map. You can go to my youtube channel to find more information about the add-on if you are interested. I also got the chance to make a little colorful fox for the splashscreen of Blender 2.90. It was great fun to make and I’m always happy when I get the chance to help the developers at the Blender Foundation with this kind of stuff. That is all for me. Thanks for listening and I hope to see you all at the Blender Conference in 2021. See you there. Blender is dope, yo! I'm based in Queensland, Australia, and I am a creature artist. I've been using Blender since I was 12, - I got it because it was free and easy to get, but I've stuck around for the quality. Over the years, I've watched as it's expanded and grown into a major industry player, especially with Blender 2.9, and I can't wait to see what Blender 3.0 holds. For me, most of my time in Blender this year has been trying to improve my animation skills, and digging into methods to bring an extra layer of realism to my characters. For this character, I spent quite a while digging into ways to simulate the floppy membranes on the wings without making it look too much like cloth, but I also don't want it too stiff either. I found it important to combine all the tools at my disposal. In this case, I'm also using shapekeys alongside the cloth to help maintain a natural shape Where is that record button again? humm... Oh! it works! Ah, it's been a strange year, we've been in quarantine most of the... Oh Wait! The 3D cursor is still visible, and I'm in edit mode, AAh, sorry, sorry, sorry I have to de-activate the overlays here, wait a second. (click) Ah, now it's better! Alright. Yes, we're inside the viewport, EEVEE running in real time! Blender developers you did a great job! So, I was saying... I was in quarantine most of the time, but you know I'm a freelancer, and for us, it's not much different than normal life ahah. So most of the time I was at home, playing the piano and making stuff with blender's greasepencil tool... Other stuff with greasepencil ... Even more greasepencil... Well, greasepencil is my favourite feature inside blender, so I like to create stuff with it with it and who needs a girlfriend when you can just make ART? Huh... Okay! more seriously. It's been a fantastic year for me. With the power of blender, I could make my imaginary world come true. I also made a music video for a British band, another music video for a Colombian record label... And, I have a lot of others projects on the pipe now, some are just small personal stuff and some are paid commissions, so I'm still trying to make a living out of my own art, but I'm not really worried about the future because I think I can create anything with blender now! And this is because of you, the community ! All the resources you make available on internet, all the tutorials you post on youtube, you help us all to progress, so, thank you everyone, stay safe, and keep making awesome stuff! And goodbye everyone, thanks for watching, see you soon! Hi This is Campbell, I'm in Geelong Australia and Ton emailed me to say what’ s been going on in the last year and to show my setup. This little one's got away - but I think she's the biggest thing that's happened in the last year Say hello Marietta Yeah, not sure? Umm, anyway, we'll just head inside. I think I'll have to record this later because Marietta really likes turning my computer on and off. I hope she'll get tired of it, but so far it's really all she wants to do while she's in here. This is my desk, using Linux, my development environment is Emacs with Vim emulation. This is what I typically use each day - bug tracker, chat and some windows for development, maybe a terminal. Over the last year, I've worked on mostly just general development, fixing and patch review. But I did do some user visible stuff: The transform object origins. Using menu searching rather than operators, rather than the full operator search. Some UV improvements: UV rip and path select, things like that. Edit mesh optimizations to bring it closer to 2.7x speed, we had some big regressions there. Also google summer of code, and probably some other things.. Yeah. We moved to Poland last year with Lena and Lev and even managed to travel a bit in between quarantines. Sea salt is good for your health, they say. Well, getting stuck at home has its own pros, I guess. Enough time for Lev to break into the digital art and Blender obviously (for those of you who have jokingly foretold that). What can I say? Lev is lucky to have Lena as his inspiration. Guitar is my influence though. Thankfully, our Creative Shrimp business hasn't been disrupted thanks to your support. On the contrary, we have been trying to expand and diversify. Instead of one project we run five to ten different projects at once with amazing creators: Manu Jarvinen, Jeannot Landry, Rachel Frick, Luca Rood, Eugeny Palamarchuk and others. Aidy is multitasking the whole shebang in his unique overenthusiastic style, with Eva, Leo and Gio helping to keep the balance. Apparently, the ever expanding Creative Shrimp universe now includes some drone photoscanning experiments and god knows what else thanks to our extended video crew in Belarus, Nik and Eugeny, digitizing the abandoned buildings and other such stuff. And they do it amidst the biggest political crisis in the history of Belarus. Жыве Беларусь. What can I say? Kudos to them. And kudos to us all in 2020 for making it through. We are unbelievable indeed. Fortunately life goes on and you keep drinking coffee, blending, creating talking to Troy Sobotka about gamut mapping and life while life goes on. Cool, right? Blender has been my only 3D software for the past 9 years. And as a full-time Blender instructor it’s been a pillar of my career for the past 8 years. Yet I’ve never been more appreciative of this software as I am in 2020. Because as long as I have a computer, internet access, and Blender I can do my job all the same, quarantine or not. This year has made me more aware of this benefit than ever before. My artistic aspiration this year has been a return to my roots; a return to realistic portrait creation. The first project I used to test Blender’s capabilities back in 2011 was a portrait. And it absolutely shocked me that an open-source software could deliver high-res sculpting, projection texture painting, subsurface scatter, hair grooming and compositing. And while it’s not the best CG portrait on the internet, for me the experience confirmed that I as the artist was the only thing holding back Blender’s potential. The tools were there, they were competent at the very least, and getting better every week thanks to the active, transparent developer community. That’s when I fully transitioned to Blender from the usual commercial apps. I then promptly recorded my first Blender tutorial course about creating a realistic portrait with Blender and I’ve been teaching ever since. So you can imagine that portraits hold a special place in my heart. This year my passion has been re-ignited. In part because I welcomed a new daughter into my family and I spend a lot of time enjoying her face; doing anything I can to make her smile or laugh. But also because I want to explore new features like random walk subsurface scattering, the newly re-written multiresolution sculpting, the cloth brush...all of which I can do safely from home. So thank you computer graphics; Thank you Blender. What to say about Gianluca? He was a great professional and he was a great gentleman I met Kino at the Blender pizza. Soon after we were in Amsterdam for one of the first Blender Conferences. I showed some of my works Kino was among the first who told me my works were nice and cool Now I live thanks to Blender. Gianluca along with several other people in this audience has changed my life. Thank you Kino. Particularly, there is one sentence that stuck with me Open Source gave me work. Or, to say it differently, during all my life, I’ve worked thanks to Open Source. This is a statement that he repeated several times, during meetings and conversations and... Well, I would like to remember Kino for this, Ciao. So long Gianluca and thanks for all the polygons In 2019 we started a show called "bhurji wale chacha" on youtube Its an indian animated comedy show, people liked it so much... that in several months we reached from 0 to 300k subscribers The idea was to shoot a real footage and then add a 3d character where these characters, talk about current social events, does movie review and make people go die laughing, and we did this all using blender Using Blender these guys have made 45 episodes. And that is around......20 .. umm .. no no .. 