Gain insight into physically based shader presets in Arnold
With its outstanding modelling tool set, Autodesk Maya software is well suited for concept modelling in many industries. Arnold renderer now ships with Maya 2017 as standard so we will cover some of the impressive physically based shader presets such as car paint.
Following his MA in 3D Computer Animation, Morgan has worked in the visual effects industry for over 12 years. He started his career in London, initially rigging characters for Passion Pictures and then made the jump from commercials to film when he joined Framestore in 2007. While there, he was part of the VFX team to pick up an Academy Award for Visual Effects for work on the Golden Compass. After completing a few years in London, Morgan’s career took him to Sydney, Australia to work for Animal Logic and then on to San Francisco to work for Dreamworks Animation as part of their global Character TD team. From California he returned to Passion Pictures as rigging supervisor on a number of successful commercials. Morgan’s expertise lies in Autodesk Maya and Shotgun as well as other M&E products.
This instructional demonstration is designed for architects, product designers, and anyone needing real-time and interactive visualization, and will showcase a workflow between Autodesk Revit, Autodesk Maya and Unity. The instructor will cover best practices for exporting a building model from Revit, and importing it into Unity. Using the new high-fidelity FBX roundtrip workflow between Maya and Unity, the instructor will remodel assets in Maya and show instantly updated results in Unity, for a highly iterative roundtrip workflow. The instructor will also cover a variety of techniques for rapidly polishing the materials and lighting in a scene in Unity, adding interaction, and building to a multitude of platforms including VR.
Solomon Rogers will use REWIND:VR case studies to show the sort of work that is currently being commissioned and utilised—from architectural design and development to Rolls-Royce’s new Vision vehicles, BBC’s International Space Station Space Walk, and the launch of Nike’s new Soccer Team kit. You may remember the early, overhyped virtual-reality (VR) attempts of the mid 1990s that were expensive and unable to deliver a truly immersive experience—and in many cases, just left people feeling nauseous. This is the year where VR truly becomes a viable consumer product. So, what's changed in the past 20 years? Sol Rogers, CEO and founder of REWIND:VR, will look at the developments—from technology and platforms to smartphones and appetite for the medium. VR is no longer just a marketing gimmick. It's a serious industry predicted to have 170 million active users by 2018.
The course will take designers through the process of importing many forms of 3D data (IGEs, STEP, scan data, CATIA). Then we'll look in depth at optimizing large 3D models to enable efficient virtual reality (VR) experiences. First we'll explore VRED functionality for both file optimization and VR execution. Next, we'll take that same data into Maya software and prepare it for use in the Stingray gaming engine. That preparation will include using Mudbox software to create textures. Finally, we'll show the Stingray workflows to create a VR experience.
You may not have a creative bone in your body, nor some great repressed talent. It doesn't matter; this can't stop you from orchestrating the most incredible feats of creativity and innovation. Now, more than ever, everyone needs to be that much more resourceful and able to combine great engineering with creative finesse to market distinctive and appealing products. Whether it's regarding aesthetics, user experience, functionality, or even branding, everyone needs a piece of this. This session is presented by someone who has lived off of the fruits of other people's creative labor. He will teach you his techniques and the tools he uses to produce awesome.
Scott Aldridge (an innovation and disruptive technology leader at CDM Smith) and Matt Harraka (CDM Smith's national VDC manager) will demonstrate CDM Smith's mixed reality (MR) collaboration platform for VDC and discuss how they've integrated immersive MR into their firm's VDC processes. This MR collaboration platform empowers project teams to interact with 3D design models at scale using Microsoft's wearable holographic computer HoloLens. This creates new ways to visualize designs, share information, and identify problems, letting all involved make more-informed, more-effective, and quicker decisions. Aldridge and Harraka will discuss how incorporating MR enhances collaboration, improves workplace performance, boosts operational efficiency, reduces costs, facilitates input from key operational staff not normally involved, and is effective in educating stakeholders and the public.
Take your first steps into the world of machine learning. Learn how a neural network can be used to dramatically speed up the removal of noise in ray traced images. In this lab you will learn about noise in rendered images, use a network trained to denoise sample images, and iterate and modify parameters improving the quality of the denoiser. By the end of the lab, you will have the tools and the knowledge to build your own AI accelerated denoiser.
Come and hear about the speaker's experience working with clients and customers on their journeys toward photorealism within architectural visualization. With tight deadlines and designs evolving up to the last minute, achieving photorealism requires a unique skill set and advanced digital-content creation software like 3ds Max software and Maya software. You will learn how to use V-Ray to create photorealistic imagery.
After collaborating on the award-winning feature Arrival, Framestore reunited with visionary director Denis Villeneuve for the 2017 science-fiction sequel Blade Runner 2049. In this session, Framestore will discuss the visual artistry and tools that contributed to the film's distinct look, and, in the spirit of Blade Runner 2049, we'll touch upon the trends that are shaping the future of visual effects.
Vehicle design requires the development of virtual and physical tridimensional models to translate concepts generated by freehand drawing and renderings. This iterative process is very valuable but highly resource-consuming in time, cost, and effort-not only in the modeling process itself, but also in learning time, prototyping, and finishing. With schools tied to the duration of academic terms and student budgets, projects are limited to only CAD and/or scale physical models. However, recently available virtual reality (VR) devices offer alternatives to bridge that gap, enabling full-size 3D drawing exploration and visualization of CAD in small and full scale. This session will discuss the use of VR software and Maya software for initial exploration, as well as VRED software for visualization of vehicle concepts using the HTC Vibe. It describes where in the design process these tools are used, as well as the setup used at the Transportation Design Program at the University of Cincinnati.
Stiller Studios has 1 of the most advanced and VFX-friendly motion control/green screen setups in the world. Tomas Wall and Hugo Guerra will take you through the process of how the game cinematic, "Homefront: The Revolution" was created, using leading studio and motion control technology supported by Autodesk software—in preproduction, live on set, and in postproduction.
This class will show how Building Information Modeling (BIM) is used to help coordinate construction of a complex intersection of a utility tunnel in China. Animations were made to show the removal of the existing pipelines, the traffic control, and the construction sequence of the utility tunnel. Project scheduling management, hazard identification, and quality control using BIM were also carried out. Through this class, attendees will get a taste of BIM implementation in China.
Virtual, augmented and merged reality have been touted to become the next big computing platform with applications across enterprise and consumer markets. In this session, we will discuss the various emerging enterprise applications, their workloads and the challenges for the ecosystem to make this a reality.