 Sounds good, thank you. I took a picture for Martin, the court coder. He's really excited when we do stuff out here. So you'll see, I'll talk about him in a minute. And so I took a picture to send him. I think he's watching online. There's like four people watching online. Yee-hee! So hi to everybody. I actually like to get started by finding out a little bit about you guys. Who do I have in the group? Do I have any programmers? So many programmers. Woo-hoo, lots of programmers. Hey, volunteer for our project, man. I'll hook you up. We need help! Like every other open source project. How many artists? Cool, how many actual visual effects artists or visual effects specific people? All right, this works in animation too and games. So you're good. How many people actually work in the industry? Work in Hollywood, work here in LA? Nobody in Hollywood? That's okay, all you programmers, if you wanna work in Hollywood, hook up with us, I'll hook you up. I do the local Blender, a lot of the Blender user readings. And a lot of Hollywood comes to our user readings, man. I'll hook you up. That's how people are getting jobs. And help out on open source projects. You know the routine. Do some commits where people can see you and you'll get pulled into some paid Hollywood stuff. It's really cool. And we definitely need help. I need help. Martin needs help. We do Python and we do C coding. And Martin keeps saying, hey, when are you gonna get some of those soak help people to help me add features? Every time I suggest a feature, he goes, you're not gonna make me coded, are you? So we need people to help. Why? Because it's about the community, it's open source. I had a talk earlier about Ubuntu and open source and it really is about the community. And I'll talk about that more in just a minute. Anybody got any nagging questions to begin with? To make sure we can get to them? Anything about visual effects? Go ahead. I handled it by not saying anything and not showing anything in my first presentation. I'm actually a professional in the event industry. I work with Fortune 50 CEOs and so I constantly, every week, I'm working with different companies and it's a part of my business to be under NDA. So I naturally work knowing how to, because I work with everybody and not everybody, but everybody comes my way that's in that field. So it's just the natural. With Blender, we work with a lot of the different studios, major studios and antique studios, especially with the factory modifier. And it's a professional courtesy. I talk to them about it right up front. And they know and I tell them, hey, I'm a professional industry, have been for 14 years full time. I know how to handle intellectual property so you're in good hands. If there's anything I think that's gonna come up, I'll state it right away whether we need to or don't need to talk about it. So we're pretty open because we're all familiar with it and I just know how to partition it. So with open source, it's because I've been given a side door to most of the major studios and boutique studios. So I automatically am seeing everybody's different work. So it's a professional courtesy and we're at Linux Expo. It's a community event. So I'm part of that community and I try and give them professional courtesies for my professional. I'm not an enthusiast that this is a hobby and I don't know my way around the ropes stuff like that. So I think that's why I penetrated the industry so well is because they call me up, they email me whatever they need an answer. Another studio may have had that problem. I may have had that answer and that's happened a couple of times where I very quickly can rattle the answer right off the top of my head. Without giving any information about what the studio's up. Without giving any information of what the studio's intellectual property is or what projects are working on. Does that make sense? Yeah, I guess. Yeah, I mean in unique positions I do it professionally for corporate clients already. So the fact that I work in open source, I ironically bring that over which another open source person can't necessarily provide that ability to on the fly to be able to keep confidentiality in the forefront. All right, I think you've got two more minutes. Any other questions while you're at it? I'm gonna, if not, we're gonna jump right in. No, we're good. Go ahead. That's a good question. Fraction modifier is actually a branch. It's actually a separate build. You have to go to our website and download it. And then it's a static build. For the Linux, it's great. Gens does that. I'll talk about it in a minute. And it'll work on pretty much any major distro blender. It's being integrated in version 2.8. But for what we needed, it's gonna be a couple years before it's in 2.8. Functional to the level it is in 2.79. So you're gonna wanna stick with the old version for a while. And it'll run pretty much static on any major distro, any Debian based distro, and things of that sort. So yeah. Most of the studios, and I'm right here in LA. So they just come to my meetings or they have my contact information or it's easy to get. And they just set me up page AT. It's not working for some reason and I fix it for them. And we have a Blender Artist Thread. Studios from all over the world come under our Blender Artist Thread. You'll see they got like five posts and five of them are the fraction modifier thread. You know. So like they used it on Hardcore Henry and they had a problem. So they came in, we fixed the problems and we were good to go. That's an excellent question. But it's a separate build. So you can't download a regular blender and put it in as an add-on. You have to go to our website, download. And we do virus scan it and provide a checksum for security purposes. Because you never know when somebody's build is going so. All right, well I saw a couple other people come in, it's 105. I'd like to go ahead and get started. My name's JT Nelson. I'm part of the Fraction Modifier team. Fraction Modifier is a special build of Blender. It's a separate code base but it's an official branch of Blender. So if you download the Blender source code as a developer, you can go ahead and pit the Fraction Modifier branch, compile it and then you can work with it and edit it. All the underneath work is all done in C and C++. All of the front end work is all done in Python. So all you developers like we talked about earlier, if you wanna jump in on something fun, you like the analytical part of being a programmer but you wanna do some fun stuff for Hollywood, jump in on our Python side. I got a great webpage on my GitHub for the Fraction Modifier, for our Pi menu in our add-on that I'm gonna show you. And there's also bullet constraint builder I'll talk to you about later, which we're gonna try and add that to the VFX mix. And there's lots of opportunity to do some fun stuff. If you do it on a volunteer basis, I will tell you right now, there's