40000...minutes of .... Ohh my gaad Don’t Mind him, it's around 3 hours of content 1 year ago when we started, it took us 20 to 30 days to create 4 min of content. since then we are constantly finding a way to reduce the production time, for that, we created 360 poses for each characters, and many small scripts to speed up the workflow, This way we end up doing each episode in 6 to 7 days. And no matter who ever animates the scene quality will always remain the same This pandemic actually hit everyone so hard, but as it has negative effects, it also has a positive one, For us, All the ongoing projects were cancelled. Because of that we started working on bhurji wale chacha full time We shifted to our home town, Faced communication issues No internet So it became tough to work together But on the other side our content was recognised by many famous youtubers And india Celebrities, that thing encourages us to make more of it. In the future , we are looking for introducing more characters, better scripts, longer episodes, and more collaborations we will keep making these videos for as long as we can and we hope that people will keep supporting us Thank you for listening to us. What if I told you an entire short film can be made by only you. That’s what I did, what had started off as an end of the school year project ended up turning into an entire quarantine short film. The thing that makes this short film so special to me is that, everything from character design to rigging, and even all the little models were created entirely by me. This short film has really challenged me to practice all types of skills there are in the 3D world and yes there are a lot of them. I want to express the importance of learning and practicing all areas of 3D. If you’re anything like me, I had been stumped for the longest time of what skill I really wanted to pursue and get better in. I would spend hours trying to correct lighting for one of my scenes, or fix a glitch in one of my rigs, but from this whole experience this just inspires me to learn and get better at that skill. At a glance a short film does sound like an ambitious project, but when you really think about it, having freedom of artistic views of what you envision and imagine can really enlighten your passion for a project or future career. Especially with blender at your side. So with that insight go out there and learn every skill there is, find pure enjoyment in what you do and explore your horizons to find what you’re most passionate about. Thank you. I’ve always wanted to make these letter balloons in Blender Why? Hmmm, I’m not really sure… But it seems like the perfect ‘stay at home’ project, now that Blender supports cloth inflation. You see, my wife and I just bought a house, and I wanted to make a cool image to share our exciting news. Step number one was to type the letters. That wasn’t too hard… Step number two is to figure out how to get the right settings to make the letters inflate perfectly. Wife: Hey Jack, we need to paint the house! Step number three was to figure out how much paint we needed to buy, by making a rough model of our new house, and calculating the surface area. And I totally nailed it, by the way! Step number four was remembering to keep the balloons pinned in place so they didn’t fly around during the cloth simulation. And the last step was giving them a beautiful material. All that was left was to take the photo, and add in the digital balloons. I’ve been making fun ‘happy birthday’ messages for my friends and family too! Oh yeah, and these balloons? They are just totally just composited in. The real ones are too expensive… Probably because of inflation! and action so, what? let's start, “hora de morfar”, right hello everyone my name is Dalai and I'm Pablo Welcome to Blender Today Bcon 2020 edition virtual, everyone is online, everyone is at home hopefully in the company of their beloved ones Yes and beloved comfort box if you got it in time luckily you can be wearing or enjoying - I don't wanna give any spoilers (laugh) you can smell it Dutch? Does it smell Dutch? Cut What a year, what a year such a casual segue 'what a year' 2020 Blender for 2020 had huge plans, 2 conferences, 1 in LA 1 in Amsterdam We were going to Siggraph, CTN, Annecy This year we would've contributed so much to global warming No, but we had so much planned and 4 releases Which were also part of the plan to be done at some time during these events, it was crazy. I think that in a way or another we did achieve a lot of those goals. If you think about the conference the goal was to connect, to reach out, to find more people that can be involved in the community in more ways And every one of the activities that happened throughout the lockdown: the whole Blender Open Up, the Settlers project, Scripting for Artists - Code Dives!, the Blender Every days... I got to interview some of my favorite artists and ask them stuff that was amazing It is one to remember We started with 2.82 even before the pandemic started here in Europe then at 2.83 completely done online and this was such a special release And it is still part of everyone's lives people still download the Blender LTS everyday It was the first long term support release. What is long term support? Well Blender long term support means that you are gonna ... it is gonna keep getting more stable for two years, no new features, just fixes already there are there 8 releases and there are more to come Hopefully not that many because Blender is not that unstable come on, how much more stable do you want it? I really like to think that this amount of certainty we know that it's going to be in our lives for two years to come if things go well according to plan. Yeah, it is something you can actually, you know, hold on to it - 2.83 Maybe it is a good metaphor for your life It's a good thing to maybe stop with all the travelling, going around just focus on the software 4 releases: 2.90 2.9, 2.9! We had 2.9 this year We changed the numbering system 2.90.1 came out 2.91 will come out next month and next year we already have 3.0 (planned) so big plans ahead for me 2020 was a big year personally I moved to Amsterdam got my contract renewed ... yesterday, for 5 years 5 years? fist bump. 5 years? Congrats man Yeah, thank you (big laugh) And we see like, despite everything, the good things that happened this year they were good and I will bring them with me for the years to come So I kind of look forward for 2021 Definitively I'm also looking forward to see what all this year we reached 5000 subscribers on the development fund plus all the millions of people that are downloading Blender It is 12 million downloads in the last year only last month, only the windows installer was downloaded 1 million times These people are using Blender, are learning it, and I can't wait to see what they can do next year Alright, everyone, see you next year Can I shake this? No I guess now we can open it and see what is inside No! No, no, no, no Good bye Ciao At Ubisoft, we use Blender in tons of different ways. We have prototyping teams that use Blender in order to quickly convey concepts for games, to explore new user experiences, and to inspire production teams. Last year, the Ubisoft Strategic Innovation Lab hosted a Blender JAM. Over a weekend, students and Ubisoft employees worked hand in hand in order to deliver the best projects they could. It was a great opportunity for Ubisoft to explore Blender’s potential and to share our knowledge and experience with students. At Ubisoft Film & Television’s Paris office, we produce animated series and films. We wanted to approach production in a new and original way, and Blender was the perfect fit to support us. We put Blender at the heart of our upcoming projects: we trained our artists and developers, with the help of the Blender Foundation and we initiated discussions with other Ubisoft entities, as well as external partners. Blender became our main 3D package and we enriched it with additional features, from