 2-1? Yes? Oké, hallo, everyone! It's Friday, 27 oktober 2017. I'm Ton Rosendal. I'm very happy to open the 16th International Blender Conference here in Amsterdam, which is well known as the best conference in the world. So welcome! I will have a little talk, talk a little bit about your organization and the plans we have this year. But as usual, start with the very traditional warming up, because I want to know who you are. I am Ton Rosendal, but who are you guys? So I want to know, for example, where you are from. That's the first thing. What country are you from? So maybe you can put a little bit of light in the room that I can see something to. I would like to see hands of who here is Dutch, who is from Holland. Can I see Netherlands hands? Oh, that's not so much. Or who lives in the Netherlands? That's a little bit more, alright? Well, you are now Dutch too, you have to get used to that. So our neighbors, Germany, come on, Germany. Ah, that's getting better. Or in the south, Belgium. There are the Belgians. And there is one. And there! And France, come on, France. Ah, ah, ah, ah, ah, that's getting there. And where are the Brits, the whole UK? Are you still UK together? I think so, yeah? So maybe Irish, I have to mention special Irish. Let's go further to the south, Spain. Come on, Spain. En met de mensen van Catalonië kunnen we ook zo raken de handen. Oh, Catalonië! Ja, Catalonië, oké. En dan weer is het Italië. Italië, ja, Italië, overigens had een big delegates. Goed, maar nou, of course we go to the east a little bit, of Portugal, sorry, Portugal, I forgot Portugal, that's one. En dan de gigantische land van Rusland. Want, baby, they're in the other room. So, there's a one in Russia. So, yeah, and then I'll start getting more general, like all Europeans, come on Europeans. Everybody who's from Europe, including Russia, Russia's Europe too, come on. Oké, so then we're going to our good friends from America, United States. How many there's in the United States? That's good. And then Canada, of course, they're Canadians, you know, or... And then we go Mexico. There's a delegation from Mexico, yes. I can... Tomorrow they have the opening talk, they present the film, and I tell everybody you have to see this. This is going to be amazing, I know this. So, for the rest, South America, all of South America, Central America, so a little bit, oké, good. And then the whole Asian continent, in Japan, yes, that's one. Australia, do we have an Australian here today? Not here, he's at home. Hi, Andrew, we'll see him. And Campbell, of course. Africa, the African continent, yes, fantastic. So now I have to check my physiology. Did I miss a country? Sorry, Scandinavia. Scandinavia, is that a country? Oké, Scandinavians. Ah, ah, ah, ah, that's good. Iceland, is that also Scandinavia? De Icelandic guy is in de other room. So, oké, great. I didn't hear what you said. A Poland, oké, Poland. But you're a European, right? So the next step is, I would like to know your occupation. So who here is a student, still studying on the university or high school? That's not many, I don't know. So everybody knows about Google Summer of Gold, of course, if you are a student and you are a developer, please participate next year. Google Summer of Gold, because we need blender developers for that. A teacher, are people teaching professionally? In general, oké. Then we have people who are developers, software developers. So, middle developers. Or people who develop even on blender. Everybody look really well, because those people, they can be talk to during the whole conference. They are not biting, but they will be locking themselves up, often in the new hackerspace. I'll come back to that, but there will be a new room there, also for developers, where people can work and talk a little bit more quiet. Now, who here is an artist in general, making creative things? Really good. Or who would call himself a designer, industrial designer, graphics designer? Or architect, how do architects do that? A couple, that's good, really nice. So, then where do you work in? For example, who is working in the games industry? Games making games, or developing games. Or who is making animation movies? Animations, or film, or animation for TV series. Who is animation, good. Who is working on science, or scientific visualization? Oh, I would then relate it to that. Or architectural visualization. And then we have the visual effects business. The people doing this for film, making effects, motion tracking, that kind of things. And there's VR, of course. There's a VR business coming up. Okay, good. Motion graphics, I should never forget motion graphics. That is coming up, too. Ja, interesting. And then who's really working in education, like in education and training, training other people. It's important to show. So, who is having a page shop working with or for Blender? How's that going? That's quite good. That's excellent. Who never used Blender before? Anywhere. Or hardly, or who is here to learn about Blender? Moa, I'm sorry if I said that. But those people just talk to them because I want