• An Image Slideshow
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  • An Image Slideshow
  • An Image Slideshow
  • An Image Slideshow
  • An Image Slideshow
  • An Image Slideshow
  • An Image Slideshow
  • An Image Slideshow
  • An Image Slideshow
  • An Image Slideshow
  • An Image Slideshow
  • An Image Slideshow


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.

Thursday 31 May
Time Room 1 (70 seats) Room 2 (40 seats) Room 5 (30 seats) Room 6 (50 seats) Room 8 (50 seats)
10.00 - 11.00 Daniel Tegeland MO Volvo 60 second commercial: This session deals with a 60 second commercial done for Volvo. The spot which is all animated includes a lot of "fold up motion graphics elements". Discussion will range from overall production to more specific 3d solutions. Scripts, plugins and workflows will be discussed and revealed. Jamie Gwilliam IP, Topic 13ds Max Gems: Following on from his popular “SMUT” session last year, Jamie aims to cover as many new 3ds Max related tips he can cram into his 60 minutes. These sessions provide an informal and fast-paced way to learn some new techniques that are often easy to implement, but can make a big difference to your workflow. (There will probably be some bad jokes too….) Level: Basic to Advanced. M. McCarthy MC Topic 1Fluid Dynamics with Phoenix FD 2.0: During this session Mike will tackle fluids by using V-Ray and Phoenix FD. Phoenix FD is perfect for creating liquids and adding foam and splashes. But Mike will use Phoenix FD for creating some fire, smoke and explosians as well, plus he will give a sneak peek at the latest addition to Chaos Group portfolio - Phoenix FD for Maya! Louis Marcoux MC, Topic 1Blow Up Stuff! Destruction of Visual Effects: This class stretches out over two days, but can be followed individually as well. It is all about having fun with your 3D models in Autodesk® 3ds Max® to create explosive visuals. You will see how different visual-effects tools in 3ds Max can be used to create convincing explosions and how objects can be destroyed. Learn various ways of making objects collapse and make decisions about how to finish effects shots so that they look believable. Louis will use particles, fire, and smoke effects in an explosion and destruction scene, describe how various materials break and react to explosions and destruction, Use rigid bodies and cloth simulations to create physically-based destruction animations, break and fracture objects with the intent to explode and destroy them Joe Robbins IPUnity,redefining the process of game development: Joe Robins will talk about Unity's approach to solving these problems with practical examples within the engine and samples of the role Unity has played in the rise of independent developers, Game Jams and how Unity is being used by traditional AAA studios. From its humble beginnings as a three man team working on producing a game to the 170+ strong international team it is today, Unity's focus has always been on making process of game development faster, more accessible and breaking down the barriers of entry that have traditionally made game development the domain of a relatively small group of individuals.
11.20 - 12.20 Boyo & Ritchy MO Topic 1Shooting the commercial: This talk will cover the creation of the commercial from designing the storyboard, shooting at the set and the full postproduction pipeline. In short, A real life lady has been filmed and tracked with 5 camera's. After that a 3D model was created, so she could be covered with flowers on her whole body. Hundreds of flowers where needed which have been animated by using python scripting to be able to create the final desired effects. After this the flowers will be turned into people so a crowd plugin has evolved to fill stadiums and squares with loads and loads of people. Ted Boardman IP Topic 1Ted gets Push-y: It’s easy to get into a production rut where you use the same tools in 3ds Max for all your modeling. This class will investigate some modeling techniques using modifiers that might not be on your list of everyday tools.As the title suggests the Push modifier will be used, along with other modifiers to create geometry that might be difficult to model with poly modeling or lofting, for example. The lessons are intended to help you think about alternate workflows to find solutions to challenges you encounter. Johan Boekhoven MCMAXScript and .NET: How can we mix and blend Csharp.Net assemblies with maxscript. We'll go into building custom dll's in Visual C# Express and using that inside max to talk to databases or file structures. We'll look at the various ways we can load assemblies with maxscript, or even build assemblies straight in maxscript. Extending maxscript with .Net opens up new ways do manage data and files. This is intended as an "in depth" session, so we'll close of with a Q and A. Daniel Quintero MC, Topic 1Forest Pack, Creating Vegetation and Other Things : In this session Daniel will show different tips for 3dsMax and Forest Pack to push up your render limits to create massive scenes using lots of plants and vegetation. He will explain some non-conventional uses of the software with real world examples. Marc Heesterbeek MCFor Inspiration only: This year talk will will be packed with inspiration. Without inspiration, creative processes won't happen. Images, images and even more images. I will show them, tell you where I find them and discuss them. What do I learn from these images, why do they inspire me and what can I do with this inpiration. On side I'll talk about composition, mood, camera's and camera movement.
