EUE 2017 talks
VLADIMIR "VLADO" KOYLAZOV - CHAOS GROUP - BULGARIA
TALK: DEVELOPING V-RAY: HISTORY, LESSONS AND FUTURE
"Since its inception in 1997, Chaos Group’s V-Ray has become a crucial part of arch viz, design and visual effects imagery. But what led to its creation? And how have technological advances and user feedback shaped it? In this candid talk, Vlado will answer these questions, and offer a glimpse into the exciting future of this Academy Award winning software."
MÁRTON TÓTH - BRICK VISUAL - HUNGARY
TALK: LET'S TALK VR/AR/MRTALK: WHAT'S COOKING IN THE KITCHEN OF BRICK?
"Who is Brick Visual, and how has it outgrown itself in a couple of years?
The fundamental secrets of Brick’s acceleration are experimental learning, investing in developments and the people. Marci will present case studies that perfectly embody this attitude along some backstage production tricks and anecdotes."
DAX PANDHI - QUADSPINNER - INDIA
Talk: REINVIGORATING LARGE SCALE DIGITAL ENVIRONMENTS
“In this session Dax will talk about QuadSpinner's research into large scale terrains, and the upcoming TOR terrain design platform. The rendering power to bring virtual worlds to life has increased dramatically in the last decade. However, the tools to create procedural environments have not kept up, and in some areas, have been stagnant. TOR changes the existing paradigm of terrain design for games, VR, and film by dissolving the "shader" style approach of noises and filters, and augmenting it with elements closer to their real world counterparts. Dax will also talk about the field research that began in 2009, and how it culminated into distinct new forms of terrain erosion and texturing tools.”
"Adam will be talking about development plans and future of the Corona Renderer for 3ds Max (version 1.7 and beyond). His talk will also include topics related to the recently released Corona Image Editor, new Corona Scatter and update on upcoming release of Corona Renderer for Cinema 4D and progress on SketchUp plugin."
WILLIAM TORRES - SMOKE & MIRRORS - THE NETHERLANDS
TALK: RIGGING TIPS & TRICKS: HOW TO AVOID GETTING INTO TROUBLE
"In this talk William will share some general tips for creating useful animation rigs and what you can do to avoid major mistakes and headaches. Ranging from the simple "duh of course" to the complex "do we really need that?", William will explain what and why you should consider certain concepts and methods of rigging. He will also give some examples of the most interesting rigs he has used across his career."
|Tips & Tricks|
LASSE RODE - XOIO - GERMANY
TALK: PLAYFUL GRINDING AND OTHER DUTCH THINGS
"This talk will tell about xoio's perspective on visualisation/cg work and how their open and curious approach to it led them through the past decade.
An experimental and sometimes erratic mindset leads to a lot of wonderful situations - Lasse will talk about a community- and exchange-driven view onto their field of work and some recent projects that are reflecting this and are expressing the ongoing efforts to keep moving, learning and nurturing passion in a growing team."
JASPER BREKELEMANS - BREKEL- THE NETHERLANDS
"Not the sound of a race car but a talk about Virtual Reality & Augmented Reality. This will be a grab bag of:
- some projects I did
- highlights & context of new hardware/software in the industry
- what the hell happened to MR!?
- what to expect in the near future
- a time to discuss all your VR/AR/MR questions"
EVA KRUIJSWIJK - FREELANCE - THE NETHERLANDS
TALK: FUCK IT, LET’S TALK UX!
“This talk will give you an introduction into the world of User Experience (UX). UX/UI what’s the difference? What are the basic principles and examples of what you should and shouldn't do? Why do UX'ers spent so much time on Persona research and analysis? What matters more: test results or taste to create effective interfaces? And ends with a look back and forward in the world where UX matters."
MICHAEL GOLDFARB - SIDEFX - CANADA
RIGGING WITH HOUDINI 16
"An overview of some of the tools and techniques used for rigging in Houdini, including the new Autorigs, constraints and muscles."
MICHAEL MCCARTHY - EPHERE - USA
TALK: HAIR AND FEATHERS OUTSIDE THE BOX.