to know more stuff. And a very important question, who is using Blender in the left select click mode? Who selects with the left mouse button? Come on, show it. Who set it to left? Who's, is that all? Who's using right mouse select? Still. But I love you. So, I thought it would be more like 50-50. Maybe it's all the old Blender users, they got used to it and stuff. But this is of course a discussion we're going to have here at the conference in the coming months and for the whole 2.8 thing. And my last question is of course, for who is this the first conference? Kan dat, dat is alweer 40 procent. En dan, want we have 16 conferences, we have to do it very quick. So please move your hands around, because I'm going to count. Who is the second conference, 2 years? Oké, 3, 4, oké, 5 conferences, 6, 7. I got the die hats, 8 conferences, 9. Dat is 10, 11. Yes, 11. Dat is 12, of je het nog niet weet, of 12, 13, 14, 15. Je weet, 15, je miste 1. Oké, waar is de 16 mensen, dat is 1. Dat is 1. Mie Brun is in de andere room, het is de 3e. Heel goed. Oké, ik ga naar mijn sluiten. Dus, elke keer als ik op de Blender gebruik, wanneer dat in de SIG, WAV, en de conference of in de informeerse sessies is, heb ik altijd gemerkt dat er wat verkeerd is over wie Blender maakt en wat de hele Blender-organisatie is. Dus ik weet dat alle mensen het al weten, maar ik wil het nog steeds opgekeken in dit. Elke jaar, de mensen begrijpen echt waarom dit is, wie Blender maakt. Want dit is echt simpel. Dus Blender is gemaakt door de communiteit, dat is Blender.org. Like every open source project starts with the community, the developers, users, artists, together coming together on our website, making chat channels, get a guide or SVM to work on, getting your mailing list set up and then you have an open source project. So Blender started this way too, but we immediately also started the Blender Foundation. Historically, we did that because we wanted to get the source codes back from the investors. As everybody knows in 2002, the community helped raising the money to make Blender open source. And that's the only role of the foundation. So the foundation is like the safe. That is a place where you can lock your IP, you put your Blender.org domain in it, you can have some copyrights of the software in it and you put donations in it, all the stuff you want to have in a safe place. But you don't want to do the risky business in the foundation. So in the course of the many years, 2005, 2007, we started doing open movies, we organized an e-shop, I was getting hired by the foundation, so the foundation was expanding. And that's why I decided to start Blender Institute. The institute is all about the business, doing commercial stuff and all the risky stuff. So we wanted to separate the foundation part from the institute as much as possible. So even though the institute is important, because the institute is paying me, I want to pay a couple of developers, it is only a vehicle, that's a place to make sure that we can pay our bills, that we can get sponsors in, that we can organize conferences like this. That's important to have a company. But if you are interested in making Blender, you talk to the community. So recently another entity was added and that's the Blender Animation Studio. We call it internally, like we have an identity crisis, why we now have the institute or are we the animation studio? It's a little bit of both currently. The institute is still about education, tutorials, the Blender Cloud, all the stuff we want to do in open source license with open content and open movies. But in order to grow, I also have a plan, which we are working on to expand the institute with a real animation studio, the Blender Animation Studio, where we are going to work on feature film. At the feature film for the ages in 327, we are developing this currently, and there is still no big announcement for it. I'm sorry, I'm working on that. But the outlook is really good, the market is interested. So there is a possibility that in the coming year we will start working on a film, which allows us to grow further and hire more developers. But that film will not be open content, but in the animation studio we do work on an exclusive open source pipeline, so we will keep using Blender, of course, and help developing the pipeline for other studios. To summarize, Blender is and stays a community project. And the goal of the Blender Foundation is simply that we want to make a complete, free and open source 3D creations suite for artists and very small teams, which is free to use for any purpose, for ever, that's important. And those things are the core of... The two things, the GNUD-CPL license, Blender uses this open source license, it makes sure that it is complete. Blender is not allowed to be mixed with closed components. We work here on our complete open source creation suite. We're never going to leave one part of Blender to a commercial entity so that you have to start paying for using Blender. It's complete. And the forever is also important. And we all agree, everybody contributes to Blender, that