12.20 - 13.30 Lunch/networking break
13.30 - 14.30 Joe Gunn MCRigging For FX: The presentation will be a generalist guide for rigging FX techniques. Several different techniques will be explained for automating secondary motion like the spring controller, offsetting keys, scripted offset controllers and more. Also the presentation will discuss the reason for a basic rig before hero vfx work can begin. Some cloth based rig solutions will also be discussed during the session. Production based example will be used through out the presentation. Ted Boardman IP Topic 1Ted gets Push-y: It’s easy to get into a production rut where you use the same tools in 3ds Max for all your modeling. This class will investigate some modeling techniques using modifiers that might not be on your list of everyday tools.As the title suggests the Push modifier will be used, along with other modifiers to create geometry that might be difficult to model with poly modeling or lofting, for example. The lessons are intended to help you think about alternate workflows to find solutions to challenges you encounter. Jean Pierre van Gastel IPEntertainment Creation Suite Workflow: The breadth and depth of the complementary toolsets in the Autodesk Entertainment Creation Suites redefines what is possible within your pipeline. During this presentation you will get a good and complete overview (including do’s en and don’ts) of the Entertainment Creation Suites workflow between several Autodesk products like 3ds Max, Maya, Softimage, Motion Builder and Mudbox. With an Entertainment Creation Suite you have all the key elements of a major animated film, visual effects, or video game studio at your fingertips. Whether you're a 3ds Max-centric studio looking to branch out and take on new challenges, or you’re a multi-disciplined studio where the end-result is more important than the application creating it, an Autodesk Entertainment Creation Suite covers all the creative and technical bases, ensuring that data from multiple sources is working in concert for a great end result! Jasper Brekelmans MCCreation of (Interactive) Virtual 3D Characters: This talk will go into the use and creation of (Interactive) Virtual 3D Characters. Jasper (aka Brekel) will begin by examining some examples of 3D characters from several productions.And will then go into how current advances in technology enable creating live and interactive characters. We'll end by examining some of this latest technology up close, including motion capture hardware and the latest in markerless facial capture technology. M. McCarthy MC Topic 2Vray 2.0 New Features and Ornatrix Hair: Mike will dive into the new V-Ray 2 functionality from a production point of view. He will also tackle hair rendering when using V-Ray, creating grass, trees, rugs and feathers along the way. He will conclude with some sneak peaks on next gen hair innovations.
14.50 - 15.50 TBA Jamie Gwilliam IP, Topic 13ds Max Gems: Following on from his popular “SMUT” session last year, Jamie aims to cover as many new 3ds Max related tips he can cram into his 60 minutes. These sessions provide an informal and fast-paced way to learn some new techniques that are often easy to implement, but can make a big difference to your workflow. (There will probably be some bad jokes too….) Level: Basic to Advanced. Marc Heesterbeek MCFor Inspiration only: This year talk will will be packed with inspiration. Without inspiration, creative processes won't happen. Images, images and even more images. I will show them, tell you where I find them and discuss them. What do I learn from these images, why do they inspire me and what can I do with this inpiration. On side I'll talk about composition, mood, camera's and camera movement. Daniel Levesque IPiray in depth : This presentation will familiarize the audience with iray: its unique strength, mysterious features, and latest advances. A quick overview of what iray has to offer will be followed by a demonstration of its latest features and workflows in action. Before closing, we’ll get a sneak peek of what might be coming next. Jean Pierre van Gastel IPEntertainment Creation Suite Workflow: The breadth and depth of the complementary toolsets in the Autodesk Entertainment Creation Suites redefines what is possible within your pipeline. During this presentation you will get a good and complete overview (including do’s en and don’ts) of the Entertainment Creation Suites workflow between several Autodesk products like 3ds Max, Maya, Softimage, Motion Builder and Mudbox. With an Entertainment Creation Suite you have all the key elements of a major animated film, visual effects, or video game studio at your fingertips. Whether you're a 3ds Max-centric studio looking to branch out and take on new challenges, or you’re a multi-disciplined studio where the end-result is more important than the application creating it, an Autodesk Entertainment Creation Suite covers all the creative and technical bases, ensuring that data from multiple sources is working in concert for a great end result!
16.15 - 17.15 TBA Ted Boardman IP Topic 1Ted gets Push-y: It’s easy to get into a production rut where you use the same tools in 3ds Max for all your modeling. This class will investigate some modeling techniques using modifiers that might not be on your list of everyday tools.As the title suggests the Push modifier will be used, along with other modifiers to create geometry that might be difficult to model with poly modeling or lofting, for example. The lessons are intended to help you think about alternate workflows to find solutions to challenges you encounter. TBA Ken Pimentel IP NDA sessionProduct Advisory Council 3ds Max:Ken 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 (16:15 – 18:15) Olly Nicholson MCDoing magic with Unity in architectural and design visualisation: Unity is best known as the development platform for successful browser games such as Battlestar Galactica (BigPoint), and Tiger woods (EA). Technical artist Olly Nicholson will present tips, tricks and methods with Unity in assisting with architectural and design visualisation. Focusing on the art pipeline as the basis of his presentation, Olly will import architectural models into Unity and create a browser compatible viewer. Whether completely new to Unity, or an early adopter you will certainly learn something from this practical demonstration. Battle it out in the Q&A to unlock the Special bonus level!