small tools to bigger extensions. We began by contributing some developments to Blender’s VR components, and now, we’re proud to fully embrace the potential of open source. For example this summer we published Mixer, an add-on for real-time collaboration between artists. We are continuing to develop it, and anyone can check it out. What's more, Blender is the backbone of our current production: a 70min Rabbids Invasion TV special episode. Here is a sneak peek at an add-on we are developing to manage its previz. At Ubisoft, we believe that open source can bring incredible opportunities, and we are excited to work with Blender on even more projects in the future. Hi everybody! Alan here, unpaid intern to Captain Disillusion. Ever since he and I accidentally delivered the greatest talk in the history of the Blender Conference the other year, I don’t think I’ve used the software all that much really. I mean, there have been a few instances. I imitated this fake viral video and then my version became more viral than the original. Did some stuff in a zombie movie. Interesting water simulation for this sciency video. All bunch of shorts explaining imaging technology principles. And this wagon wheel effect thing. I reconstructed a Korean theme park ride with it. Oh yeah, I used it in a Emmy winning Youtube original series. And did a whole virtual set episode and also did visuals in a TEDx talk with it. I don’t even remember that. Then there was the video about the moon UFO sighting. In which I tried to imitate the style of an actual Blender god. And I guess I used it to explain the very physics of light. But mainly, I would say I’ve been using Blender as a sort of fidget tool. You know how sometimes you want to take a break from the effect or animation you’re working on by working on a different animation? I’ve been playing with Blender’s Grease Pencil tools and just doing these little silly practice sketches. It’s really quite therapeutic. I have to admit I’m not very good yet, but I think I’ve been improving. So far, my crowning achievement has been an accurate animation of one of my cats - this one - throwing up. Now, I’m sorry, I didn’t have time to do proper sound design on this, so I’m just gonna have to provide the sound effects in real time. Here we go. <accurate cat noises> Well there you have it! Whether I’m working hard or slacking off, I just gotta say: Blender Foundation, Blender Software and Blender Community: Thank you for making it easy. Hello Blender community! I’m Claudia Hernández Ascensio I’m a digital artist and foundation member of the G-Blender Community. I have to live a 2020, that changed my whole life. My husband dies of Covid19, my partner for almost 21 years. We founded the G-Blender community in September 2004. We had the opportunity to do many productions, give courses and conferences about Blender. Awaking other minds to how rewarding it is to be part of a free software community. The day my husband died, we received messages of solidarity in different languages. Many expressions of affection and beautiful memories of people who lived with Octavio in different locations. These treasures will help me then, when our daughters grow up, they’ll know the work we did with the beautiful community of Blender. Currently, I’m giving online courses. I’m still passionate about teaching, and producing with such complete, professional and beautiful software. But, above all, I carry in my heart the strength and resilience that the support of the community gives me. Hi everyone, I’ve been using Blender since December 2018. I’m an artist and musician. Here’s some of my work. Well this is what passes for a Blender Conference this year You sitting at home probably in your underwear watching a pre recorded message of me through a screen whom you already watch through the screen, right? But there wasn't all bad news this year there were some good news for example millions of people who suddenly found themselves locked at home possibly unemployed decided to start learning Blender So the moment the lockdown came into effect the traffic to my donut beginning series doubled and it hasn't slowed down In fact, thanks to covid, we have 1.1 million more Blender users today than we would have had without it. Heck, even prisoners are learning Blender and I should know because I went and spoke at one There's one, actually the closest one to me, believe me or not, that is teaching blender as an important skill to enter the creative industry and I wanted to see what the inside of a maximum security prison looks like without stabbing someone obviously and it was kind of inspiring what they lacked in hardware and internet connection they made up for with time because you'll never guess, but inmates have a lot of spare time and they are using it to make rap videos, cars, towns, nature come to think of it, some things that some of them may never get to see again which I guess it is kind of sad but also kind of cool that they can make it and explore in VR, eh? And over at Poliigon, we have been busy trying to solve the biggest problems that plagues 3d artists today by creating a blended toolbox add-on that automatically takes new downloaded zip files and creates a ready to use material with one click so you can get photoreal materials and do your thing faster we also developed all sort of photoscan plants, rocks, grounds and procedural generators which you can read more at blog.poliigon.com if you are so interested and while I'm looking forward for international borders reopening so I can fly to Amsterdam next year for 'business', I'm enjoying time with the kids in the meantime In February we had a healthy little boy which really confused my 2 year old but so far they have been getting along great when I'm not recording videos or podcasts I'm acting like a dork to make them laugh So from my family to yours here to a better 2021 I’ve made a fictional hospice in Blender called Die in Heaven. Currently 9 characters live there, and they are somehow closely related to death either through illness, age, or tragic accidents. I’ve made Die in Heaven, because I think, that death has become an overlooked subject in everyday conversations. Therefore the story unfolds in a hospice, while I’m trying to make death an easier subject to talk about, without it being too serious or scary. Right now, I’m the only one working on it, and that’s both challenging and time consuming. At the same time, I can’t help, but keep working on it, because the project embraces everything creative, that I like to work on. If you want to know more about Die in Heaven, you can visit their Instagram or their website. “Or you can write to me, Alan, at hello@dieinheaven.com. I’ll be looking forward to hearing from you.” So here we are: together apart. And thank god we don’t need anyone else to do our stuff in Blender, right? Oh wait! Actually, I need a lot of more people, because for the last few years, we have been working hard on an animated short film, fully made in Blender, titled “Roberto”. It may seem that the pandemic must have been a hard blow for the project, but the truth is that it has been a great help to finish the film on time and with the quality we wanted. Between us, it helped us to work 24/7 without suffering the reproach from our families. What has complicated things is the arrival of these 2 beautiful beasts in the middle of the production. And of course the launch of version 2.80 of Blender. Despite the months of getting stuck with unstable versions and the delays of the stable one, we are really happy to have risked upgrading the version of Blender in the midst of the process. We have grease pencil to incorporate special effects in some impactful scenes . And of course, we have killed the render times thanks to the EEVEE engine, which has worked great with the aesthetic of the shot. Let me tell you a small secret. When we had rendered about 1/3 of the movie, we realized that we had forgotten to remove the timestamp. It was like a crazy panic moment, and with another rendering engine it would have been a disaster, but with EEVEE, we were able to repeat again and finish on time. So thank you guys for being there. We, the whole team of Roberto, hope you like the movie. And stay safe. See you soon. Hi guys. The last scene is from our latest movie about a group of time