whatever you contribute to it, it is free and it will stay free forever. That's an important value, that makes Blender very strong and that makes also a lot of people happy to contribute to Blender. Een andere vraag dat ik vaak krijg is, speciaal in Amerika, maar ook in Europa, hoe maak je geld? Blender krijgt zoiets brengt, je hebt boodjes, je doet allemaal soort dingen. Er is dus geld, er is dus een bussiness die gaat. Dat is waar. Zoals de foundation is, we krijgen donations, we hebben een development fund, dat is heel belangrijk, er zijn veel mensen die het per maand om de foundation te hebben om groenten voor de developers. En we hebben de Blender Institute. De institute is in de store, we doen boekpublissingen, we hebben hard dvd's, maar dat gaat allemaal naar de Blender Cloud. De Blender Cloud is over 3500 subscribers, dit is een oud slide, en we werken met sponsors en we doen developmentcontracting. En sponsors in de past, we hebben veel logo's, er waren meer, maar het is interessant dat de industrie nu ook suddenly wordt meer interesse in wat Blender is doen. En we willen voorzichtig mention wat we vorig jaar hadden, ik heb het aan de conference gehaald, dat er nu vier companies ondersteunen developers om Blender te werken. En de ondersteunen in de Blender Institute, zodat we hoge mensen kunnen hebben, we manageen ze, we zetten de project, en ze werken allemaal op het publieke project. AMD helpt cutting Blender cycles op CEL rendering at the same level as Nvidia. Tension animation, ze supporten twee developers te werken op de viewport, die resultaat in een fantastisch easy render, bijvoorbeeld, iedereen heeft het gehoord. Nimble Collective supporten 1 developer partner, 2 half people, 1 is working on the dependency graph, 1 animation system, 1 is making things threadable, en a pipeline work, a Lambic file import export. Een aleff object set a 3D printing company is currently supporting the whole workflow thing, just everything in Blender to configure it, to make it more accessible. And they really want to help us creating Blender 101, which is a Blender configuration that is more targeted at occasional users. Some people who want to do something is really only for 3D printing, for example. Not only the corporations are sponsoring us, there's also interest from the industry to hire people. If you don't know how to use Blender and how to develop Blender, I can almost guarantee you a job nowadays. The people who hire a Blender developer is for example Intel. There's somebody working in Intel on Blender and is committing the code. AMD, same thing. They not only hired somebody to work on OpenCL, but they also hired people to work on the integration with their pro-render system. Tencent Animation. It's a big studio in Toronto, Winnipeg in Canada. They employ over 150 people already. All of them are using Blender and the developers in the studio, at least four or five are also working on Blender. Cycles, for cloth, for simulation, animation, everything. Theory and Boundstorm, they work together, for example Our Man in the High Castle. The Emmy Award nominated TV series with lots of spectacular visual effects. Adidas, remember, somebody from Adidas committed a patch for Cycles wandering. Somebody has been hired by Epic Games, I found out a few days ago, and so on. So if you know how to use Blender, how to code it, I hope you can get this up. Voor de komende jaren, of course Blender Foundation en de instituut will keep supporting and keep working on Blender. I'll have objects to continue. That project will move at least another six months. So we can support two developers with that. Ongoing is discussions with AMD, with Tencent Animation and Nimble. And now even with Intel and Nvidia to support the Blender Institute with developers to work on topics. So this is all still talks that go on and I can't make any final announcement yet. So for everybody who was whether you are in the industry and especially active people who are in the industry, they are all coming together still here at Blender.org, get involved. And what you see there is how to get started with the software, how to download the software, what kind of websites are we using. For example, go to developer.blender.org, go to the wiki for your technical documentation and the docs.blender.org is where we have our documentation project for the users. So all of this is important for everyone who wants to be involved to check it out. Go to those websites. How do we organize ourselves? We call it module teams. I thought it's not really like a democracy in Blender but we do have what we call a meritocracy. That means we value people based on their contributions. If you know how to code, come on board, do something. If you know how to make documentation or tutorials, everything is welcome. And the more you contribute, the higher you are standing. And the more you can get, for example, become a member of a module in Blender. Modules are everything. Like the video editor is a module, the UI is a module, cycles, animation systems, motion tracking. There's all kinds of parts of Blender