plenty of work in Hollywood. They just need to see your work. They need to see working on Fraction Modifier and some of these other things. So they know you can work on Hollywood software and then there's jobs for you. They come up regularly. Every single month I get called or emailed saying, hey JT, you got somebody that can do this for me. And I gotta either I have somebody or I just gotta send them out to the usual places to find something. So if you're looking for work and wanna do a little change of pace part time from the DevOps stuff that you're doing, it's really fun working with Hollywood software. Really, really fun. All right, my organization is SoCal Blender. I organize a lot of the Blender user group meetings in town, so that's another way to find me. Or you could just search Meetup for Los Angeles Blender and it'll pop right up on an internet search. It's easy to find us, go to our meetings. We're having meetings on the west side and I'm starting meetings in Pasadena in affiliation with Pasadena Media, pardon me. Pasadena Media and you'll be able to go to actually brick and mortar locations, so it'll be a real nice one specific location and get to some of the meetings. Okay, we're here at Linux Expo. What's the secret to open source? People are the secret sauce, not the software. If it wasn't for the people on the Fraction Modifier team, there would be no Fraction Modifier software. There wouldn't be a VFX software like what we do for large scale destruction. If it wasn't about the team, we talk about this all the time. If it wasn't us as a group and the people being more important to the process, this tool would not be the best tool in the known universe for this type of stuff. I like saying that because it's been in movies. So the people are the secret sauce. Okay, this is our current web page. We got a new one coming up. This is Dennis DeFossey. He's a visual effects artist out of Germany. The whole team is German. I'm the only American and the only person outside of Germany on the core team. And I'll like to say right now, I am very thankful that we have an international team and that a fantastic bridge has been gapped between Germany and the US, especially with everything that's in the news. I'm just absolutely proud of the way our team behaves, the way we collaborate, the way we're friends online and the respect we treat each other. I'm just really honored to be a part of the team and to have known these gentlemen for several years and worked with them. And this is, all you gotta do is search traction modifier. We'll talk that in a minute. All these pages come up, they're really easy to find. This is our team, Martin Felke. First one, he's the core programmer. He's the one that started it. Kai Kostak, you're gonna see some of his work. He does some fantastic work, a university research work and he's also part of the team. There's me and Dennis DeFossey. He hosts the current website and he's done some of the videos that I'm gonna show you. Him and Kai have done some of the videos. So it'll be really fun. To see what they've been doing. And we have Jens Verwebe. He does our Linux build for us. He's got some optimizations that are just fantastic. I have Fraction Modifier running faster on a Windows host with VirtualBox, a Linux guest. And Jens Fraction Modifier compiles because he's optimized them faster than native Windows. And it's just fantastic and we're really grateful to have him. He worked with the LuxRender project. You might know his name, especially if you know LuxRender. And really thankful. Martin back in the day, I remember someone said, hey JT, that guy that did that add-on for the Blender game engine is in Blender Coders Chat. You gotta come talk to him. Sounds like you put Fraction Modifier, Fraction Tool in a modifier. And I'm going, what? And we use Instant Relate Chat, this old Instant Relate Chat. Jumped in, started talking to him. Really nice guy. So props to Martin Felkey. If him and I wouldn't have hooked up in the first place, I kept egging him on. Kept egging him on and now we've got several years in on this. And sometimes it's, you know, it's a labor of love because sometimes it's just really hard. A lot of features, a lot of bugs, you know, sometimes you just get burned out. And I'm just really proud of Martin sticking with it. And along the way, we've, Martin has added Kai Kostak. He did some university research. I'll talk about later. Done some fantastic videos. I've stunned Hollywood for a couple of years now with his videos. Very popular on YouTube. He gets pretty high hit count. There's me, I'm an open source evangelist. I do live events, started in open source years ago. Got tired of proprietary software and license keys. They kept killing me in live events. Started using VLC. Then I started using Blender again. And then I've gone all open source and I push it all over the live event, AV and media industry. Been at open source advocate every since and that's been years ago. Way before even 2009. Dennis Faust Spender, really happy to meet with him and work with him. He does a lot of our demo videos. He's really good at advertising. He does a really nice website. Promotes a fracture modifier. Just some really cool stuff. You'll see some of his videos. And he pushes the workflow, the VFX workflow for us, along with people in our thread. And because of that workflow, he'll find a bug or he'll find an issue or he'll find a challenge. He put a speed modifier in for us. Then I'll show you that video. It's really cool where you can modify the speed and the explosion. And without his help and without the whole team fracture modifier just would not be what it is. And again, props to the team. Hello to you guys that watch on the recording or watching on the live stream. So, all right, enough love. All right, here's my documentation page. This is part of the Blender Wiki. If you search fracture modifier documentation, it'll come up. It's everything basically you need to know. So I don't need to give you a link or anything. Just search on any of the search engines. Fracture modifier documentation. Wiki page will come up. There's some links on it. You're good to go. Right now, this is not artist friendly. Documentation is very technical. But if you spend a little bit of time, start memorizing some of the stuff. You'll find one of the most powerful free tools on the planet if you do media production. Several producers and several visual effects artists sets up that it's, hey, don't be afraid of it when you jump in. This is really cool stuff. So again, props to Kai Kostak. He does a lot of our videos and he's integral part of the algorithms that are developed. Wait till you see, it's gonna be the first broadcast other than going on YouTube. I'm gonna show you something we're working on. Outstanding. I even not have told Hollywood about this yet. And I can't wait. So sorry, they don't give tape with these mics. Sorry about that. There we go. All right. You'll see Kai's playlist. He regularly does stuff. You'll see quite a few videos. He gets them pretty high counts. 