travelers from medieval time to our new modern time. My name is Johannes Ewers. I'm a member of a hobbyist movie making group from a small town in Germany, Ahrweiler. There are roughly 30 actors, a director, of course cameraman and me who is responsible for visual effects. and my main tool - of course - is Blender. We were looking for new ways to do our film and what we did was a lot of green screen work. I want to show you a little bit how we did it and what the results are. First step was to transform a cellar room into a green screen studio. Then we did shots, actor by actor to keep them apart. Actors were then put together in a scene not in the compositor. As Blender objects: videos on planes. As you can see here, you can do quite complex scenes. The reverse was also used: having virtual actors in a real-world environment. Interacting actors with objects is somewhat tricky. But then you have these wonderful Mantaflow explosions. We are super excited to be part of this very special edition of the Blender conference. This year has been strange for everyone and remote work was a big part of it. In this context, Swann's research knew a big step up in terms of community involvement and development. Real-time collaboration is a hot topic. The whole thing about the multi-user add-on is to bring people together on a common creative goal. Thanks to an amazing support from the Blender community we are pushing the boundaries of collaboration The video you are about to see will give you a glimpse of the possibilities. It was created in real-time by people across the globe I’m a 3D artist, and a Blender user since 2005. The last industry work I did was working on the feature film ‘I Lost My Body’, by Jérémy Clapin, owned by Netflix. And I had the opportunity to work with those awesome people from Gao Shan Pictures and Xilam Animation. I actually got that job when I met one of my old 3D teachers at the Blender Conference 2017. I get back home and I get an appointment with Arnauld Boulard, the director of Gao Shan Pictures, and I make the animation department, switch to Blender. When my job was done, I actually shake his hand to say ‘good bye’, but he did not let me go. And he said: ‘I need someone like you, to continue on the project, as an animation TD’ I say, ‘why me?’, and he actually responds: ‘I know only one ‘Blender man’ on the Indian Ocean area’ And this wings my head like crazy. People didn’t call me ‘Blender man’ since high school. So, I just continue as one of the technical directors on the movie, and at the end of it, I just became the Blender reference on the project. Because the two studios were asking me about the ‘Blender way’ of doing things. After that, the Indian Ocean Picture Institute, the animation school we have here on Reunion island called me to do a workshop. And with all of this pandemic stuff, Blender was actually the perfect match. At that point, the school just let me add more Blender into the curriculum. But what strike me the most, is that fact one of the almost graduated 3D student, actually uses Blender now for his graduate movie. And I am super proud about it. I’m just a Blender user, like you, but maybe on your side, you are the Blender man also, because you are taking care of the people. In 2000, this book was published, even subsurf wasn’t in render yet. Then a short movie was made. And now 20 years have passed. Hi, I am Shigeto. For the last 10 years, I have been working on things like parametric modeling. These have been presented several times at the Blender Conference. Of course, it’s a very interesting field, and continues to evolve. But I am reminded of this book I made a long time ago. And I am creating a new world for myself. This is a world like holts, that follows one story. And now there is a new technology. As you know 3d printing is an amazing technology. I don’t have any plans to publish anything right now. But I look forward to sharing my work with you again, someday, somewhere. I hope to see you again soon, bye. Hey, welcome to the Blender Studio! I want to tell you all about my 2020 but... let’s do it another time! Here is what the team has been up to in the past year So! In November I created a tutorial series on the Blender Cloud showing the creation of a monstrous Angler fish from start to finish. This was a first for me because it was entirely done in Eevee so I learnt a lot on that project. We dove further into the world of Eevee on Coffee Run, which was our next open movie project. I did lighting and compositing on that one mostly. It was entirely NPR-based, so we had to develop a whole new bag of tricks for it. Then I did some artwork and explorations for Cosmos Laundromat, the second cycle. I did some lighting and rendering on the side for a little promo clip that one of our animators - Pablo Fournier - was animating with the Rain character. And I also had some more fun side projects. Which is making the music for the Blender 2.83 and 2.90 feature reels. Now I'm doing modeling, look dev and art direction for the Sprite Fright project. Our team is so talented and it's growing every day, it's amazing to be part of it all! My year 2020 actually started with moving to Amsterdam to work at the Blender Studio, which is awesome! One thing that I’ve been working on since then is creating a procedural shading course on the Blender Cloud, which I put a lot of effort into. And, of course, I’m also working on the film projects here at the studio. In the beginning of the year there was ‘Coffee Run’, which I helped out with the shading a little bit. Then there was ‘Settlers’. And ‘Settlers’ was great because we could do some more experimental stuff. For example we solved a lot of the issues we had in the shader level and then hooked the shader up to the rig to make everything work together. And now, of course, there is ‘Sprite Fright’ which is super exciting! And, uh yeah, I’ve been doing a lot of shading work on there, there’s loads more to come but it’s already super fun! And yeah, that’s gonna be very cool to follow, so keep an eye out for that. Oh, and something else that’s coming up really soon is Nodevember. So, get ready! Hey! So to recap what I’ve been doing this year: I helped to find the look for Coffee Run. I painted all the set pieces and got to see how the team turned them into 3D spaces that still feel a lot like illustrations - super neat! I got to then also design tons of characters for the Settlers project. We kept it pretty open when it comes to what a Settler even is and we got to experiment a lot with simpler, sillier designs and shading styles for each character. This one was a really good refresher since the goal wasn’t really perfection but a lot of things in a short time and throwing it out there for people to play with and enjoy. Then I joined the team again for Sprite Fright and I helped to design how the characters move and emote. I also got to design a lot of forest creatures and environment pieces. That is to be continued! And that’s pretty much it from me. Enjoy the online conference and see you all in person next year, hopefully! Bye. Started the year animating on Coffee Run, being just two animators, I had to animate a big part of it, so that was super cool. After that I made some animations for the Settlers project. This animation was more funny, and I was able to experiment with a more cartoony style, that allowed to make more crazy timings and also crazy smear frames, that was really fun to do. After that I was in charge of making an animation for the release of Rain's rig, this time I had to do something more realistic. And now I'm busy doing some animation test for the new Sprite project, still in early development but already doing some interesting things like walkcycles and stuff like that So that's being my year and I hope you had a good one also. So against my expectations, actually a lot of stuff happened this year. It started out with me working on the last modeling bits of my course, the Stylized Character Workflow with a full retopology chapter. At the same time I was modeling for Coffee Run which then ended up becoming a full on Blender Open Movie Project. Then the quarantine started and we transitioned to the Settlers project where I ended up modeling 4 characters and environments in pretty unique styles compared to what we did at the studio before and