17.15 - 19.00 Open bar
19.00 - 23.00 Dinner/Drinks
Friday 1 June
Time Room 1 (70 seats) Room 2 (40 seats) Room 5 (30 seats) Room 6 (50 seats) Room 8 (50 seats)
10.00 - 11.00 Marc Gruber-Laux MCBring back the fun !: The presentation will include a short recap of the architectural visualization history, the development and improvements of the technology in that field, the changes in the industry especially after the economy crisis, possible options for the future... and how to bring back the fun to this job. Of course all strictly subjectively. Ted Boardman IP Topic 2Patch things up: Patch Grid primitive objects are not often used in 3ds Max, so let’s have a look at some of the functionality you might be able to incorporate into your workflow. Quad patches can be used to help with complex modeling and animation challenges, especially when combined with Patch Deform (WSM) and Patch Deform (OSM). Some simple examples of working with Patch Grids will provide you with new ideas to experiment with to expand your toolset in 3ds Max. M. McCarthy MC Topic 1Fluid Dynamics with Phoenix FD 2.0: During this session Mike will tackle fluids by using V-Ray and Phoenix FD. Phoenix FD is perfect for creating liquids and adding foam and splashes. But Mike will use Phoenix FD for creating some fire, smoke and explosians as well plus he will give a sneak peek at the latest addition to Chaos Group portfolio - Phoenix FD for Maya! Louis Marcoux MC, Topic 2Blow Up Stuff! Destruction of Visual Effects: This class stretches out over two days, but can be followed individually as well. It is all about having fun with your 3D models in Autodesk® 3ds Max® to create explosive visuals. You will see how different visual-effects tools in 3ds Max can be used to create convincing explosions and how objects can be destroyed. Learn various ways of making objects collapse and make decisions about how to finish effects shots so that they look believable. Louis will use particles, fire, and smoke effects in an explosion and destruction scene, describe how various materials break and react to explosions and destruction, Use rigid bodies and cloth simulations to create physically-based destruction animations, break and fracture objects with the intent to explode and destroy them Olly Nicholson MCDoing magic with Unity in architectural and design visualisation: Unity is best known as the development platform for successful browser games such as Battlestar Galactica (BigPoint), and Tiger woods (EA). Technical artist Olly Nicholson will present tips, tricks and methods with Unity in assisting with architectural and design visualisation. Focusing on the art pipeline as the basis of his presentation, Olly will import architectural models into Unity and create a browser compatible viewer. Whether completely new to Unity, or an early adopter you will certainly learn something from this practical demonstration. Battle it out in the Q&A to unlock the Special bonus level!
11.20 - 12.20 Boyo & Ritchy MO Topic 2Doing FX for “De bende van Oss: During this talk Boyo & Ritchy will take you with them on the film set of the Dutch feature film “De bende van Oss” to give an insight on the work need for preparing their VFX work. Their work among others was making sure a CG ship was created, added to some shots, plus creation of extensions for some of the sets. Next to that they will talk about the compositing, and color grading stuff they did to finalize their shots. Jamie Gwilliam MC, Topic 2What makes a good render?: What makes a good render? Attend this session to learn some of the techniques used in production, by the high end studios for creating compelling renders. We look at some of the common techniques and considerations Jamie has learned throughout his career. Level: Basic to Intermediate. Evert Vandenberghe IPMeeting insane insane deadlines : Evert will show how he is able to meet insane deadlines by smart use of render elements and insane layer techniques in photoshop. Daniel Quintero MC, Topic 2RailClone, Self-constructing Objects Without Limits : In this session Daniel will show how to construct self-constructing parametric objects with 3dsMax and RailClone plugin and 3dsMax for architecture and civil engineering scenes. Also he will show the included render optimizations which allows to build impossible scenes with massive amounts of geometry. Dionissios Tsangaropoulos MCGlobal crisis, defend and grow your business: The global crisis has already killed many companies and many others are still in danger of extinction. During this session, Dionisio, thanks to his personal and professional experience, will explain and show us the "ingredients" to overcome this critical moment and paradoxically grow your business: Choose a healthy market, use a winning technology and update your workflow. All the rest, is in your hands!