3,000, 4,000, 20,000, 613,000. You know, he gets them pretty high counts on some of the videos. So we're thankful to have him. And he just does some really cool stuff. So this is his YouTube page. You can go on to YouTube and search for your fracture modifier. And fracture modifier videos will come up. Search Blender Plain Crash. In one of the videos I show you, the Albin Meryl Plain Crash video, which I stunt Hollywood at SIGGRAPH with. They loved it. And go to Kai Kostak Studio, his YouTube page. You'll see some fantastic. He's got a, he put together a fracture modifier playlist for us. And he's got some really cool videos. He specializes in destruction for survivor detection. So what it is, he does simulations with the fracture modifier to where when a building collapses, he does a simulation of the collapse to where they can find out where potentially survivors are. Pockets of open area. And that's with this inocus, or how are we pronounce it? Sorry, don't know how to pronounce it. Project that he's doing with a university in Europe. You can also search for a bullet constraint builder and that information will come up. That's the tool that they use to make these simulations. And it's just astounding. When you see some of his overlays to where it's the fracture modifier and bullet constraint builder did the simulation in the actual collapse of the building, they're almost identical. And it's just fantastic that an open source piece of software that we've been developing for animation and visual effects is used to save people's lives. So I'm pretty excited about that. Pretty excited about Kai's work with that. Props out real quick before I get started to actually show in some videos and showing you a fracture modifier. You know that we develop primarily on Ubuntu based flavors, anything from Linux Mint. I develop on Ubuntu. This is a new computer. I haven't fully set it up yet for my development environment, but I use QT and Ubuntu. It's really easy for me to copy the virtual machines over. So I use window host and I can just have the same virtual machine on SD card and I just take it and I can develop on any computer. I just install virtual box real quick and my development environment comes right up. So really, really slick. Wouldn't be able to do it with proprietary software, but I can do it with open source in Linux. So I'm stoked. And we develop primarily on Linux and then Kai uses Windows. So he builds our Windows build for us and he does most of his Python stuff in Windows, but Martin codes in Linux. Jens uses Linux and I use Linux. So just, you know, props out for them. I like to get some love to Ubuntu Studio. That's what I use for my presentation this morning. It's an audio and I worked with them a couple of years ago about beefing up their video presence, but it's a Ubuntu flavor that basically is gonna be, I can't remember what they called it. It's just being discontinued. So I talked to people at the earlier meeting, see if we can't continue it and see if we can't keep building the video and visual effects aspect of it. Right now, it does have Blender installed as a default. So if you wanna download a distro of Linux and it has Blender installed already, it's an older Blender, you can get Ubuntu Studio. And I'd love your support. I'm gonna work with some people that I've met here and we're gonna see if we can't kinda revise it, maybe have Hollywood start helping out, see if we can't keep that project going and insert some fresh faces in it and keep it going. But I like to give them some love. I used to use them all the time. I use Ubuntu mostly now, but I just wanna give them some props and they do have Blender by default already installed. So if you download the installer, they'll have Blender ready set go. So and you got full audio also configured for it already. Woo-hoo, here's the fun part. Now, I'm gonna try to go in and do a little bit in Fraction Modifier, but I don't have room for a mouse and you can't run Blender without a mouse. And I have a 1024 by 768 screen. So no mouse, no screen. I can't do a whole lot inside of Blender, Fraction Modifier, but we'll see. And then I'm gonna show you guys some videos. So, uh-oh. I may not have, let's see here. I had to change the other distro actually crashed on me, the other virtual machine that I used, so I changed virtual machines and it looks like I didn't install it. So, let's extract the Fraction Modifier and see how quick this is. Extract to documents, Blender, Fraction Modifier, and you'll see how quick it is to install the Fraction Modifier. This is from Gens' Extract. I was using Adobe After Effects and it would take, I took two hours in a live event, didn't even get it because all the nag screens and serial numbers. I installed Blender one time in 35 seconds on a CEO's computer because you don't install it, you unzip it, had it up and running, fixed the video presentation that he had saved it, within two minutes, had it up on the screen when he needed it. That's how come I left Adobe and proprietary products and after that set. All right, I'm sold. Blender all the time, Blender all the way. And this is several years ago. I just installed the Fraction Modifier. That's as easy as it is. Okay, to documents, Blender, Fraction Modifier, Blender, Fraction Modifier. Okay, you guys see how easy that was? That's it, I'm up and running. Visual Effects software. One of the reasons this is proliferated in the industry is, you can't install software on studio computers but you can run an executable. So they just unzip it to their desktop and they run it. Sean Kennedy, one of the founders of the LA Blend group that I do. He talks about how he was the bird man for Life of Pi because he was able to make birds and Blender and integrate them because of the workflow that he had. So everybody kept coming to him whenever they needed birds in the background of Life of Pi, okay? And it's basically, he worked with his studio software but he was able to use this fact that Blender can just be executed and was able to actually make birds for Life of Pi. Of course, you guys probably already know it. One in Oscar, rightfully so. And he uses Fracture Modifier too, by the way. So it ends up in TV shows, various other things. This is our default scene. I'll show you right away what it is. This is Blender, if you're not familiar with it. This is gonna be really painful for me to be on such a small screen and have no mouse but we'll see what happens, go ahead. Oh no, I don't have room for a mouse. I'd have to do one of these. Thanks for offering though, I have a mouse but there's no room for it up here. All right, so what we do essentially is we mess with the default cube. This is our first test when we do anything. In development, we just lift it up real quick. Oh, since it's a