I ended up recording and commentating almost all of it and we put it up for free on the Blender Cloud. And now I am modeling and sculpting a full colorful character lineup for the latest Blender Open Movie Project “Sprite Fright” which is being directed and led by really talented artists like Matthew Luhn and Ricky Nierva. So even with zero traveling a lot happened and I'm really excited for what’s going to come next! For our Coffee Run film I developed the story, experimented with various animation styles, finished the layout for the entire film, created a flexible rig for the city that the story takes place in, recorded video reference for the main acting performance, finished all of my animation tasks, taking the animation all the way from blocking to polish. I also added some background animation. Designed the Coffee Run poster, from mockup to final high res version. For the Settlers project I made various walkcycles for the Gabby character, blocked out the scene and animated it. And then I did the same thing for the Pip character. For the Sprite Fright project I had a lot of meetings with Matthew, recorded scratch dialogue, recorded and collected various sound effects for the project, trimmed and fixed audio as needed, reworked the amazing storyboard drawings from Dirk. But my main task has been to be in charge of the edit, combining everything into one unified animatic. I'm currently creating the floorplan and preparing for the layout phase. This past year has been full of interesting challenges for the Rigging department. Starting with Coffee Run, is where I learned what the animators here want and need in their rigs, which as it turns out was not this. Also during Coffee Run I started developing CloudRig, my Rigify feature set, which I used to rig all the background characters. And it worked perfectly except for a couple of times. After Coffee Run we released the Rain 2.0 rig, which some of you guys made some really awesome stuff with. Then came Settlers where we went a bit experimental, and also a bit crazy, because of the lockdown. And now, Sprite Fright is ahead of us, probably the studio’s biggest project so far, and they expect this guy to rig the whole thing. Can you believe it!? What a year, what a year this has been. Wow. But very busy. Personally, I've been excited about the area between shooting pictures of something and having a digital representation of that thing, for indie filmmaking and stuff. And that includes mapping footage that you shot onto geometry, which I think is a really fun way to be able to composite, because the footage is actually there in the scene. I've been doing a lot of photoscans, too, and trying to rig them all up so they can move and things. Some of them can be, like, really uncanny valley, but I'm slowly figuring it out. I've always been scared to do digital people, and they're still- you know, a little eerie at times, but I'm really excited. But recently I've been working on the HyperBole! It's the sport of the future. It's high speed, high stakes, high... high body count. Meet Razor Ranger! After a life-threatening barbed-wire incident, he dedicated his life to the art of HyperBole. He's the bad boy of the group, and a real rough-ridin' son-of-a-gun. Don't wanna get in the way of his 36 shooter. Then there's Dylan 2.0. A bad boy cyborg with a Deathfist and a need for speed. And this gal's the maroon- the burgundy blitz! She’s uh- she’s blind! And a veterinarian. And of course, Lil’ Tim. Bad boy of the group! Just 15 years old but he’s already making his mark on- oh no Tim! Popcornbot. And of course Junkrider! She’s the bad boy of the group with a nimble rocket and nimbler reflexes; look at her go! And of course Brutalist. Bad boy of the gr- look it’s a buncha bad boys! And bud! He’s a freaky one! Gonna put this head on him- it’s a photoscan of my friend Nate. And there’s the aviator guy, his head’s a scan of this head. And the big cheese, she’s yellow. Honestly the entire HyperBole video’s only a minute long anyways, so you’ve just kinda seen the whole thing, but yeah! I miss all of you, and good luck in the coming year, and I can’t wait until we can all hang out again. Peace! Welcome to the Blender Conference. I’m here to speak on behalf of Tangent Labs and Tangent Animation. Obviously, the Blender conference this year is quite a bit different given the pandemic that’s rolled throughout the world. So, it’s very unfortunate that we can’t be there in person, but hopefully we can provide some updates with regards to what our companies are doing. So, as I think everyone knows Tangent Studios itself is a Blender company We did Next Gen using Blender and our current project that we are working on with Netflix is also utilizing Blender in basically the same matter all of our layout, animation, modeling, surfacing etc. One of the most exciting things we have done on the Tangent Animation side is release the hydra delegate version of cycles into the open source, it is possible to hook it into other applications as well as utilize it with USD input from a variety of packages. Over on the Tangent Labs side we’re getting ready to launch our new product LoUPE, a cloud-based animation production pipeline tool. LoUPE includes Asset Management, Production Management, Review and Collaboration Tools, Render Management and real-time reporting. This is our opportunity to take all that knowledge of all the people who are working within Tangent Animation and Tangent Labs and bring it to the public and allow people to concentrate on the artistic parts of it and let us deal with the underlying technical issues. So going forward over the next year we are looking forward to working with the Blender Institute, Intel and others on improving and supplementing the USD support inside of Blender and we are also doing some work with Intel on looking at integrating their open VQKL Volumetric Rendering technology into cycles as well which we think will have some great benefits for cycles in Blender. And on a personal note, hopefully next year I can see people at the Blender conference in person, in the meantime stay safe. Nowadays they use procedural textures. What is depth of Field? There’s still 10 buildings to be done. The textures are too heavy. What about the lights? Do I need to use color correction. 5 minutes animation is impossible, what did I think? Maybe if I use motion tracking? Yeah without selling a kidney. I was almost there. (presentation in Italy) And look at me tonight, I’m explaining this to you. So thank you a lot for your attention. At the end of February like everyone else we had to stay at home. The cat, my wife, my two children, the third was almost born, my two jobs, my goals, my dreams, everything… everything in the house. Our garden has become the children’s playground. While the attic was used as an office by my wife during the day, and by me at night. Everything froze in February. The dream of my animation movie had stopped. After the script and after the first teaser, while the crowdfunding campaign was almost ready to go. And there I went into my hibernation And then there was a beautiful beginning. Yeah. The budget isn’t there yet. Maybe being able to just animate one scene from my script. Blender 2.90 is out and the time I spend with Blender leaves me happy. Oh nice, so you guys actually have it? And the cloths as well? Nice. And eeeh, can I use it? Oh, okay? And the old server room? With green screen? Nice and aah, yeah I can buy the license for the software, of course. Since this global pandemic has forced us to redirect our lives, it also has left us time to reflection. The lockdown has allowed us to realize the value of time. So, in this point the combination of both lockdown and Blender seems to have been positive. As a team it has really been in virtual reconstruction projects, that we are developing, that we have realized how far Blender has come with the new implementations. Being aware that it will continue being an essential tool in our daily work. Like a Roman villa Alicante, Spain we are virtually reconstructing and where I have participated with photo realistic prop modeling and texturing. Personally I really appreciate the social part that blender carries with its amazing community, I feel very grateful to be part of six years now. And that is why I cannot end this video