 Hello, my name is Yuriy Kovalenov. I'm the founder and the CEO of a soft company. This is a newly created company, but maybe you've heard about the web, which is I'm creator of. So today I will be speaking about what we achieved, what happened, and what are our plans for the future. So we are working in the field of 3D web already more than eight years. We created a brand for web and made it successful. It was an open source solution, which was used by high profile customers and was quite popular. So 3D web, what do I mean by this? 3D web is basically an extension for the web. Cinema and video games already experience it this. 3D dimension was added to these fields. And now it is time for websites to become 3D. So in order to check out what it looks like, you can check this hashtag 3D web and see examples of what is possible in this field. Basically, everything what was done can be divided into three main categories. And one is e-commerce. So basically, if you are selling something, you have to present it in its best. So explain how it looks, how it works, and so on. PR and marketing, of course, you are presenting your projects, your companies, your whatever, and e-learning. Already existing simulators and different training materials can be used remotely via internet, and this is very important. Of course, there are some other fields where 3D web can be used. Why 3D web is so important and what makes it so important is interactivity. So you no longer view still renders or images or videos. You interact with them. So and because of that, you can put much more information in your visuals. So you can rotate, you can zoom, you can hide something, you can show something. You can animate things, and so on, fly over. And this is also more engaging. So this is because virtual reality and augmented reality was so popular because a viewer is a participant, actually. It's like a gaming experience. And finally, what is very important is that in modern business, you can create goods and products specifically for individual customer. And this is important. So a customer himself or herself can create something unique and create own car, jewelry, shoes, whatever. And it will be produced, manufactured, and created. Technically, all this is based on WebGL. WebGL is basically a technology available in all browsers, including mobile browsers. So you don't need to think about where to get WebGL, how to install it. It's already available everywhere. The problem is that it is available for coders only. You need skills similar to Blender developers in order to do something with WebGL. For this reason, you need an engine. Both popular engines such as Unreal Engine Unity support WebGL, but they are too heavy. They are a lot too slow, and they even don't work on mobile devices. So you need a specialized WebGL engine. For this reason, Blender was created, and Blender was basically a Blender-based WebGL engine. So everything done is Blender, then exported, and showed in the browser. I started this project together with my brother, Alexander, several years ago. But today, there are some several high-profile customers such as Lizzy here who are using Blender Web. We already hosted two international conferences, and I'm very happy. And I'm very grateful for those people who were right and spoke about the achievement, what they achieved with Blender Web. This is very good. Why made Blender Web so popular? What made it? And one thing is Blender integration, of course. Blender artists could use Blender for Web without programmer, and no coding skill are really required to create interactive applications. Because of this, they could create something very impressive, impressive graphics, not possible with other engines. It was open source, lightweight, and work it on mobile devices. So this is the reason why Unity was not as good. However, there were problems. And one of the problems that we focused on gaming features, but these gaming features were never used in our experience. There were no PBR shaders. It was not possible to procedurally generate something. For example, if you have a bookshelf, you cannot change the height, the length of shelves, and how many shelves are present. So it's almost impossible to do. Proprietary format was used, and the solution was quite expensive. Still, everything worked, and we were quite happy, and we were optimistic. But until we both got fired. Well, this was a moment from all awkward moments of my life. It was the most awkward. So basically, everything what we were doing during these years was taken from us, and we didn't get any salary, and so on and so on. Very insane event. Still, after this event, many customers and our community started to connect with us, to reach us, and asking what's happening. They were worried. I apologize for any inconveniences with our departure caused to your businesses, but we had no choice. Anyway, we felt that what we are doing was important, and our customers wanted to work with us, and the community wanted to continue such an incredible product. So we got time to think and to conceive a new solution, which can be seen as an upgrade, but it is entirely a new solution based on new ideas. So what these ideas are? And the first is that if nobody uses a platform for games, why do gaming features at all? The second is let's use standard formatting instead of proprietary. Let's use familiar API instead of inventing our own API for programmers. Let's make it affordable. Let's add PBR shaders. And to prevent, to protect our new project from crazy people, we have to own the company by ourselves. So verse 3D was born. This is basically a solution with Blender integration. It uses GLTF format for storing and exporting data. GLTF is standard provided by Kronos for real time graphics transmission over the web and between different packages. So potentially, not only Blender can be supported, but also other 3D editors. The engine will be compatible with 3DS and 3DS is a very popular library for creating WebGL applications. It will use node-based editor of Blender to create materials. It will include PBR pipeline. And the logic editor will be available, but this time it will be decoupled from blend files. So you don't need to export every time you want to check how your logic works, so just. And the company is named Software Soft, and this is our company, owned by developers themselves. So the workflow, so the engine is already closing its release. And what you think here on the right is a screenshot from this engine. This is an application, a simple configurator of jewelry, which can be deployed on our website. So it works online. It's like an online store or something. And how can be done? So it can be done very easily and similarly to our previous experience. So workflow looks like you install Word 3D. You create a new application from a template. You create 3D content as usual using Blender. You can preview at any stage what you are doing, but it's actually don't need to do it often because everything can be seen right in Blender viewport. Then you export your scene into GLTF format. Optionally, you can add scenarios with logic editor and deploy it on a website. So not any of this stage requires from you any coding skills, so you can do it by clicking buttons. And this is very good for our test, I think. Here you see a material for this rose gold ring. This is a quite simple material, but you can create materials of any complexity. Add in more nodes, every of which will be exported and properly displayed in the browser. Here we used a logic editor created by Google. They initially created this logic editor for teaching children how to program, but I think it will be feasible for Blender artists as well. So basically, you see here on the left, there are some logic blocks. You can drag them into this area in the middle and place them here. So the red one on this, you can read on object click, is basically an event listener. So you just want the user to click somewhere. For example, on this ring or on a button, which is located somewhere here in the UI. And then the user clicks, something will happen. And what has happened, you can describe by using more blocks which are put inside this red block. So basically, you can create scenarios of any complexity by combining these blocks, by selecting objects and materials and animations from dropdown menus, and so on, and so on. Then you simply click Save, and everything will be saved, converted to JavaScript internally, and played out in your application. So once again, no programming skill is required. And here is a preview of Raphne's metallic model of our PBR shader, which is already available. And this is basically a screenshot. We are waiting for Blender 2.8 in order to make it possible, make it visible in the viewport. But right now, you can use it for creating PBR shaders. And we expect to make a beta release in November. So I encourage you to sign up on our website so that you can get the access to this release. And in December, we are planning for a stable release. So in order to follow up, you can subscribe to our Twitter on Facebook in order to get the latest news and updates. So what about customers? Our customers, valuable customers who use Blender 4.8, we invite you to try this new solution, because the immigration process is very straightforward, because it is based on Blender as well. If you already obtained a Blender 4.8 license, we can provide you a discount so that you don't spend much money. If you like to create a partnership with us, we encourage you to contact us as well. So here is one of our past customers and emigrants from the USA. If you may be already familiar with their works. So these are amazing interactive applications. They are creating them using Blender 4.8 for very high-profile customers. They are just themselves are art. You can probably check them out using animagraph.com, where these applications are deployed. Very, very interesting. I encourage you to do this. But the thing is that this is a screenshot from one of the application, which was already ported over Verse 3D. So it is already possible to use Verse 3D to create such level of graphics, such level of applications with animation, with materials, with whatever. So I'd like to thank, of course, you for your attention. But I also I'd like to thank the Blender community for their support during all these years. And I also like to thank everybody who supported us during these hard times. Because your support helped us to rise again and to continue our work. Thank you.