fresh install, one other thing. I'm gonna do File, user preferences. This is good that you guys learned stuff anyways. I'm gonna go to input and change it to left click because everybody in Hollywood uses left click so I have to go over to left click. There's this Blender thing about left click, right click. You can read about it, it's kind of comical. What you do is you go to add-ons and we have a very special add-on that goes with Blender and this is one of the things I'm gonna talk about later for you programmers. We're gonna go install add-on from File and we're gonna go to documents, Blender, Fraction modifier, Fraction modifier and there's this little fracture extra right here. We're gonna go to the fracture helper and click on install add-on from File. When we do that, go ahead and tick the add-on. Now we're gonna have a panel on the left hand side that's part of the key to Blender. It's just a little fracture tab over here. This is something that's been developed with Dennis DeFossi, I've started helping development. Him and Martin have come up with some tools that really aid the workflow and this is one of the reasons it's being adopted by so many different people. This workflow really speeds things up. I'm hearing from people, the stuff that takes days and weeks, they're doing an hours and days with this software because the workflow is so much faster than the existing workflow out there and time is money. Basically it's the tool and it's this add-on combined because we got some workflow stuff. So our test scene always, whenever we have a new feature, whenever we have a new build, the very first thing we do to test is we add a cube and then we add a plane. So I'm gonna add a plane, scale the plane. Okay. Woo, not that big. Try that again. Sorry about that, this is a, it's going off-screen so I'll just deal with it. All right, we got a really big plane. I wanted you to see these shards fall off the edge. That's why I wanted a smaller plane. Either way, it doesn't matter. So a fraction might have very, simply as a modifier and blender. So all you do is, with our tool installed, you select the cube first and you go add fracture. Okay. Select the plane because this is integrated directly with bullet physics, bullet physics. So you select the plane because they're gonna intersect with each other or they're gonna collide with each other and you just do add rigid body and you change it to a passive rigid body. You change it to passive so gravity doesn't affect it and it doesn't fall otherwise it'll fall with the cube. The actual cube itself is in fact a active object and it's gonna be what the fracture modifier interacts with the sim and actually develops the animation. So what I'm gonna do over here is gonna go ahead and just hit play and you'll see the cube fall and break up. Shard count is 10 by default and that's our test scene. That's how we always test it to begin with. Okay, program's working the build work and then we go and we add more complicated scenes. But that's your basic scene. One of the keys when you do work with fracture modifier, first time you hit the sim, hit the play button, let the whole sim through the range that you've defined develop and then stop the fracture modifier if you wanna stop the loop and then always go back to frame one. So it's one of the learning curve things that if you try and mess with it for visual effects you might not have to do that with other software, you have to do that with fracture modifier. Let the whole sim play first and then go back to the first frame and do everything out of the first frame and you're good to go. And Blender in general, you just have to remember your pointer. One of the learning curve, people say Blender has a high learning curve. It really doesn't, it just has a steep initial learning curve. Once you learn it, then everything actually starts flying really fast. One of the learning curves is you just can't clear your mouse into another area because hotkeys are area relative. So if you're doing something in the 3D viewport, keep your cursor in the 3D viewport and use your hotkeys. What happens is people put it in the property editor and their 3D viewport hotkeys aren't working. Darn it, Blender's not working, this stupid program, I hate it. No, quit clearing your mouse to another part of the screen. 3D viewport, keep it there. Same thing with fracture modifier. So since it's Blender based, you gotta keep up with the same things that are happening with Blender. So, all right. So what I'm gonna do is we're gonna go over here and 10 charge is not enough. I found in actuality, one to 300 charge pretty much takes care of it. Where you find it here is in the physics. See if I can do this without a mouse. I can't enable mouse emulation, but it's kind of weird. So you can see shard count down here. So I'm just gonna adjust this to 100. And anytime you adjust anything above where you see this execute fracture, you just have to hit execute fracture again. So I'm gonna go ahead and hit execute fracture. Did it on frame one or frame zero, hit play, and now you'll see I have 100 shards. So that's basically the key to the fracture modifier. And there's all these other tools also. And not only the add on, but we've got over a hundred settings. Basically these control all your constraints. So people are coming up with some fantastic animations with a very fine level of control. That's why some of these studios, instead of taking weeks and days to do stuff, they're doing it in hours and days because all the settings you want to customize something is right there at your fingertips. And it's through all these features and through using, we got auto smoke, auto debris, things of that sort. So all right, I'll come back to this later. We'll take a look at it because I wanna show you the user interface and the Python stuff. Let's take a look at some videos. Sound good? All right, let's go ahead and start with, here's one of my favorite to show. This one I played at SIGGRAPH, they really liked it. This is, we talked to Kai Kostak said, Kai, we need something that's a little bit better for our debris system. And this is something that he did. It's got a really neat soundtrack that goes along with it. And you'll see here, this is our automatic debris and dust system. This is one of the things that also saves time. It's really cool with the soundtrack that he's got. He's got this real boom, boom, boom soundtrack. And, but you can see when the breaking apart, the interfaces of the asteroids and the dust and debris system, all automatic in our system. Workflow is bam, bam, bam. You're hitting tick boxes, you're doing sliders, doing few amounts, you're hitting play, that play button. And bam, it comes up. Then you texture it and you're good to go. You can do stuff like that. Very quickly, it took him a while to render it, but he's able to produce that video fairly quickly. So, this one, this is my bread and butter. I'm