| Thursday 3 June |
| |
| Time |
|
Room 1 (90 seats) |
|
Room 3 (50 seats) |
|
Room 5 (40 seats) |
|
Room 6 (50 seats) |
|
Room 8 (50 seats) |
|
| 10.00 - 11.00 |
|
Martin Enthed MO |
3D at IKEA: during this session Martin will show how 3D is used at IKEA today for catalog and web production, development and problems along the way, and some future plans. Along with a lot of image examples from production and internal tests.
|
Hristo Velev MC |
Complex destruction workflow with 3DS Max: Explores techniques with the Thinking Particles, Particle Flow, Rayfire, FumeFX, Krakatoa plugins in 3DS Max. Builds a directable, layered destruction workflow applicable to complex production scenarios.
|
Wayne Robson MC |
Complex Non organic sculpting pipeline : Wayne will show you how to use Mudbox for the creating of things like environments and hard surface models
|
Cris Robson MC |
placement of details in 3ds Max: Cris will show you in detail how to create hard surface models and details fast in max 2011
|
Neil Hazzard IP |
Quicksilver demystified: Neil will go through what Quicksilver, the new hardware renderer for 3ds max 2011 , is or isn't. When to use it and when not to. How the slate metasl workflows play with Quicksilver to produce an efficient production renderer. Tips for optimisation both for materials and the renderer so that even a laptop can produce good quality renders.
|
| 11.15 - 12.15 |
|
Zap Andersson MC |
mental ray 2011: Zap will show some interesting features of mental ray 2011, as well as showing the use of MetaSL in 3ds max 2011.
|
Yoni Cohen MO |
Behind the scenes at Snowball VFX :
Yoni will take you behind the scenes of round6, vipo & 888 coins and explain to you the snowball pipeline. He will also be giving you a sneak peek at a new 3d digitizing technolegy capturing static and moving objects (animated point cloud).
|
Knut Ramstad MO |
Not just pretty pictures; Towards a new way of planning? :
In this session Knut will present how 3D visualization and simulation now plays a vital role on a day to
day basis in large and complex urban development and building projects. Within design development, decision making, communication and construction 3D has now
grown mature and is becoming an essential and indispensable tool for the project managements in multi million developments. In order to support the decision
making processes, create the necessary predictability and protect the investments, 3D has now a permanent seat in the Board Rooms. Exemplified with recent
projects involving world leading architects, Knut will show how 3D leads to improved and more efficient processes, satisfied stakeholders and greater architectural
quality.
|
Ted Boardman IP |
Unwrapping Unwrap UVW:
In this session you'll investigate the use of the Unwrap UVW modifier in 3ds Max in an architectural setting.
There are times when the standard UVW mapping techniques; Planar, Cylindrical, or Box for example, are not sufficient to correctly project maps or images onto a complex surface. Here you will learn how to customize
the UV coordinates of an overstuffed chair with a striped material by applying Unwrap UVW and then projecting the UVW coordinates so that the stripes have the correct orientation and consistent size with a minimum number of visible seams.
|
Michiel Quist MC |
Real-time raytracing: The last year the market got flooded with real-time renderers. Most of these real-time solutions were build on CUDA-based GPU's. In this session Michiel Quist will compare the various well-known realtime solutions and finds answer to questions like: "How real-time is real-time really?" and "Are these renderes production ready?" Using various computational-heavy elements in a single scene on the various renderers, we should find answers and get a good comparisson between these Real-time raytracers.
|
| 12.15 - 13.30 |
|
Lunch/networking break |
|
| 13.30 - 14.30 |
|
Sami Vahantalo MO |
Making of Alan Wake:
Sami will talk about the problems Remedy games faced in the production of their latest game Alan Wake, which will be released end of May.
|
Michael McCarthy IP |
Zookeeper: Advanced scene management and procedural workflow with Zookeeper for 3ds max including:
Robust object and layer management, Node based workflows with objects, modifiers, controllers, materials and more.Visualizing complex systems with synoptic views State sets for setting up and quickly switching custom 3ds max environments
Render passes with State Sets. Creating Procedural tools using Zookeper Composite nodes and The Zoo procedural community.
|
Wayne Robson MC |
Complete organic sculpting pipeline:Wayne will show you from A to Z the pipeline for sculpting and reusing this inside other 3D applications, in combination with his plugins, like Mudwalker, Wayne's Vector Displacement and (probably) Reducto.
|
Ted Boardman MC |
|
Johan Boekhoven IP |
MaxScript: Johan will give a basic overview of the possibilities of maxscript for productions, after which we'll explore a faster scripting workflow by customizing the maxscript editor.