without a mention to one of the best persons I’ve ever met in my life and it was thanks to my first Blender conference in 2017. Elf. He passed away on August 5 in Barcelona, Spain. He was a great professional of Blender, user and lover and above all a wonderful person. We will miss you so much. Hey Simeon, what are you doing? Hey Marc, I'm currently in Blender and I use the OpenXR features from Blender to inspect a scene in VR for a VR app for our clients. And Falk, what are you doing there? Hey, I'm testing our new camera rig for virtual production, and of course we use Blender and Vive controls for the tracking data, to get the camera movement right into Blender. And Sebastian, what are you doing there? I'm currently working on the Astoria VR scene in Blender and doing the shading, lighting and rendering here. So, let's see what our colleagues are doing! Hey Micha! Hi! Hey, what are you doing there? Oh hello, I'm just doing the training. Hi Silke! Hey! Ah, you're animating Alfred! And there's Clemens, the master of doors Hi Before the pandemic I went to UK Then I came home and moved to a different home I also started to weave again And I even got married. I think you and the flowers make a lovely couple! Many happy years. Thanks, Captain! But to be honest, I’ve spent most of my time just working from home and trying to find inspiration in simple things all around me Welcome to my home office in New Jersey. Fun fact: I modeled this attic in Blender when I was helping my contractor do a remodel. I'm a volunteer Blender developer. Lately I've been working on New Booleans. Here’s an example of a Boolean difference - a cube subtracting a kind of handle thing that is in the same plane as the top of the cube, and pokes through the bottom of it. Old Boolean doesn’t even try to handle coplanar cases like this, and gives this bad answer. The new Boolean does try, and succeed, on cases like this, giving the correct result. Here’s how new Boolean works. There are 4 main phases. In the first phase, we triangulate both objects, because that makes the next two phases much easier. In the intersect phase, we find where every triangle in one object intersects triangles in the other. Then we subdivide the original triangles. We use a special constrained triangulation algorithm that ensures that the intersection segments and points we found earlier are part of the triangulation. All coplanar triangles are handled together, using the same constrained triangulation algorithm. Because we use exact arithmetic and always reuse vertices with the same coordinates, the previous step has joined the two objects together, with shared intersection points and segments. In the Boolean phase, we need to figure out which volumes of space are inside each of the original objects. We start by finding patches. A patch is a set of faces that are connected, but stop when you reach an edge that has more than two triangles attached to it. Then we can find cells. Each cell is a volume of space enclosed by a set of patches. Now finally we can find which volumes are in the cube and which are in the handle. Start with knowing that far outside is in neither. For this cell, crossing over a cube patch, from the outside, we know that this cell is in the cube but not in the handle. Therefore, this is in the final cube minus handle boolean result. Finally, we dissolve all the edges and vertices that are only there because of triangulation. And that’s it. I hope you enjoyed this inside look at new Booleans. So, I think the fact that this year has been challenging sorta goes without saying at this point. I’ve been trying to keep as busy as I can. I feel very fortunate though that in April I started a new position as an Art Lead for a company in Edinburgh. I’ve been learning a lot there and it’s the first time I have started a new job and worked 100% remotely with a brand new team as well, so it’s really good. That comes with its own set of new things to learn. Personal work, I’ve been making, I’ve had a lot more time for that. So trying to focus on the positives, I’ve been making these little critters. I just, I really love animals and I really wanted to sort of share a little bit of positivity even if it’s just a brief, brief respite from people’s day to day lives at the moment. I live in Scotland and my family lives in New Zealand, so not knowing when it’ll be safe to see them again or for them to come visit, that is really tough, so anything that I can do to bring a little bit of positivity to the world feels like a very good thing at the moment. So I really hope that you like my little critters and that it brings you a little bit of joy to your day. Cheers. 4 years ago, we found a free special chest of treasure on the internet That special treasure is blender Now all we wanted to do was create beautiful vfx shots so when we got Blender, we felt like we had all the power in the world that was a re-enactment of the first time we opened Blender and we did not open Blender again because we did not understand what was going on in that software plus the interface looked like algebra That was our first time using a 3d software It took us 4 months to open Blender again after seeing the beautiful Blender open movies and renders from artists in the facebook community And that day we created our first CG render As filmmakers our process of using blender was by learning as we were creating majorly from youtube tutorials and of course the doughnut ritual And most times while shooting our projects we find it hard pulling of certain shots so we spend months tinkering with blender finding out the very best ways to actually pull them off We made our first sci-fi film in two months, we made use of blender to create and render a facility which we placed our characters in This project inspired us to do so much more that the next goal for us was to give our character a robotic arm. it took us 7 months to work on this project so few months after putting this film online, we went viral for making scifi films that were shot on our smartphones Without Blender, that might not have happened And the truth is Blender helped us go viral. 2020 has certainly been interesting for myself as I expect it has for everyone else. Outside of my family, my young son Marvin, who is just now two and a half, my other focus has been on my small brewery. I own a small brewery named Sandhills Brewing that is a little neighborhood taproom. We can seat about 50 people comfortably, (it can go up to 74). It is very small (this is the whole thing!). 2020 has made it particularly interesting, what with the shutdown orders, because the entire business is based on selling beer over the bar; high margin, low volume (if you can be open.) That has certainly made things a little interesting to try and make it work but for me it has also been a lot of fun because ultimately brewing is one of those things that is the perfect marriage of the arts and sciences. And so, it gives me a chance to express my creativity, focus on the technical aspects, and make something that has nothing to do with the digital world but is something that also brings people together and creates a sense of community that hopefully people can enjoy. On the Blender side of my work I have been almost exclusively focused on Blender Market. Some of you may know that we started Blender Market as a side project of CG Cookie back in 2016 and since then that has basically been my full time focus. Admittedly I don’t use Blender all that much anymore; I still love to dabble and I keep an eye on releases and all that but my core focus and what I do now is on helping other people, creators on Blender Market, create their own businesses and create (ideally) an independent livelihood based around blender while giving back to the open source development of Blender. Really just helping to bring a financial ecosystem to the Blender community that allows everybody to contribute, give back and ideally create some sense of independence for themselves and their family. Hey there, it’s David from Theory Studios! Thank you so much for watching our world premiere of our brand new cartoon series Bugs Buddy. It’s going to be on YouTube Kids later on this year. Now before I let you go I have a special treat. I ask some of our best artist on the team to share their top Blender tips with you. So without