gonna show you the first one that I saw. This is Albin Merrill, this is that French gentleman that decided on some of his time off. He was gonna go ahead and learn how to use our tool and this is what he came up with. The tree destruction, ground destruction, the plane destruction was all handled by the fraction modifier. Can you play that one more time? This is the other one that really, people really enjoyed at SIGGRAPH. A lot of people from the visual effects industry came to the booth because of this video. And they just watched it over and over again. Did a free piece of software, did this. It's like, wow. Of course, what's the secret sauce? Not the software, secret sauce is the person. Albin Merrill did a great job. We really appreciate his videos. Let me show you his VFX breakdown. It's really kind of cool. This is his whole breakdown. And this is his end product. Again, he did this in a week, in a week. He said, oh, I wanna learn your tools. So how about I do this? And this is what he came up with. All the trees, the ground and everything is all being controlled by the fraction modifier. And this is just visual effects breakdown, stuff that they do for people in general. Different layers. This is a real cool feature in Blender where you can tell Blender to only process the information that's in the viewport. Really speeds things up. One of the features of Blender that makes it an outstanding tool. So it doesn't waste processor time on other aspects of the scene that the actual camera can't see. So, enough of that. Again, thanks to Albin Merrill for that video. This is really cool. This is another one of Kaikastak's videos. Again, he does destruction research. Airplanes and buildings. And this one's, I think this one's got like 60,000 hits. Something like that. Again, this is a cycles render. I like the title Car vs. Plane. Plane wins. And it's funny that YouTube trolls, you know if a plane was really breaking apart, this angle and that angle and this and all, it's like, okay guys, thanks. That's cool. Appreciate it, but that's not the point of the video. So, that's cool video. Again, you can see, search for Kaikastak's work on YouTube. So, I can't show you some of this stuff because we're being recorded. Sorry about that. Let me see, what's, I'll show you another one that I did of Kaiz. It's a SIGGRAPH. This is just outstanding. This is our deforming metal. We talked about this for about a year. And I kept telling them, no you guys, we can do a frame based simulation. We don't need simulation overhead. Oh, but Blunder Foundation won't let us have an internal cache. It doesn't matter. We can do a frame based. So, finally I quit talking about it. I get busy with work and in Scorpion, I come in the chat and he goes, hey JT, want to see a new video? I go, oh sure. And I'm thinking, whatever, he's just got something new we're working on and he shows me this video. And I about to fall out of my chair. In one month's time, Kaik did some Python tests. Martin coded it in C and we unleashed on the world free bending metal and deforming plastic in fake cloth in a free open source program on a frame based algorithm. It, yeah, it's like, I actually stopped my presentation at SIG Graph because I was going to yell at everybody for being on their phone because it got quiet. And I like stopped, you can hear in my recording that you can hear me glitch and like that. Everybody was glued to the screen when I was talking about this because they're animators and visual effects people. And none of them were on their phone, nobody. And I was like kind of stunned. I go, hey, this is pretty cool. I'm not trying to be boisterous, but this is phenomenal. This is frame based. There's no overhead for simulation. There's not a whole lot of math. There's not a whole lot of memory. There's not a whole lot of cash. And it's near real time. Of course he didn't render the video with all the textures in near real time, but workflow is near real time. This is phenomenal. The industry tries to catch up with the fracture modifier. Cinema 4D's done it. Houdini's done it. It's part of my talk earlier this morning about democratizing Hollywood. They see us, these crazy Germans and this American guy who's animated. They're saying about me, JT's cool, you just push the button and he goes. But I've been basically evangelizing for Blender and the fracture modifier here in Hollywood. There's no telling what the effect and why people use it, but I like to think the free meetings we put on in my loud mouth helps. Very proud of the team. Like I gave him props earlier. Very proud of Kai Kostak. He did this and then he was able to release the video. But that was stunning. A free piece of open source software does that. It's bending metal. You can do bending metal in other software. You just don't have the workflow we have. And it's three check boxes in one setting. That's all it is. To do bending metal, deforming plastic and fake cloth. Let me come up with a, I'll do the steel beam simulation. This was my inspiration doing something like this. This is the current technology, what we could do before and what every other piece of software does with rigid bodies. It's multiple bodies linked together and you got all these gaps and stuff. And that's an interaction. That's the way you can do it. But what it is, is I kept hollering at them saying, no, we can do this. We can do this. And Kai and Martin came up with a way that's a smart doubles remover and auto weld to where you literally break it, re-merge it, break it, re-merge it. And this is what we have now. So for visual effects, which is fantastic. Just fantastic. Let me get rid of some of these other windows here real quick. Any questions? Fine, let's see here. Anything. I do this on a $250 laptop in the 3D view, rendering's a whole another story. But I get it on an Intel Celeron dual core 1.2 gigahertz, $250 laplet, I do this stuff on. Because it's frame-based. I don't have to use the math processor and all this other stuff, at least that part of it. And at a low level, 300 charge, you're good to go. Once you get it and you do have to use like something I'm gonna show you later, you can't do it on a computer like that. So what do you do? You use a client, you remote into another computer that's beefier and you use your $250 laptop and it works just fine. So literally, blender in itself to begin with and then the way we design the fracture modifier works on any computer, practically. So you can do it on low-end stuff. Where you run into problems is when you wanna render. Kai's got a really good computer for rendering. This is a gaming computer. This is about a $1,700 computer. So you have to pay for that and then you hook up the render servers. But development-wise, if you wanna do something, send it off to me, send it off to somebody else. Most of the render farms love if the blender official version and blender fracture modifier frequently are the