Then Johan introduces a way to build tools faster by introducing a "tool framework" for quick prototyping maxscript tools, which will take care of repetitive tasks while building simple but useful tools.
Then we will use the framework to build a tool to explore certain assets in a scene. Time permitting the session finishes with a Q&A.
|
| 14.45 - 15.45 |
|
Vladimir Koylazov MC |
V-Ray and V-Ray RT : Vlado will present V-Ray for Max/Maya as well as V-Ray RT. Also the new Phoenix (Fluids!) product will be shown.
|
Hristo Velev MC |
|
Knut Ramstad MO |
Not just pretty pictures; Towards a new way of planning? :
In this session Knut will present how 3D visualization and simulation now plays a vital role on a day to
day basis in large and complex urban development and building projects. Within design development, decision making, communication and construction 3D has now
grown mature and is becoming an essential and indispensable tool for the project managements in multi million developments. In order to support the decision
making processes, create the necessary predictability and protect the investments, 3D has now a permanent seat in the Board Rooms. Exemplified with recent
projects involving world leading architects, Knut will show how 3D leads to improved and more efficient processes, satisfied stakeholders and greater architectural
quality.
|
Cris Robson MC |
|
Michiel Quist MC |
Real-time raytracing : The last year the market got flooded with real-time renderers. Most of these real-time solutions were build on CUDA-based GPU's. In this session Michiel Quist will compare the various well-known realtime solutions and finds answer to questions like: "How real-time is real-time really?" and "Are these renderes production ready?" Using various computational-heavy elements in a single scene on the various renderers, we should find answers and get a good comparisson between these Real-time raytracers.
| |
|
| 16.00 - 17.00 |
|
Justin van der Lek MO |
Making of Percy Jackson & The Olympians : Justin will present the techniques used to create a fully synthetic New York City environment for the end battle in “Percy Jackson & The Olympians: The Lightning Thief.” Starting with hundreds of thousands of hi-res photographs taken from rooftops all over Manhattan, the digital environment team at Digital Domain then developed a unique pipeline that gave the director and visual effects supervisor maximum flexibility for this climactic sequence.
|
Marc Heesterbeek MC |
My Favourite subject: Image Composition :
This year Marc Heesterbeek from UBIKmh will talk on his favourite subjects concerning image composition. Showing examples out the realms of Art and photography he will discuss the numerous ways to fill a canvas or a frame. How can we use for instance light, field of view and depth of field to tell our stories? Examples from renaissance painters to modern day photographers will be used to study all these items and more in order to find the way to a better image.
|
Shane Griffith IP |
Product Advisory Council 3dsMax: Shane will host the product advisory council for 3ds Max and will talk on XBR during this closed session.
You need to have a signed Non Disclosure Agreement to attend this session and only invited people can join.
This session will take 2 hours (16:00 – 18:00)
|
Ted BoardmanIP |
|
Neil Hazzard IP |
|
| 17.00 - 19.00 |
|
Open bar |
|
| 19.00 - late |
|
Dinner/Drinks |
|
| Friday 4 June |
|
| Time |
|
Room 1 (90 seats) |
|
Room 3 (50 seats) |
|
Room 5 (40 seats) |
|
Room 6 (50 seats) |
|
Room 8 (50 seats) |
|
| 10.00 - 11.00 |
|
Martin Enthed MO |
Ikeas catalogue production: Martin will show you the problems Ikea is facing with the creation of consistent materials.
|
Eric de Broche MO |
Short deadline tips and tricks: Eric will talk about the specifics of the workflow in visualization for architecture competitions. This workflow is usually tighten, due to the short deadlines. He'll be able to give very good tips on how to shorten production's time directly from the Luxigon pipeline.
|
Lukas Dubeda MC |
Pipeline and workflow issues: Lukas speech will cover Pipeline and Workflow issues for both freelancers on their own as well as a team of numerous members. How to deal with data, what to avoid and how to manage a project from A to Z from a company and freelance point of view.
|
Rayk Hemmerling IP |
Using (max/Maya) Composite: Rayk will explain how Composite works and how you can benefit from this newly added product inside your workflow.
|
Ted Boardman IP |
More unwrapping:
Once you understand the fundamentals of how Unwrap UVW modifier functions in 3ds Max to "flatten" the UV coordinates of complex geometry you might find that even this process does not go far enough to give you the control for efficient and consistent mapping.