"In this talk will we will be looking at improving your pipeline for hair as well as using hair in different areas such as feathers, foliage, and motion graphics with particle hair. Explore the speed and proceduralism of Ornatrix in 3ds Max."
SIMON FIEDLER - SIMON FIEDLER - GERMANY
TALK: BUILDING PRODUCTION ORIENTED ASSETS IN HOUDINI
"We will explore some approaches on how to create geometry generating assets for commercial productions using VEX. As an artist, it's often not the problem to know what you want to create, but to make the computer understand what you want. In this workshop i will show some of my techniques to solve this problem."
CHRIS MURRAY - UNREAL ENGINE - USA
TALK: WHAT TO DO WHEN YOU GIVE ZERO F@CKS ABOUT OPTIMIZATION AND WANT TO USE A GAME ENGINE? OTHERWISE KNOWN AS USING THE UNREAL ENGINE FOR EVERYTHING EXCEPT A GAME”
"In this talk Chris Murray will share his pain points of getting on-board with the Unreal Engine after a lifetime of working in 3ds Max. He’ll cover workflow tips, 3ds Max-to-Unreal concepts, data translation, materials, some things you should and shouldn’t do in Unreal and whatever else he can think of. He’ll also share some of the backstory of how and why Epic is moving into “Enterprise” and what that even means.
He might even have “one more thing…” :-)
DAVID WORTLEY - TAYLOR JAMES - UK
TALK: CREATIVITY AND AI: HOW DEEP LEARNING AND NEURAL NETWORKS WILL CHANGE THE WAY WE CREATE.
"It won’t have escaped most peoples’ attention that a wave of automation is threatening jobs all over the world, but most seem to think that the jobs deemed creative are the safest ones. However, withthe recent progression of Deep-Learning and Neural Networks computers are able to do things that even as recent as 3 years ago were thought to be decades away. Dave will be taking a futurist approach to this talk, looking at what has developed recently, what is coming soon and how this will fundamentally affect the way that everyone works in the creative industry.
ANSELM V. SEHERR-THOSS - INCENDII VISUAL EFFECTS - USA
TALK: ON-SET VFX SUPERVISING. FIX IT IN PRE!
"In Anselm's talk he takes you behind the scenes of movie and TV production. Get in inside view of what an on-set visual effects supervisor covers and is repsonsible for.
Lean some of the tricks, avoid pitfalls and gather the most efficient data needed for post production and VFX work.
As an on-set vfx supervisor you are the data gatherer and eyes and ears of the post production. And you get to bring all the cool toys!
KIM LEE - FUSEFX - USA
TALK: YOUR 3D SKILLS CAN RENDER MORE THAN JUST PIXELS
"While many 3d artists learned their craft with the goal of working in the obvious industries like gaming, vfx, or arch/design visualization, those very same skills have the potential to be used in other related fields as a means to a different end. In this talk we will look at how CG tools were used for planning and fabrication for various non-CG centric projects and show some of the potential branching career paths available to artists."
ERIC DE BROCHE - LUXIGON - FRANCE
TALK: HOW TO DO DOPE STUFF WITH A 64 BIT COMPUTER.
"A lot of semantic nonsense is being tossed around by a few. A talk should be a talk for persons. Not wealthy persons. Or whiz-user persons. Or privileged persons. But person persons. In other words, all the persons that other lecturers seem to have forgotten about. In this truly unique session you will learn to unleash the power of your brain, give shape to your fantasies and be the creator of your own universe. Just rock up with an open mind and be ready to crank the volume up to 11.
Make your electric dreams come true!”
ZAP ANDERSSON - AUTODESK - SWEDEN
TALK: GET TO DA CHOPPA’ – ARNOLD IN 3DS MAX 2018
"Rendering in 3sd max 2018: A quick overview of what’s been done, and some peeking into the future. Then, as main event, Zap will be showing off MAXtoA – the Arnold 5 plugin for 3ds Max – as well as talking about the journey of going from nothing - to a fully functioning rendering plugin in just one year…."
“Fiery explosions - guaranteed.”