where small teams work together. And they just have two roles in the team. So either you are the owner. As the owner of a module, you can decide on commits and what kind of direction and what kind of stuff. And as a team member, you have to make sure that one of the owners of a module always approves on your work or often you have to submit code first for review. Team members, that's important, can also be artists, especially on the usability and on design and getting good mockups. It's very important to get artists on board to help the developers making much better code. We then have the project admins. So if the modules are like 50, 60 modules, not all of the modules have a real team, and those people are working on the specific parts, but we also need people who bring everything together, make sure that there's overall agreement on things, and of course there's all the day-to-day stuff. Like do you want to have a pointer written in that way or that way or style discussions from whatever, whether you put brackets, whatever, all those things, you can always have opinions on it, but somebody should be able to say, yes, this is it, and we're going to do that. So that's what an administration role is. And here are our new administrators. So, there's Bastien, Brecht, Campbell, Delay, and Sergei. And these are the people who are going to make it happen. So let's clap for them. We will find Bastien, Brecht, and Sergei at the conference. Delay, hey Delay, I hope you're watching. He's currently a Rio in Brazil and Campbell is in Australia, of course. So we have the whole globe connected. So these people, if there's anything, you talk to them and they are empowered to make decisions and make things go forward. Then what's happening with this guy, what? So, as some, the BDFL, the title is introduced by a Python. It means Benevolent Dictator for Life. And so I have to be very nice and kind to everyone. But further, what I can do is to provide focus and move things forward. But reality is also that I haven't contributed any line of code in like three years, which is a shame, is horrible. I would really love to go back coding, but the thing is, you cannot do everything. If you want to code, you have to close your mind a little bit and get more focused and do only one thing. If you want to do many things, you have to open your brain and then the code falls out. There is nothing you can do about that. So having other people code, me doing like funding and organizing things, and also what I really like. I'm a maker, man. I want to make films, to make things with Blender. Or I want to make Blender. I want to help designing this fantastic 2.8 system. That's my passion. So I don't mind giving up the code if I can get something else in the sense, which is like a great studio with wonderful people en I can work with them every day. So yeah, that's the best part of the Blender development that goes on, because I'm skipping what we did last year. Here we have the future, right? This is Blender 2.8. I think everybody has been getting excited over all the stuff we are working on. I'm extremely happy that things worked out so well in the last year, because a year ago, it was still an announcement, with lots of really big ambitious targets. I said, yeah, are we going to make that? Well, you never know, right? So well, I think we did stuff, and stuff happened. I'm really, really, really proud of what happened. We have good developers on board, great people, and a great community who picked things up, making them most inspiring, if you want to do things. So what settled, or what's ongoing? The whole viewport and drawing upgrade has been done. The OPCL 3 and 4 are possible to use in Blender. 3.1 minimal, or 3.3? Wat was it? I forgot. 3.3 minimum. Of course, we have EV now, the real-time renderer. We'll be talking about that later if you don't know what it is. The whole layer system, dependency graph, asset management, all those kind of topics. We'll handle that tomorrow in a 2.8 talk. But those are all important aspects of the workflow. The grease pencil project is really taking off with two developers plus an open movie project. So we'll be talked, talk after me, we'll have more information about that. We are working on the commercial pipeline spot. I know there is a U-Dame patch flying around somewhere. People really like that. Of course, Alembic has to be kept working on and the Blender 101. So the additional goals that we are still working on that have to be freshed out. But I think we could manage. The one is the whole particle here. Physics, sketching, a topic. It has to be solved. But we still have to find the right people, the right team to really pick it up and bring it in 2.8 character animation. Even though Blender is really good, we can say that it's cutting at the same level as Maya or other industry tools. It's still old. Most of the ideas of this regular system is from 15 to 20 years ago. So we have to upgrade some of the parts. I'm working with people who have from Naamble, for example, in Tamsin Animation to define a project to get that done. Of course, we