Day Two

workshop
& Sessions

  • Item description
  • A fast-paced update on what’s shipped across the Render Network ecosystem, what’s actively in development, and what developers can build against today. This session focuses on concrete capabilities, API updates, tooling improvements, and lessons learned from real usage, cutting through roadmaps to show what’s actually usable right now.

    Presenters:

    • Dino Muhic, Director of Product - 3D Rendering, Render Network

    • Danny Newman, Business Development, Dispersed

  • As filmmaking evolves, the most compelling work isn’t defined by whether it’s made with physical craft, digital tools, or generative systems, but by how effectively those tools are used in service of story.

    This conversation brings together leaders working across multiple disciplines within the film industry. From hands-on practical FX & miniatures, to cutting-edge AI and VFX production. We explore how modern creators combine technology, taste, and practical problem-solving to build believable worlds and memorable images.

    Speakers:

    • Mariana Acuna Acosta, VP of Product, Promise AI 

    • Camille Balsamo Gillis, Co-Founder, Pro Machina

  • Real-world case studies from teams building on Dispersed, covering what shipped and what changed once projects met real users and real workloads. Panelists share architectural decisions, unexpected constraints, and how decentralized infrastructure behaves under production pressure.

    Panelists:

    • MHX,  Motion Designer, Director, and Generative Artist

    • Paul Litvak, Founder and Executive Director, Robyn Dawes Institute

    • Hannah Barris, CEO of Omniscient Inc

    • Avia Kraft, CEO of Corpus Park

    • Jon Gutwillig, Manifest Network

    • Moderated by Eric Bravick, CEO and Founder, the Lifted Initiative

  • Gaussian splats are emerging as a powerful new representation for capturing and rendering 3D scenes.

    This session demystifies what they are, how they differ from meshes and NeRFs, and where they fit into modern capture pipelines. Presenters walk through acquisition workflows, performance considerations, and practical use cases in production.

    Panelists:

    • Spenser Dickerson - 3D Artist & Motion Designer at OTOY

    • Andrey Lebrov - Head of CG & VFX Production + Founder of LMI

  • A hands-on walkthrough of modern VFX pipelines using distributed and hybrid compute. This workshop focuses on how assets move from creation through rendering, what to expect when scaling workloads, and how artists and studios can integrate decentralized resources without rearchitecting their entire pipeline

    Presenter:

    • Andrey Lebrov - Head of CG & VFX Production + Founder of LMI

  • Modern 3D animation is rarely a solo endeavor. This workshop deconstructs a professional, multi-artist pipeline from initial motion capture to final frame. Jonathan Winbush demonstrates accessible MoCap data acquisition; EJ Hassenfratz showcases character design and retargeting of Mocap data; and David Brodeur (Brilly) brings it home. Brilly will demonstrate how he utilizes the Render Network to scale his output, followed by using OTOY Canvas to intelligently map his own physical illustrations and hand-drawn textures onto the rendered 3D surfaces. Witness how a fragmented creative process becomes a streamlined, artist-driven production ready for the cloud.

    Presenter:

    • Jonathan Winbush, Winbush Immersive

    • EJ Hassenfratz, School of Motion

    • David Brodeur, Brilly

  • AI and real-time tools are reshaping virtual production, but on LED stages, rendered plates still often deliver the most reliable in-camera results.

    This workshop explores why plate workflows remain essential for photoreal driving and motion-heavy scenes, using real production examples including The Hunting Party. Attendees will leave with a practical framework for evaluating AI, real-time, and plate-based approaches on set.

    Presenters:

    • Alex Pearce - Chief Executive Officer at Sim-Plates

  • AI isn’t here to replace artists it’s changing how we work. This talk looks at how AI is starting to fit into the Blender workflow and what that actually means day to day.

    We’ll cover simple ways it can speed things up, help with the boring stuff, and open up new creative options. The aim is to understand what’s changing, stay in control, and use AI as a tool not something to worry about.

    Presenter:

    • Steven Scott - Digital Artist and Animator

  • Explore the pros and cons of using 2D plates vs. 3D scenes for in-camera VFX with LED walls. OTOY Director of Virtual Production Kellen Malloy shares insights gained from his experience on 147 different LED stage projects. The future looks bright with emerging tools like gaussian splats, AI and improved plate capture workflows.

    Speaker:

    • Kellen Malloy, OTOY Director of Virtual Production

  • As 3D and motion design move from niche craft to core visual language, artists are redefining how brands, culture, and storytelling take shape. This panel brings together leading studios and independent artists working across motion, design, and spatial media to discuss how ideas move from concept to finished work, and how workflows are evolving to meet growing expectations for quality, speed, and originality.
    The conversation focuses on creative decision-making, aesthetic control, and the realities of producing high-end 3D work in commercial and cultural contexts.

    Panelists:

    • Wes Cockx, Creative Director at CREAM3D

    • Barton Damer, Founder & Creative Director at Already Been Chewed

    • Moderated by Matt Milstead, Motion Designer, Creative Director

  • Showcasing immersive work done by Render Network users and how to get the most out of your workflows and how it has accelerated the work these studios can do for large-scale cultural events like the Super Bowl, world-class global concert tours, and more.

    Speakers:

    • Kyle Gordon - Artist & Creative Technologist

    • Moderated by Edgar Irizarry


  • A deep dive panel discussion on the production process for the 765874 series of shorts

    The production team will discuss their tools, technology stack, set and costume designs, and more. 

    Panelists: 

    • Carlos Baena, Director/Writer

    • Mildred Von, Costume Designer

    • Leonidas Jaramillo, Cinematographer

    • Dave Blass, Production Designer

    • Rod Roddenberry, Executive Producer, Star Trek TV & Films (Paramount+)

    • Moderated by Jules Urbach