further ado, Ben, Keith, Jennifer, take it away. This is Ben McDougal, lead shading artist at Theory Studios, here to tell you always check the bit depth of your normal maps. Use 16bit or higher to avoid artifacts. This is Keith Morgan for Theory Studios compositing team. Did you know that you could reduce overhead by replacing whole objects with sprites. Hi, I’m Jennifer, the lead animator at Theory Studios. Remember to always to use video reference to make your animations look even better! Hey everybody, Sean Kennedy here. I still work at CoSA visual effects but I haven't been in this building since I think March. Just like everybody else now I work from home which happens to be a four mile (6.4 km) walk that way so come on, I'll show you some of the things I've been working on. So here we are at my home workstation, and I got a few clips and screenshots I can show you So this first shot is from the Swamp Thing tv show. See that liquid spilling out of the bottle as it slides along? That’s just particles. I used the alpha channel from the particle render in compositing to darken the floor and add reflection, which instantly makes it look wet. It's all in the next shot, too, where it all catches fire. Next up is an explosion from Lethal Weapon, which is no longer on the air. Our FX dept did most of the work here, but the supervisors wanted to see a bunch more glass behind the actors, which was really easy to crank out. I also added a little textured interactive light on the wrecking ball in the foreground. Here's another Lethal Weapon shot where I added a bunch of falling debris behind the actors. For this shot from Station 19, I used a combination of a Blender smoke sim and a sim that our FX dept did. I then added a few floating embers in there, as well. For the tv show Pennyworth we did this really cool house explosion. This shot was really fun. Our FX dept was really busy doing the fire and smoke sims for this shot, so I was asked to do a lot of the debris. I made lots of different passes and I handed them off to my friend Jeannie who did all the compositing. Most of it is brick or rock chunks, and there's a few floating paper particle systems in there, as well, and I used the Fracture Modifier branch of Blender for the shattering door. Here's another shot on Swamp Thing where I used ClothFX to show a vine tearing through a guy's face. And finally, here's a couple shots on Pennyworth where I did some head tracking to put in some gore effects. And that’s all I’ve got! So, I hope everybody is staying safe out there and I can’t wait til we can all hang out in person again! And til then, swing by the website and say hi! Well, this year was “fun”. Especially if you are Lebanese like me, with protests, counter-protests, a huge economic downturn and then a nice massive semi-nuclear explosion to top it all off. The massive economic downturn meant that none of the credit cards in the country worked anymore. I couldn’t even renew my Netflix subscription. You know what doesn’t need a subscription, though? Praying daily at my custom made Clément Foucault altar, thanking him for making EEVEE, which has allowed me to work throughout the year. This project, directed by Nadim Shoufi The clips that which I’ve showed you at the beginning of the video. I rendered 60,000 frames in 2 months. Still rendering. Blender is brought up by the love, kindness and passion of the Blender Community. A few days after the explosion, glass was broken everywhere around me, I was interviewed by a couple of Dutch news reporters. After the interview, I was contacted by non other than Bart Veldhuizen. I am sorry if I’m butchering your last name. He was asking about me. This gesture really touched me. And he told me if there was anything I could do to help. We started talking and I had the chance to show him some of my writings I did before for local publications about Blender. One thing led to another and now I’m writing for Blender Nation as the new Blender development Editor. So Blender has really been with me through thick and thin in software form and in creative form. The Blender Community, Blender, Bart, everyone out there: thank you for helping me through this and happy blending ahead! Hi, my name is Raymond Neoh. I’m the founder of CG Global Entertainment ltd, in Hong-Kong China. We are working with Blender Institute to localize the Blender Cloud into Chinese. We also have an institute called the Krystal Institute, for creativity and production technology, to promote open source solution to digital content creation industry globally. In addition, we run AGM China, a global anim magazine, to help promote the industry. The localization of Blender Cloud is a monumental task. At present, we have already translated and subtitled over 7000 minutes of Blender Cloud materials into traditional and simplified Chinese. During the labour-intensive subtitle making period, our team also created a video tagging and search system. Using this video tagging and search system, our team can assign keywords tagged to specific segments of a video content. Using this tagged searching engine, the result UI will show the relevant search result of video, along with a timeline visual, which is linked into every course where that word, text or question to is answered it. The linking visual are referring to the meaningful time segment of the video. User are then able to play that specific time period of the video directly from the search result. This video tagging and searching system further enhances the functionality of our search engine. It enables us to lavish other existing video content, making it more useful for every user. The goal of this video tagging and search system is to introduce a set of more user-friendly, more robust and more meaningful learning material for our users who want to master the software. Hey. Oh hi! I’m Matthew Luhn. And for the last 30 years, I have been animating, storyboarding and writing on a number of different movies and TV shows. From the Toy Story films to Monsters, Inc to Finding Nemo to Ratatouille to Up to Cars to the Simpsons. Lots of great movies, TV shows and specials. But for the last 6 months I’ve been working on a project with the talented team at Blender that I’m so, so excited about. It is an animated short that I am writing and directing called “Sprite Fright”. Hmm... what is Sprite Fright? Well, the origin of Sprite Fright begins with my curiosity and love for the mysterious creatures that live in the forests and the woods and the mountains. Everything from gnomes to trolls to pixies to... ehrrrm... these little guys. And also... these guys! Remember these? And one of the things that I’ve always loved about these mysterious creatures is that they usually have a cute and cuddly side, but then they also have a creepy side. whoo-oo! And that’s what Sprite Fright is all about. It’s about the cute and the creepy! And I’ve written up the script. Not just once, twice, three times. I’ve written up many times. And then we have storyboarded it over and over and over again. We end up getting our creative team to build the characters and the environments and the props and the animators start testing out our characters. And the lighters and shaders are texturing and lighting to be able to put that Blender touch on these characters. Now the cool thing is that you can go online and you can check out all the work we’ve been doing. You can check out the characters, you can check out the props. You can even check out our story animatics. This is something that most studios don’t want to do, because they don’t want to share aaaalll of the behind the scenes. But we’re going to share it all. And we’re doing it because we want to get you excited about Sprite Fright that ends up getting released, online, next year. Right before the pandemic started, I came back home to Germany after spending 6 months in Montreal lockdown basically started right after we got back. Luckily, I didn’t feel constrained by the lockdown initially, because working from home is something I’ve been doing for years now and I am pretty much comfortable having my own workspace, it’s actually the best in some ways. However, being bound to just the four walls of your home and not being able to see your friends, with the occasional grocery store trip being the highlight of your week, can become