have the Blender Game Engine with a new logic system. The Game Engine team is already looking at EV. There's still a discussion about how much of the EV drawing engine is going to be used in the engine. I hope almost everything. Maybe that's a migration part. We have to look at that. But the foundation has a budget for actively supporting the whole game engine integration. So what has been postponed is the object nodes. Mijn pop-up, suddenly, when somebody says, ah, I've coded everything. But it's a too big project to fully do this at the quality level, we want to do it now. So that's kept away from the discussion. Let's first try to do what we can do. So what's next? There are two new open movies that are going to support the project. Hero is one thing. I'm really, really excited to see the teasers coming soon. The other is animatic. So Grace Pencil is too deep in drawing and it's really environment. And everybody who hasn't seen that really have to see it. This is exciting. We showed it two years ago at SIGGRAPH when people from Disney and Dreamworks, especially story artists, they freaked out completely because this changes the whole workflow of making film. The story artist, they all work with Photoshop, saving out pictures and then have to load it in. And then you have to add software to pan them and move it around. It takes hours to do a simple shot. And suddenly the story artist is controlling everything. The camera, the layout, the timing, the video editing. We can draw and edit and they can make a movie. And they know how to make movie, many story artists. But that's the revolution. And the other one is Spring, which has been announced yesterday. This is the other day before I forgot what my timing. Two days ago, no. So we announced Spring. Spring is going to be the Blender Institute project. We do it internally in our own studio. We're going to get extra developers for it. And we have our own team to work on it with Andy Astorector. David is going to be art director. And they're going to make something spectacular. There is no Spring talk at the conference. But if you see Andy or anyone, or if you have a cloud subscription, you can already see everything that's going on. We're really going to push Blender 2.8 with this project. That's important that somebody has to suffer Blender, right? And that's what we are going to do. And then as a result, somewhere in a year, at the summer, some September, October, we don't know exactly. When the film is finished, we also have a finished Blender to release. And that's the plan. Nou, mijn final slide, de conference. Everybody should always have a butt. The whole area, the corridors, and the rooms, including parts of the cafe, is only for people who are visiting the conference. People should be able to put a bag there, or a laptop, or a coat. It's relatively safe. Sometimes not, it might happen, so you keep a good eye on it. But it helps if you really look at people with badges. The only people without badges are the people who are managing the cameras there, or the technicians from the valley. There's a new rule, this conference, and that is the one-way traffic. That means that door is not allowed to use as exit anymore. So you go out that way. So if you want to see the salon talk, you have to go around it. And that way we've got much better flow, and people who want to get something to drink or whatever, they will make a place for other people to come in. So last year we had a big bottle like that door. I want to stop that. That exit is also very interesting, because that one will lead you to the hacker space. So there's a third theater there, there's a door. There's a nice big room with tables and power strips. People can plug in their laptops, and that's where I invite people to sit down and have a more quiet and relaxed session. We also have a meeting room, which is upstairs in the café. Anyone who would like to have a small meeting with anyone about any topic can go to the desk en claim a slot for the meeting room. En dat is nieuw, dit jaar, dat die meetings ook publiek aanbieden. En er zal een bood zijn. Je kan je post-it-node met een meeting-titel in de slot en zeggen, ik wil je over topic en bla, bla. En dat zal dan in de meeting room zijn. Of als je al mensen hebt die je wilt praten, dan maak je je naam daar en blok een slot om specifieke topics te praten. En de laatste ding is de lichteningtalk. Dit is een van de hooglijden van zaterdag, voor de hele award. Olive M is organisatieve lichteningtalk. Olive Wagon, wave, stand-up. Toch om hem te praten, als je het beter zou willen praten. We willen dit zo veel mogelijk doen met Google Slides. Als je iets prepareert, dan dump het in Google Slides. Mail o.n.v.a.zimele.com. Dat is een goede Frans accent, ja? Ja, o.n.v.a.s. Ja, dus mail het hem, geef hem de lijf of talkt het hem, of het niet werkt. Dan kan je een heel smooth en fast lichteningtalk sessie tomorrow. En dat is het. Dankzij onze geweldige sponsoren, die de hele comfort mogelijk hebben gemaakt. Dan zie je aan drie minuten over time. Zo, aan quitting. Thank you, enjoy the conference.