only two blender builds that they'll run on a render farm, by the way. If some render farms won't run it, but others will. So I'm really happy with the community and we deal with them and work with them at SIGGRAPH to help make sure that that happens. But yeah, pretty much it'll work on just about any computer to a degree. Like I said, I present with it and work with it all the time on a Acer Spin, which is a $250 laptop. So let's do some glass. So this is really popular. Glass fracture modifier is very well suited for glass. This has a very lovely, we have an auto hide feature, which like I said, our workflow, it's all built in the auto hide is a tick box and it auto hide the crack. If you do any visual effects work and you know about it, when you crack something, all the cracks show up. And then when you have a physics interaction or something hits it, then the shards break apart. Well, we said, well, we can't do that. We gotta fix this, we gotta fix this. And Martin for the most part came up with a hiding system to hide the cracks. Again, fantastic piece of open source software does that. And it's built right into our workflow. So you don't have to do some, you know, voodoo magic to get it to work. So do a couple other ones right here. This is another one. This was one of the first videos by Dennis DeFossey where he's showing when the auto hide feature first came out. This is really a cool video. Dennis likes to put these little headers on his videos. But you can see how the cracks look like they're propagating. That's an auto hide feature, open source piece of software. Okay, we play that again. Now watch the cracks seem to appear. Blinder doesn't do this, only the fracture modifier build does. Okay, we added this feature. So phenomenal visual effects people say thank you, thank you, thank you. Because I can't use it if it doesn't have that. We just did a thing for one of the AAA video games. They loved the fracture modifier. And he just did it with some breaking ice and they just got all kinds of kudos. I can't remember the name of the game, sorry. And they said, wow, look at that intro. And the guy, he gave us total props and said thank you so much for your tool. It really, really fantastic tool. So this is kind of cool. This is an appealing effect. It's one of the guys that does videos for us to post them on YouTube. So he likes to use it. And let's see here. Plain crash, let me do a couple more. Can't show you. If you check the Fortnite, that's a really cool. Fortnite is electronic arts. They hired a guy to come over and do a cinematic trailer for this really huge video game. It's extremely popular. If I recall, it's got millions and millions of users and it just came out recently. And as the story goes on the electronics podcast, they brought some guys, some really accomplished visual effects artists over from industrial light and magic to work on this trailer. And the guy walks up and says, well, I hope you guys use Blender because that's what I use. And I use the fracture modifier build. So there's actually two other people that do use Blender electronic arts. They teamed up and they did the Fortnite trailer. Look it up online. It's a Fortnite cinematic trailer. Not the gameplay trailer. It's a cinematic trailer. And I can't show it here, but you'll see them break it into a bar and smash it up stuff. They gave us a lot of love. They love the fracture modifier. So apparently they're using it at ILM. At least this one guy was. So, but I can't show you the trailer, but look it up on YouTube. Really, really cool. This is what people from the community do for us. Some guy again wanted to learn the fracture modifier. So he came up with this little short film. So I remember I heard about it. I said, okay, I'll watch that. So I'm not kind of watching it going, oh, wow, cool. Nice textures. Well, look, he's got wind. Oh, that's kind of nice. I wonder where the fracture modifier is going to come in. Well, he's got rocks, so he's probably going to break something. Let me see, what's he going to do here? Huh, how's he going to use the fracture modifier? He's going to bust something here pretty quick. Maybe is the windmill going to fall off? What's going to happen? Huh, what did he say to you? Oh, that's how he's going to use the fracture modifier. I'm going to do a little light and simulation and the tower to bust it up. Really cute, I like to use that video. It's nice. Somebody in the community did it and it goes to show you the community effort. So, Steven, whoever it is, you see the old mill that's up on YouTube and you can check him out. Let me see, let me give you one or two more here. And there's a glass one. Here's some videos from Dennis. She'll like this one. This is, some of this is a little bit dark, but this is some of the stuff that Dennis DeFossey, one of our team members came up with to show the visual effects capabilities of the fracture modifier. So, this is Scorpion 81. It's the one that Dennis likes to use for his logo. Can you guys see okay with the lights? Is it good enough? Okay, lights are a little bit bright. This is, I love this part here. Love it. Like I said, the workflow is extremely fast. So, studios are loving this and I keep trying and I've had studio people look at it and say, nah, that's a rendering. This is studio people in visual effects. It cycles render engine and Dennis is really good at this stuff. This one's kind of dark, but it's really cool when it's a bright presentation. But you can see it online. This is the fracture modifier. If you search for it on YouTube, the Glossy Edition show reel. Oh, this, Dennis took forever to do this. This is a fluid sim interacting with the fracture modifier. I show this to visual effects people and they just like their jaw drops. This is fantastic. Took him a while to dial it in. Kind of sketchy and a little bit janky the way he had to do it, but he did it. And just fantastic. Unbelievable that free software does this stuff. They pay people a lot of money and Holly would do this type of stuff. So, and I think he's got one more. Couple more here of this one. There we go. And he busted up and it says fracture modifier in there. All right, that's Dennis DeFossey. Let me do one more Dennis's videos. See what he's got here. Again, we work with game engines too. You can bring this stuff into Unreal, Unity, things of that sort. Oh, this is cool. This is something Dennis did and he put together to give like a real world example to people. That's Dennis DeFossey right there. So we were saying, hey, we need more demos. More demos, you know, what could we do for a demo? So that's really cute. We got some good plays out of this. We got a lot of good comments. Yeah, we're thankful they have Dennis on the team. He's been instrumental in really giving us some great tutorials. And there's a bunch. If you just go to YouTube and search fracture modifier, you'll see there's several studios using it. Really