12.20 - 13.30 Lunch/networking break
13.30 - 14.30 Fred Ruff MOTV production Pipeline: 3ds Max, Vray and Nuke usage on NBCs Grimm: My presentation will deal with the pipeline I set up for the NBC Grimm series using 3ds Max, V-Ray and nuke. Showing some of things I understand about V-Ray and sub surface scattering, along with understanding linear color space and color look up tables. Finishing it off with nuke tips and tricks we use with render element data passes. Ted Boardman IP Topic 2Patch things up: Patch Grid primitive objects are not often used in 3ds Max, so let’s have a look at some of the functionality you might be able to incorporate into your workflow. Quad patches can be used to help with complex modeling and animation challenges, especially when combined with Patch Deform (WSM) and Patch Deform (OSM). Some simple examples of working with Patch Grids will provide you with new ideas to experiment with to expand your toolset in 3ds Max. Joe Robbins IPUnity,redefining the process of game development: Joe Robins will talk about Unity's approach to solving these problems with practical examples within the engine and samples of the role Unity has played in the rise of independent developers, Game Jams and how Unity is being used by traditional AAA studios. From its humble beginnings as a three man team working on producing a game to the 170+ strong international team it is today, Unity's focus has always been on making process of game development faster, more accessible and breaking down the barriers of entry that have traditionally made game development the domain of a relatively small group of individuals. M. McCarthy MC Topic 2Vray 2.0 New Features and Ornatrix Hair: Mike will dive into the new V-Ray 2 functionality from a production point of view. He will also tackle hair rendering when using V-Ray, creating grass, trees, rugs and feathers along the way. He will conclude with some sneak peaks on next gen hair innovations. Hugo Guerra MCAudi Hummingbird: Hugo will show you how nuke was used in the Audi Hummingbird commercial
14.50 - 15.50 Matt and Arvid MO, Topic 1Creating SWARM commercial: We were asked to make a pretty epic commercial for Thorpe Park's roler coaster ride SWARM. Jamie Gwilliam MC, Topic 2What makes a good render?: What makes a good render? Attend this session to learn some of the techniques used in production, by the high end studios for creating compelling renders. We look at some of the common techniques and considerations Jamie has learned throughout his career. Level: Basic to Intermediate. Johan Boekhoven MCMAXScript and .NET: How can we mix and blend Csharp.Net assemblies with maxscript. We'll go into building custom dll's in Visual C# Express and using that inside max to talk to databases or file structures. We'll look at the various ways we can load assemblies with maxscript, or even build assemblies straight in maxscript. Extending maxscript with .Net opens up new ways do manage data and files. This is intended as an "in depth" session, so we'll close of with a Q and A. Daniel Levesque IPiray in depth : This presentation will familiarize the audience with iray: its unique strength, mysterious features, and latest advances. A quick overview of what iray has to offer will be followed by a demonstration of its latest features and workflows in action. Before closing, we’ll get a sneak peek of what might be coming next. Evert Vandenberghe IPMeeting insane insane deadlines : Evert will show how he is able to meet insane deadlines by smart use of render elements and insane layer techniques in photoshop.
16.15 - 17.15 Matt and Arvid MO, Topic 2Rebranding campaign WATCH: Analog collaborated with DixonBaxi on creating a vibrant, rebranding campaign for WATCH. The amount of data generated for 32 seconds of fluid simulation was HUGE - amounting to terabytes of particle partitions to achieve the required density, complexity and slow-motion. All in 8 working days.Il be going over some of the processes and techniques that were developed to not compromise on quality but saved render/production time in order to meet the tiny schedules. A number of custom shaders and scripts were also developed to handle the large data sets and colour retargeting. Ted Boardman IP Topic 2Patch things up: Patch Grid primitive objects are not often used in 3ds Max, so let’s have a look at some of the functionality you might be able to incorporate into your workflow. Quad patches can be used to help with complex modeling and animation challenges, especially when combined with Patch Deform (WSM) and Patch Deform (OSM). Some simple examples of working with Patch Grids will provide you with new ideas to experiment with to expand your toolset in 3ds Max. Dionissios Tsangaropoulos MCGlobal crisis, defend and grow your business: The global crisis has already killed many companies and many others are still in danger of extinction. During this session, Dionisio, thanks to his personal and professional experience, will explain and show us the "ingredients" to overcome this critical moment and paradoxically grow your business: Choose a healthy market, use a winning technology and update your workflow. All the rest, is in your hands! Hugo Guerra MCAudi Hummingbird: Hugo will show you how nuke was used in the Audi Hummingbird commercial Zap and Neil Hazzard MCThe Renderers in 3ds Max: 3ds Max ships with several renderes out of the box. Have you ever wondered when to use what, what they can and cannot do, and why? Learn the deep secrets of the various 3ds Max renderers by the very guys who gave them to you.
17.15 -19.00 Open bar
Program is subject to change