ALEX HORST - AUTODESK - GERMANY
TALK:3DS MAX TIPS & TRICKS FOR GAMES AND DESIGN VISUALIZATION
"In this 3ds Max Tips & Tricks session you'll learn how to utilize new tools and functionalities for Games and Design Visualization. From procedural workflows with the node-based programming system "Max Creation Graph" and an all new Datachannel Operator, to updated Render capabilities featuring Arnold 5. This class is going to use real-world projects from Triple-A and Indie productions as well as stunning Visualization scenes, to talk about the tools and tricks of 3ds Max."
|Tips & Tricks|
JEAN-PIERRE VAN GASTEL - DATECH - THE NETHERLANDS
TALK: AUTODESK LIVE DESIGN ECOSYSTEM
"This presentation will cover collaboration between architects and design visualization specialists within the Live Design network.
During the presentation, we will go from Revit software, to Autodesk Revit LIVE software, to Stingray game engine, then finally close the loop and send the project back into Autodesk Revit LIVE. The session will cover collaboration between architects and design visualization specialists within the Live Design network.
RICO PILLET JERUSALEM - BEFORE ELEMENTS - FRANCE
TALK: LAST NIGHT THE STREAMING KILLS MY LIFE
"Overwhelmed by the enormous amount of production uploaded on a daily basis worldwide and the expansion of streaming with it’s ridiculous rates of repayments for producers. My vision of music maker as a job as radically changed the past few years . I will show you how I built an Original Soundtrack for Synchronisation in a Digital audio workstation and tell you why it’s today better for me to do so."
"This is a major release of the Arnold core introducing new features, performance improvements, workflow simplifications and deep internal re-design to pave the way for future developments. We'll go through these changes, focusing on what they mean for the user and seeing them used in production."
JEAN-PIERRE MONCLIN, LUCAS BRINK-ABELER - MOKA STUDIO - GERMANY
TALK: HAVE A LOOK AT OUR WORKFLOW
"We wil give an insight on how we work inside Moka Studio incorporating 3D and Compositing to guarantee us the high level of flexibility to work in the early stages of the design process with our clients on architectural projects. We will also dive into some of our internal research on the incorporation of VR inside our workflow. "
ANDREAS GLAD - PARTIKEL - SWEDEN
ASSETS THAT CARE: WHY I’M REBUILDING ALL MY REALTIME VFX WORKFLOWS
"After spending years learning how to automate and create macros using scripts, in this presentation, Andreas will explain why he is forgetting how to write python scripts and why he wants everything to live update. After the release of Battlefield 1 he’s started converting his old vfx workflows from one off scripts to clever assets using Houdini and it's turning into an obsession. During the talk he will attempt a live demo using Houdini Engine in Unreal so language may become unsuitable for children..."
PAUL ROBERTS - ITOO SOFTWARE - SPAIN
TALK(THURSDAY): WHAT'S IN A NAME? THE MANY USES FOR FOREST PACK AND RAILCLONE
"Hear Forest Pack and you think trees; not presidential rallies, cheese, cityscapes, bayous, planetary rings or ducks.
Hear RailClone and you think railings; not flowers that resemble molecular diagrams, piratic ports, medieval roofs, or a city invaded by robotic tentacles.
These plugins have limitless applications besides their namesakes. In this presentation, the iToo team uses real case studies to go beyond their tools’ obvious uses, demonstrating tips and techniques to illustrate boundless versatility for VFX, VR, real-time and architectural visualisation. "
PAUL ROBERTS - ITOO SOFTWARE - SPAIN
TALK(FRIDAY): CHOOSE YOUR OWN ADVENTURE
"What will happen in this room? What topics will we explore? It all depends on the choices you make, on the questions you ask.
There are decisions to make, adventures to embark upon, and knowledge to be gained. You, and you alone, are responsible for what happens in this presentation. How does the story end? Only you can find out!"
TED BOARDMAN - USA
TALK: JUST MORE "TED STUFF"
After 10 years, why change course now?
This session will cover some of those day to day tips that you can use on Monday to increase your production. Topics and tips will be included ranging from 3ds Max settings and preferences, materials, modeling, animation, and rendering. In a busy production environment there is a tendency to get yourself in a workflow rut and forget about some of the fundamental techniques you probably already know, just forget to apply them. A few reminders can be helpful in reintroducing some long lost skills that can be useful no matter your skill level.
