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July 19| Los Angeles, California
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Sunday July 19, 2026 3:45pm - 4:05pm PDT
Industry standards like MaterialX, USD, and OpenPBR are key to enabling collaboration between individual artists and across production pipelines that use different DCC applications. OpenPBR is a unified shading model that allows artists to design and share assets between different applications while preserving their appearance.
In this talk, we will present insights into Blender’s journey toward adopting OpenPBR support. We will discuss the challenges we faced during our integration, including discrepancies between our OSL backend, which used code generated by MaterialX’s OSL code generator, and our strictly spec-based implementation in Cycles’ own SVM shading system.
To analyze these discrepancies, we collaborated with the OpenPBR team and began developing a testing framework to compare the appearance of different OpenPBR material setups across renderers (e.g., Cycles, Arnold, or Adobe's OpenPBR library). The framework will improve consistency in the future, when using OpenPBR.
Presenters
avatar for Sebastian Herholz

Sebastian Herholz

Senior Developer and Researcher, Blender
Sebastian Herholz is a ray tracing engineer and light transport researcher at Intel.
His main research work focuses on advanced importance sampling techniques such as path guiding.
In 2020, joined Intel to work on making state-of-the-art rendering algorithms ready for daily use... Read More →
avatar for Francesco Siddi

Francesco Siddi

CEO, Blender
Francesco joined Blender in 2012 as a 3D artist and has been contributing to the project ever since in various roles, organizing events, designing and developing software and producing open movie projects.
Sunday July 19, 2026 3:45pm - 4:05pm PDT
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