RENDR 2026. Belfast, Northern Ireland

Cold Belfast, a moody industrial venue, excellent pipeline conversations (Solaris/Katana people especially), and a surprisingly wholesome Mandalorian touch on day two.

February 26, 2026

I just got back from RENDR Festival in Belfast, invited by Render Network. Still carrying that rare post-conference feeling: not just inspired, but aligned. You know the one. When the talks are good, but the real value comes from the hallway conversations, the introductions that turn into leads, and the sudden realization that your “niche” is actually a shared language spoken by a lot of very serious people.

Belfast greeted us with proper cold. The kind that makes you walk faster, keep your hands in your pockets, and appreciate every warm indoor light like it’s a small miracle.

The venue itself had that old factory energy; raw textures, high ceilings, and a moody, industrial atmosphere that instantly felt right for a conference about rendering, pipelines, and production reality. It wasn’t sterile or corporate. It had personality.

It made everything feel a bit more grounded: less “conference center,” more “gathering of craftspeople.” I met a lot of high-profile professionals, people who’ve shipped real work, solved real problems, and built systems that don’t just look good in a demo.

The conversations I enjoyed most were with folks involved in Solaris and Katana pipelines. There’s something uniquely satisfying about talking to pipeline-involved artist, considering I'm deeply into it myself: you can skip the surface-level stuff and go straight to the questions that matter.

Second day had an unexpectedly joyful detail: staff walking around in Mandalorian armor, a whole squadron. It sounds like a gimmick on paper, but in person it was genuinely a lovely touch - playful, memorable, and perfectly tuned to a room full of people who spend their lives building worlds. It broke the ice, lifted the mood, and somehow made the whole event feel more human.

RENDR wasn’t just a “nice trip” or a list of talks. It was a reminder that the industry is full of builders. People who care about craft, performance, reliability, and the small decisions that make a workflow sing.

Massive thanks to Render Network for the invite, and to everyone who took the time to chat.

I just got back from RENDR Festival in Belfast, invited by Render Network. Still carrying that rare post-conference feeling: not just inspired, but aligned. You know the one. When the talks are good, but the real value comes from the hallway conversations, the introductions that turn into leads, and the sudden realization that your “niche” is actually a shared language spoken by a lot of very serious people.

Belfast greeted us with proper cold. The kind that makes you walk faster, keep your hands in your pockets, and appreciate every warm indoor light like it’s a small miracle.

The venue itself had that old factory energy; raw textures, high ceilings, and a moody, industrial atmosphere that instantly felt right for a conference about rendering, pipelines, and production reality. It wasn’t sterile or corporate. It had personality.

It made everything feel a bit more grounded: less “conference center,” more “gathering of craftspeople.” I met a lot of high-profile professionals, people who’ve shipped real work, solved real problems, and built systems that don’t just look good in a demo.

The conversations I enjoyed most were with folks involved in Solaris and Katana pipelines. There’s something uniquely satisfying about talking to pipeline-involved artist, considering I'm deeply into it myself: you can skip the surface-level stuff and go straight to the questions that matter.

Second day had an unexpectedly joyful detail: staff walking around in Mandalorian armor, a whole squadron. It sounds like a gimmick on paper, but in person it was genuinely a lovely touch - playful, memorable, and perfectly tuned to a room full of people who spend their lives building worlds. It broke the ice, lifted the mood, and somehow made the whole event feel more human.

RENDR wasn’t just a “nice trip” or a list of talks. It was a reminder that the industry is full of builders. People who care about craft, performance, reliability, and the small decisions that make a workflow sing.

Massive thanks to Render Network for the invite, and to everyone who took the time to chat.

Andrey Lebrov
Head of CG & VFX
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LMI Splats Baker

The Baker removes the pain of long .PLY write-outs, especially on dense and animated splats where export time becomes a serious bottleneck.

The tool offers optional .SPZ compression. Compression won’t speed up export (it’s mainly a packaging step), but in addition to processing speed, it can reduce file size by ~10×, which makes storage, transfers, and archiving far easier.

.SPZ splats are supported in Octane.

19.2x faster

Than GSOPs .ply splats exporter

10.3x smaller

.spz export is much lighter than .ply

LMI Splats Baker

Licensing

Tools are provided under a worldwide, non-exclusive license for use in any production context. You may install and use the toolset for any lawful purpose, including commercial work, client deliveries, internal studio pipelines, and distributed production environments.

All software is provided “as is”, without warranty of any kind, to the maximum extent permitted by applicable law.

Digital purchases are final and non-refundable, except where a refund is required by applicable consumer protection law.