Come in, sit down, and take a load off your feet to absorb tools and workflows that you have neglected for so long.
|Tips & tricks|
HUGO GUERRA - FIRE WITHOUT SMOKE - UK/PORTUGAL
TALK: CLOUD-BASED NON-PHYSICALLY ACCURATE VISUAL EFFECTS IN GAMES CINEMATICS OR WE JUST HAVE TO BE BETTER
"In the busy world of visual effects, sometimes we forget that the final result is more important then the process to get there. Come and join me in a journey thru the creative process and unconventional pipelines behind some of the latest Triple A game cinematics created at Fire Without Smoke. The Crew, Just Cause 3, The Division, HomeFront, Eve Valkyrie, Until Dawn to name a few. Let’s talk about Visual Effects and how to make then better and “cooler”"
GAMMA BASRA - FOSTER + PARTNERS - UK
TALK: THE FOSTER + PARTNERS WAY
"Gamma will take you on a tour within the dedicated visualisation team at Foster + Partners. The team’s work embraces everything from a quick mock-up of a scheme in context, to photo-realistic images, animations, films and Real-time environments that give an accurate impression of materials, textures and light. The team also specialise in concept design work for future projects.
He will dive into one of their recent projects which used GPU rendering extensively"
ARES SIMONE MONZIO COMPAGNONI - FACTORY FIFTEEN - UK
TALK: CONCEPT FOCUSED VFX - FROM ORIGINAL IP TO ADVERTISING AT FACTORY FIFTEEN
"Ares, a lead technical artist from Factory Fifteen, will give his unique take on what it is like to work at a small, director led animation studio, taking on big projects.
He will showcase several of the biggest film and advertising works the studio has undertaken in the last year with technical breakdowns. Projects such as a new original IP short film, a high profile football advert, a top secret film for a new type of interactive theatre launching worldwide, and an animation for Spitfire Audio titled ‘Phobos’.
Phobos was created in technical partnership with iToo Software. Ares will introduce the project in the latter part of his talk, before Paul Roberts from iToo breaks down how Railclone was utilized to create unique animation techniques, in his talk directly after lunch. "
JOSHUA NEWMAN - MINMUD - UK
TALK: Competition Visualisation. Finishing work before the brief
"Joshua’s talk will give insights into delivering content for high profile architectural competition projects.
He will be talking about the influence of ritual and habit in the creative process, and the technical challenges of a fast-paced and changing environment with landmark projects from the biggest names in architecture."
MORITZ SCHWIND & MANUEL CASASOLA MERKLE- ENTAGMA- GERMANY
TALK: DESIGN / VFX / GENERATIVE ART - THE NOUVELLE CUISINE Á LA HOUDINI
"Design and VFX are converging. While Motion Design is finding it's way into big budget blockbusters, designers increasingly embrace the versatility and power of tools traditionally found in VFX.
Entagma's Manuel & Moritz share their insights on how to successfully combine physics, biology, VFX and design into a new approach to Motion Design using Houdini."
FIANNA WONG - SIDEFX - CANADA
TALK: RENDERING AND USING TAKES IN HOUDINI
"This presentation will take a look at how to shade and render a scene in Mantra, using the new Material context (MAT), as well as using Takes to ideate different versions of the same scene. Takes allows you to change any number of paramaters, not only in shaders, but also in geometry and any other context within Houdini; any changes made while you are in a Take, are automatically captured and listed, which makes it easy to identify that one change you made 3 hours ago"
KAI STAVGINSKI - SIDEFX - CANADA
TALK: HAIR AND FUR & SHADING INSIDE HOUDINI 16
"An introduction to Houdini 16's redesigned shading workflow and enhanced shading capabilities.
With Material Networks, Houdini now has a unified context in which you build, combine and assign shaders. This provides for a much more flexible worklow that is also easier to learn and use."
"An introduction to Houdini 16's redesigned fur tools. Learn about the open SOP-based approach to grooming without black boxes, unrestricted laerying of grooming operations and rich set of dedicated tools for clumping, frizzing, curling, trimming and more. Houdini 16 also comes with a completely new way of generating full hair that leverages the same flexible tools that are available for grooming guide curves."