In this session you'll learn more about Unwrap UVW modifier with a look at the process of "Pelt mapping" where you have greater control of the seam placement and projection of your maps onto complex surfaces by flattening and stretching the UV coordinates as if they were animal skins being hung up to dry.
|
| 11.15 - 12.15 |
|
Sami Vahantalo MO |
|
Zap Andersson MC |
|
Shane Griffith MO |
XBR Open session:In this session Shane will give you the status on XBR, a view on what has been done and what will be done
|
Cris Robson MC |
Rapid prototyping of hard surface models in 3ds Max: Cris will teach you how to create scaffold meshes quickly and easily with help from the max 2011 ribbon (customized version)
|
Eric Pinkel IP |
Benefits of working with Engineering CAD data in Max 2011: Working efficiently with engineering and architectural data using the new SAT options and body objects.
|
| 12.15 - 13.30 |
|
Lunch/networking break |
|
| 13.30 - 14.30 |
|
Justin van der Lek MO |
|
Lukas Dubeda MC |
Pipeline and workflow issues: Lukas speech will cover Pipeline and Workflow issues for both freelancers on their own as well as a team of numerous members. How to deal with data, what to avoid and how to manage a project from A to Z from a company and freelance point of view.
|
Alex Morris MO |
Scripting tips for landscape modelling: dealing with contours and trees for quick composition previews. Followed by a walkthrough of a script for generating tree placeholders on a 3D Terrain starting from an Autocad DWG
|
Rayk Hemmerling IP |
|
Ted Boardman IP |
|
| 14.45 - 15.45 |
|
Vladimir Koylazov MC |
Presenting V-Ray®RT GPU : Vlado will demonstrate some of the numerous features of the product V-Ray®RT GPU. It is a GPU accelerated renderer in its final development stage, which offers a complete shading and rendering pipeline. This impressive solution will interactively show you your current work. View and correct the scene any way you see fit in lighting, shading, procedural materials and camera angle and the ActiveShade preview will instantly reflect the changes. V-Ray®RT GPU supports distributed rendering across multiple machines in the local network.
We strive to do our work with passion and simplicity. So you can expect that V-Ray®RT GPU will have the same interface as our existing products, but it offers a mind-blowing pace in rendering.
|
Michael McCarthy MC |
CAT: Michael will give you an isnight to CAT the new powerfull Character Animation Toolset.
|
Marc Heesterbeek MC |
|
Stefan Twigt MC |
HDRI Usage in biased and unbiased renderengines: In this workshop the usability of HDRI will be shown, also showing the simalarities and differences between biased(Vray) and unbiased(Fry) renderengines
|
Erik Pinkel IP |
|
| 16.00 - 16.55 |
|
Yoni Cohen MO |
|
Eric de Broche MO |
|
Alex Morris MO |
|
Cris Robson MC |
Rapid prototyping of hard surface models in 3ds Max: Cris will teach you how to create scaffold meshes quickly and easily with help from the max 2011 ribbon (customized version)
|
Ted Boardman IP |
|
| 17.00 -17.30 |
|
Room 1 : Wayne Robson & Joep van der Steen MC
WORLD PREMIERE: ReDucto: "What is 'ReDucto? It is the 1st new polygon reduction algorithm in many years. Programmed and devised by Wayne Robson under a total black out over a period of 2 years, ReDucto hopes to provide you with a toolkit that can solve many problems without solutions, and solve ones with existing solutions in a far better way. ReDucto is a standalone app that can be tightly integrated with almost any 3d application or pipeline and it is worth noting is that ReDucto’s feature set goes FAR beyond polygon reduction, that’s only part of the story..... This is the 1st public debut of ReDucto in full."
|
|
| 17.30 -19.00 |
|
Open bar |
|
| Program is subject to change |