Blender Conference 2008


07/11/2008 Friday, DigiLab AVU v Praze (aula) U Akademie 4 Praha 7, start 13:00-19:00, free entry

We warmly welcome all interested people in 3D creation to the fourth Blender Conference. Lecture marathon of the most visible Open source software is open to animators, architects, game developers, postproduction studies but also and mainly to discussions. Blender Conference 2008 is held yet traditionally in the rooms of Digilab at the Academy of Fine Arts in Prague (aula)on 7th November 2008 from 12h00 to 19h00.

The conference will be broadcast live and you can see it on the webside: http://dl.avu.cz

13:00 / Jan Mucska (o—-o): Game engine and its commercial use
14:00 / Peter Nespesny (Psychotron): Problem of architecture visualization
15:00 / Martin Schrimpel (G_Taurus): Basics in scene lighting in Blender 2.46
16:00 / Jan Kudrnáč (XHN): Sculpt and normal map generating
17:00 / Jan Kaláb (Pitel): Physical simulation in Blender
18:00 / Adam Preisler (Alfisko): Textures creation and modeling focused on games

Jan Mucska (o—-o): Game engine and its commercial use
Presentation will clarify already made commercial projects such as Biofeedback games, EARTH, Power of Will. Demonstration of concrete projects will destroy the myth about the uselessness of Blender and of Open source application in general as nonprofessional tools. At the same time the conference will outline the commercial possibilities and kinds of use of this program.

Peter Nespesny (Psychotron): Problem of architecture visualization
Lecture will be mainly focused on the preparation of modeling architectonic space (interiors/exteriors). I will concentrate on the possibilities of transferring standard files in DWG format (e.g. AutoCAD) into Blender such that later it will be applicable. It is possible to transfer a DWG file into format DXF (thanks to Blender import script) by means of Open source application without the need of use of AutoCAD or similar commercial CAD application. At the end there will be a demonstration of an easy modeling technology such as for instance, extruding of walls from ground plan and their subsequent modification.

Martin Schrimpel (G_Taurus): Basics in scene lighting in Blender 2.46
In this lecture I will describe kinds of lights such as „Lamp, Area, Spot, Sun a Hemi“. I will show the differences during lighting a scene, their various settings and basic methods in practical demonstrations for various situations. At the same time I will concentrate on the description of changes in the version 2.46 over against the version 2.45 in the area of lights. I will describe the use of various types of shadows that have been added into new version of Blender 2.46. I will show you the lighting of scene from the beginning to the final lights. At the end of my lecture I will deal with scenes with concrete light setups.

Jan Kudrnáč (XHN): Sculpt and normal map generating
This lecture will be on model setting for sculpt (application of mirror and setting of symmetry). We will familiarize with kinds of tools and their configurations, with panel for net condensation, with adding and setting of own brush and important keyboard abbreviations for easier and quicker work. I will show sculpting on surface of an object, preparation for generating of normal maps. Furthermore we will set generating and rendering of low objects with normal maps.

Adam Preisler (Alfisko): Textures creation and modeling focused on games
This lecture will deal with broader look at textures and will inform us about the criteria that should be fulfilled. I will familiarize you with various kinds of textures, their basic size, and we will talk about what is suitable to use in a texture. Practically we will make the texture so that it is connecting without recognizing it. We will create modification of saturation. I will show you how an object is modeled. Later on this object will be implemented into game engine. Finally I will comment on how to decide during modeling, on what the number of triangles depends, size of texture and where to put triangles and where it is not suitable.

Jan Kaláb (Pitel): Physical simulation in Blender
All 3D graphics is interested in physical simulation, mainly from the area of optics. This presentation will deal with these simulations and other physical plots in the program Blender. Concretely we will demonstrate the physical appearance of particles (fire and smoke), solid particles (gravitation, collision and easy machines), soft bodies (jelly and inflated castle), fibers (a tablecloth in the wind) and liquids (tsunami and mixer). Furthermore the presentation will focus on the connection of various plots and phenomena. Finally the ragdoll freak will be demonstrated.

Jan Kudrnáč (XHN): Sculpt and normal map generating
This lecture will be on model setting for sculpt (application of mirror and setting of symmetry). We will familiarize with kinds of tools and their configurations, with panel for net condensation, with adding and setting of own brush and important keyboard abbreviations for easier and quicker work. I will show sculpting on surface of an object, preparation for generating of normal maps. Furthermore we will set generating and rendering of low objects with normal maps.

Blender is multiplatform open source application focused on creation of 3D models, animations, rendering, post production activities and above all on interactive applications. Blender can be started in the systems such as Windows, Linux, Mac OS X and in other operating systems. Blender is Open source software, which means that is free also for commercial use. You can also download complete source codes, compile them in your own configuration for the optimization of power, and fiddle them as you like or pertinently you can participate in further Blender development.
Graphic designers, animators, designers and etc. can help Blender by vizualization of their ideas or orders without investing into commercial 3D applications. During last years Blender has developed so much therefore nowadays it offers tools that can be compared to commercial 3D applications of middle class taking into the account the quality and quantity.

Partners:
Scientific workplace AVU in Prague
blender3d.cz

Media partners:
Artyčok.TV
Blender3d.cz
vyuka.avu.cz

Published : 01. 10. 2008
Author: Frantisek Zachoval
Category: Conference, Open source, Projects

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