popular in Germany, really popular in France. Russia, it was used in Hardcore Henry. Yeah, real good stuff. Dennis, let me do one more video from Dennis and then we'll go back and then we'll open it up for some questions here. I'm gonna show you some Python stuff. I want to show the speed. So Dennis said, we need a speed feature. So we coded one. Now you can control speed. I like this, control speed like a boss. So then boom, we got it built right into the workflow. No, you just couple clicks, boom. Now you've got speed control. It's right in that add-on that we added the helper add-on. So this is what you get when you have an open source and community project. Hey, can you do this? Yeah, couple days later, couple hours later, there you go. You should see our support thread. Oh, wow, dude, this doesn't work. Martin says, oh man, sorry. Jumps on, codes it, recompiles it and goes, there you go, three hours later, you know. Sometimes it takes a day or two, a couple of weeks but either way it happens. You don't get that with proprietary software. Sorry, man. Teri Software is great. We make it to where it's interactive with that. You can use Alembic, you can use FBX, you can use Colada. Actually, Fracture Modifier works great at Colada. We have it convert to objects so you can convert it to a standard Blender scene to use in Blender Official but we compile against Blender Official so you can just use ours instead of Blender Official. Not one single time have we had somebody say, Blender acts stupid when we use the Fracture Modifier version. Now when you do something crazy in Fracture Modifier, it might get a little weird. Like I tried 5,000 shards one time on a computer that had three instances of Blender running at the same time and it slowed down but, you know, so I can do some crazy stuff. All right, for some of you DevOps, let's go back and let's do some Python stuff. Come on. All right, this is our add-on here. What's really cool in Blender is as you're working with our add-on and any other add-on in Blender, you just gotta mouse over and you'll see the Python command, all the UI in Blender is done in Python. So when you actually, you can do a Control-C and then just open a text box in Blender. I change this to a text box, text editor, and add me a text file. Control-V. Oh, didn't work for some reason. First time I tried it is a demo. Okay, that should work. In regular Blender, it does. I might be picking the wrong thing. Control-C. Control-V. Oh well, it should paste it in there. It'll paste that code snippet, so it'll paste the object. So it'll paste your Python reference. So if you don't need to type it in, you need to know like what the name of this tick box is or whatever. It'll automatically, and if I could, right-click. You can do, let me see, copy data path, paste. There you go. See, same thing as, you can do it either mouse click or should be able to copy C. So you'll get the reference to what it is, to that button. So as you're coding and you're working with the add-on, so like let's say you're a pipeline developer or you're a tech artist, tech artists know how to program and do artwork, okay? You got all the Python tools right at your disposal. You got a text editor built in. It bridges really well with Adam and some of the other text editors. And you can either work with us, help us on our add-on, or you can create your own add-on, which we'll actually do really quick. And then I'll open it up for questions. Blender's really slick. I really like it, I'm partial. If you go to the text editor, make it a little bit bigger, and you go to templates, you go to Python, and then we're gonna add a UI panel. Add a UI panel, okay? It says right here it's gonna go to the properties window in the scene tab. All you do is right-click, you edit your script, your Python, boom, boom. You want a new tool. Edit, you go down here. Scene panel, go to the bottom. We should have, it should be, let's see here. Should have showed up right here. Uh-oh, been cursed by, there it is. Wrong panel. So what we did is we did a, in the templates, in the text editor, loaded up a Python script, right-click, execute, and then we just made this custom demo right here with all the different buttons and everything. So you can copy and paste like I showed you out of any part of the user interface, any part of the Fraction modifier add-on, paste it into your own add-on, okay? Run the script, and all of a sudden you have your own custom panel. That's where, in part, where we get this very fast workflow. So let's go ahead and change it real quick. You can see here where it says the label is layout demo. We're gonna go to this, and we're gonna do scale demo. We're gonna right-click, run script, and scale demo. You just saw the label change. That's the power of Blender and other programs that do this. So if you wanna jump in, you wanna help with Blender, you wanna help with Fraction modifier, great way if you know how to learn, program Python, if not learn how to program Python, you can get involved with these projects and you can go ahead and contribute. If you work with a studio, you wanna work in Hollywood, you work with some other company that needs this, they need to do simulations, you can make a custom user interface for Blender, custom user interface for the Fraction modifier, and save it out, and you're good to go. And again, you've got control over the workflow. Some other company doesn't have control over the workflow, so you have to wait for them, so. Actually, it's about time for questions. I can show you guys anything else if you want. When we're over, we can go over custom stuff. I'll also try and pick out a booth at the, there's a few people that I'm familiar with in the expo. So if I'll see if I can pick out a booth and I'll show some stuff up in high def on their TVs throughout the day, today and tomorrow and Sunday. So if you can. But I'd like to open it up for questions. Thanks for being patient. You guys were a great audience. First question. Thank you. Does the medical people use Fraction for just to do videos, to do demonstrations, to teach medical people what happens if a kidney stone is blasted or something is used to break all the plaque and blood vessels, or do they use something else? Yes. Does the medical field, that should have been recorded, but does the medical field use blender and infraction modifier? They do, they love it. They love it, yes. It's, actually, if you start searching and know what to look for, there's even a molecular add-on, where we now have water which uses something similar to the molecular add-on, where it uses meta balls. And then now that we have the bending metal deforming plastic and all this other stuff, you can simulate almost anything you want. And it's very popular in the medical industry, yes. That's an excellent, excellent question. And they love these free tools because you don't have to get authorization from your IT department. And