EUE 2010 Program

Into Product IP Software specific workshops.
Making of Mo The making of tv-commercials, animations, VFX shots, and alike.
MasterClasses MC One special topic (materials, lighting, etc) will be thoroughly discussed.

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.
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.
Complex Non organic sculpting pipeline : Wayne will show you how to use Mudbox for the creating of things like environments and hard surface models
placement of details in 3ds Max: Cris will show you in detail how to create hard surface models and details fast in max 2011
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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)
Ikeas catalogue production: Martin will show you the problems Ikea is facing with the creation of consistent materials.
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.
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.
Using (max/Maya) Composite: Rayk will explain how Composite works and how you can benefit from this newly added product inside your workflow.
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.
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
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)
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.
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.
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
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.
CAT: Michael will give you an isnight to CAT the new powerfull Character Animation Toolset.
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
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)
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 Hristo Velev MC Wayne Robson MC Cris Robson MC Neil Hazzard IP
11.15 - 12.15 Zap Andersson MC Yoni Cohen MO Knut Ramstad MO Ted Boardman IP Michiel Quist MC
12.15 - 13.30 Lunch/networking break
13.30 - 14.30 Sami Vahantalo MO Michael McCarthy IP Wayne Robson MC Ted Boardman MC Johan Boekhoven IP
14.45 - 15.45 Vladimir Koylazov MC Hristo Velev MC Knut Ramstad MO 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 Marc Heesterbeek MC Shane Griffith IP 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 Eric de Broche MO Lukas Dubeda MC Rayk Hemmerling IP Ted Boardman IP
11.15 - 12.15 Sami Vahantalo MO Zap Andersson MC Shane Griffith MO Cris Robson MC Eric Pinkel IP
12.15 - 13.30 Lunch/networking break
13.30 - 14.30 Justin van der Lek MO Lukas Dubeda MC Alex Morris MO Rayk Hemmerling IP Ted Boardman IP
14.45 - 15.45 Vladimir Koylazov MC Michael McCarthy MC Marc Heesterbeek MC Stefan Twigt MC Erik Pinkel IP
16.00 - 16.55 Yoni Cohen MO Eric de Broche MO Alex Morris MO Cris Robson MC 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