pretty tough over time. It resulted in me losing track of time entirely. In my mind, I am pretty much convinced that we are still in March. Still, I decided to make the best out of it and decided to focus on my final year at university, spent the time I have on learning new skills and try to plan my future for 2021, even though there is still a lot of uncertainty about it, still. In some way, Blender has been my constant companion during this time, the comfort zone I felt like I really needed. Another thing I also realized about me and my art is that I felt a lot more motivated to create outdoorsy places this year, probably trying to compensate for my lack of travel and exploration in the real world Not being able to make my initial travel dreams of 2020 come true. So I fueled all that energy into my art instead. In some way, I do feel like I still had my fair share of adventures this way, despite being at home for the past 7 months. Years ago I used to do makeup effects, then I directed some movies I directed Death Machine Blade The Last Minute and The League of Extraordinary Gentlemen. And then I got sick of all that Hollywood stupid stuff. So I went to Burning Man. So then I thought I’m gonna make some more movies. I mean the money is good but... Hey! I’ll make my own movies. You can do it. Digital cameras and nanana - but I’ll need to do the effects, do the editing, color correction, 2D, 3D... Bleeendeeer, oh my god. So I started doing tons of effects. I did effects for my friends low budget movies: Well Word, Haunted Swordsmen. And I just got into all kinds of techniques for these low budget movies that I was trying to do. The electronic puppets, photoscanned heads... The first one was a total bust, the second one was a semi total bust the third one appears to be working out. So I got some awesome actors involved and robots so I’m nearly done with it. And it’s been just amazing. I hope you’re gonna like it. Maybe one day it will actually get finished and you’ll be able to see it but right now it’s still in production, eeem... And so thank you so much to Ton and all the developers. It’s unbelievable what you have done. Blender is soaring right now and at a certain point that’s gonna be the gold standard for everything. It already is, we know that! Just everybody else has got to catch up. I think it is a quite common effect in films Imagine, you are standing in the middle of a waterfall it's noisy, it's messy, it's colorful, it's wet you see everything is falling down suddenly stops, the jets are coming down you see a bit of splashes you are standing there in the darkness on a black mirror that's how it feels when the doctor tells you you have leukemia on February 24th, this year I was urgently hospitalized because I was developing bruises all over my body I started bleeding in my mouth. The doctor said: "go to the hospital Ton we have to examine you" At midnight I got the infamous bad news delivery by the doctor that I have acute leukemia of the quite rare kind it is called APL which is not very common but it is very lethal so usually you don't survive two weeks with this. Unless, of course, the treatment works So that's what happened They immediately gave me blood transfusions and chemotherapy and luckily after a few days I was recovering so I quickly moved from the critical phase to the phase of that you may get cured four weeks later I was released from the hospital I was strong enough to join the rest of the world in the ... lockdown staying at home. After five weeks I had my first bone marrow test which was extremely good and cancer was in remission the doctor said, so we are going to take you to the next phase to cure you fully and that's called the maintenance phase maintenance, right? then she said: well... it actually is 7 months of treatments in which you have to be 4 months in the hospital. Not full time, but imagine in the afternoon you go to the hospital, they hook you up with a bag of poison, you wait 3 hours you get sick you go home go to bed, in the morning you feel a little bit better and in the afternoon you go back to the hospital they hook you up and you get sick again that's for 4 weeks and then you get 4 weeks to recover another 4 weeks getting sick and 4 weeks to recover another 4 weeks to get sick another 4 weeks to recover another 4 weeks to get sick! And that was last Friday! The last of the chemotherapy. And then, this morning I went to the doctor again to discuss the tests I had and luckily my blood is fantastic the bone marrow is looking really good I could be declared cured but there was one little test they are still waiting it's the DNA test which will take another 2 weeks to get but the doctor said I shouldn't worry about that I'm recovering extremely well so basically, I've got my life back! so ... and oh, how much I would have loved to celebrate that, today, at the conference with everyone because if there would have been a conference and we would have thrown an enormous party not this year so I'm telling you this because this whole experience has had a profound impact on me on my personality on my life of course plus I had time to think And I learned a couple of lessons First getting cancer and surviving it is not a fight it's not something you win or something you lose you only need one thing a little bit of discipline of course to take care of yourself eat well, do some exercises but what you need is luck and I was lucky I was lucky that science found the right treatment for me this is only 15 years old this treatment for people with this kind of leukemia I was lucky to have family and friends around me to stand by I was lucky to have a team here in the company to stand by and to have Francesco Siddi to replace me for 8 months doing fantastic job on it And I was lucky to live in the Netherlands where there is a universal health care for everyone there was not a moment that I had to worry about what would the treatment cost and the doctors didn't have a moment to think other than what can we do for Ton to help him to cure him and to make it as good and easy as possible for him So next time if you see people having cancer don't wish them strength - in Dutch "sterkte" - just say good luck and I wish you well or a good day or a good evening other things that I learned was that I want to start taking better care of myself and I want to I have a feeling that I was sacrificing myself too much so I want to put myself more forward and also take care better of myself in a way that I can pay myself a little bit better so I can afford, for example a little house outside of Amsterdam with a garden. I also mentioned last year that at some moment I have to step aside from Blender for the future to allow other people to come in and that process is being sped up, but not so much that I want to step down but to get very strong people around me to help making Blender strong and keep it strong and move on and step forward because the main thing I learned was that I was really, really not ready to let it go I couldn't let go of Blender because that's my life's work Blender is life, right? Blender is the community it's the team of people here it's everybody who is contributing the developers the bug fixers it's the people who make add-ons it is even the people who complain or the people use Maya and don't like Blender it is the forum trolls and even the people who want to have the game engine back so all of them are the people I love and all of them I feel like is my family and I would never let go of that family So... enough drama, right? I want to end with a little more happy note as you all know 2020 is not very nice it's a year we are going to forget but the happy message is that 2020 didn't get me down and I want to spread that positive vibe with everyone so please take care of yourself take care of each other and a little bit of Blender and I see you next year in Amsterdam or somewhere else bye bye cut!
Info
Channel: Blender
Views: 131,979
Rating: 4.9759989 out of 5
Keywords: blender, b3d, blender 3d, 2.8, 2.80, blender 2.8, blender foundation, Blender 2.9, Blender 2.90, tutorial, training, free, open source, animation, grease pencil, eevee, 3d, 2d, conference
Id: uEjmbsiflMU
Channel Id: undefined
Length: 98min 57sec (5937 seconds)
Published: Fri Oct 30 2020
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