you don't have to install it on a computer. You just unzip it and run it and it runs. So yes, Blender's an outstanding solution for stuff like that. So, any other questions? Or? How much of the stuff that you're doing in Fracture can be made upstream to default Blender or is that relevant? We're working on it. We're working with them for version 2.8. But none of it, you have to use our branch. It's all, they rejected the code and said, no, I don't think so. So we said, we think so. And now we have over 100,000 downloads. We're one of the most popular branches of Blender. And it's basically taken on a life of its own. Martin wanted to give up. I said, man, we can't give up, dude. So I said, it's up to you. Person's more important to process, but can you stick with this? And Martin said, yeah. And then the rest of the team stuck with it. And we've been a cohesive team every since, even though we got rejected for inclusion in the 2.7 branch. Say what? Yeah, there was kind of a big stick about it. They said Martin's code was crap. So they tried to help us and said, but you got a POS code. And in fact, Martin made something work that he shouldn't have been able to make work. It wasn't a POS piece of code. It was outstanding what he did. And he stuck with it. And they did, they have certain requirements. We do a couple things, we hack Mlender. We do a couple hacks that they didn't like. So there's a little bit of a political stink. A lot of people were complaining, visual effects people were going, are you serious? So we kind of kissed and made up. Things just moved over and they're working with them to change internal stuff with Mlender so we don't have to hack it and for it to be included in 2.8. And Hollywood's just clamoring to have it in 2.8. So we're working on it. But if not, we got 2.79. We compile against the official branch so you can use ours instead of theirs. And we're officially supported by Mlender as far as they host our code is an official branch. So it's all good. We've worked it out. And now they're really excited about having it in 2.8. So yeah, so it's worked out in the long run. Who else? There's a commercial about car crashes and the body just gets thrown forward and like that. Is that fracture? Yeah, you can do that. Kajkastak, if you look at his, he does a bunch of car crash stuff. Some of our demo files. If you go on to Blendswap, one of the demo files I uploaded, it has instructions on it for a car crash. And it talks about metal and plastic settings. So Blendswap.com, there's two fracture modifier videos, one where we have the fake cloth and one where we have a car crash. And that's got a demo file in it. It's got a text file that I've put in there with instructions, what settings to change. And it works really well for that. And you'll see Kajkastak. Oh, whoa, I gotta show another video. Oh, I'll just talk about it real quick. No video, real quick. Go to Kajkastak's page, okay? This is their official announcement right now. We are unleashing on the world, we already unleashed bending metal, deforming plastic, fake cloth and fake water. What are we gonna do? We now have multi-pass physics we're working on. You can actually run the fracture modifier multiple times in one scene. This is phenomenal, people. We haven't even, this is the first time I've mentioned openly, we put up a YouTube video, but I'm gonna start blabbing about it to Hollywood. It's not in fracture modifier yet, but when it is, look out, it's a fantastic tool. So we're really excited about it. It's revolutionary to be able to do multi-pass physics. In my opinion, question? Let's say that I wanted to put together a realistic car, the way a car is really put together, and I define blender objects for the nuts, bolts and screws and the material they're made of and all that. Can I come up with a animation of a realistic crash showing exactly how the metal's gonna deform and all that? Yes, you can, and watch Ky Kostak's YouTube channel, you can, and watch his bolt constraint builder. I talked about it a little bit and I had some extra videos to show if we had time, but that has full material definitions very similar to finite element methods as far as the material definition, and according to the material definition, it will break apart. So yeah, watch Ky Kostak's work, his work with bolt constraint builder, and I'm trying to get Hollywood to fund further work to turn bolt constraints builder into a visual effects piece of software, not just for that survivor detection of buildings, but yeah, he does some car crash stuff and some other people do. It actually works really well for that, really, really well for that. And it, blender does the bullets physics engine, so bullets very well suited for that, yeah. So that can be done, the workflow's improved. Go ahead, warm up question. Yeah, I remember that a blender has like several physics pipelines. It's got the wind, it's got the bullet physics, it's got water, and this is the first time I've seen this fraction. So in the, you showed a video where you had like the martini glass breaking. How deep can the stack be and can they reciprocate or do you have to like make the glass, the fracture thing go first and then the water afterwards? I mean, you know how animations can be baked? Yeah, the animation can be baked and then you use the next thing to kind of play around the pre-baked animation. I don't know if I'm asking a question. No, I know exactly what you're talking about. We talked about it a little time. I assume everybody heard the question that's online or the recording, but I'll repeat it just really quick and briefly. How can you make simulations? They're not engines, these are different simulations. The martini glass was in fact the blender water simulation, which you don't have to use it now. You can use fracture modifiers for fake water. It's a lot of work. We're working on improving it. Watch this next year. The fracture modifier team has some announcements to come that I'm not at liberty to say right now, but watch, we're working on that and especially with our built-in tools. Now that we're working on and perfecting a multi-pass bullet physics, not multi-threading, multi-pass, which means like you said, you can put some of the data in and go online and look at Kaikastak's webpage at the multi-pass. If not, see me afterwards. I'll show you a video that'll blow your mind. And it's the fracture modifier several times in one scene. And it's really, in my opinion, of course I'm very dramatic at times, but in my opinion it's revolutionary that you're getting it in an open-source piece of software. But we're working on that. That's very important. And I'm one of the people that's really driving the team and driving other people to make sure we get that done in open-source software. So you don't have to pay $100,000 to do it for piece of software, so. Okay, let's have a round of applause. Great. Thank you. Appreciate it.