AUTODESK M&E ROADSHOW PRAHA 2017 ​- 23. 5. 2017


Využijte bezplatnou konferenci
a zjistěte více o novinkách v 3ds Max, Maya, Stingray, Shotgun a Flame

Vážení partneři, rádi bychom vás pozvali na námi připravovanou konferenci zaměřenou na novinky
v produktech Autodesk 3ds Max 2017, Autodesk Maya Extension, Stingray, Shotgun a Flame.
Připravili jsme pro vás přehled všech nejzajímavějších novinek v těchto produktech a navíc budte mít šanci setkat se osobně s odborníky ze společnosti Autodesk.

Registrace zde:


Těšíme se na viděnou.

23. květen 2017

Kino MAT  |  Karlovo náměstí 19  |  Praha 2

 od 10 hodin




10:00 – 10:30

welcome coffee / registrace

10:30 – 11:30

3ds Max Tips & Tricks for Games and Design Visualization

Alex Horst | Product Specialist at Autodesk

11:30 – 12:15

Creating interactive VR Experiences with 3ds Max Interactive | Stingray

Alex Horst | Product Specialist at Autodesk

12:15 – 13:15

lunch break

13:15 – 14:15

bottleshipvxf showcase

Hristo Velev | ‎Managing Director/FX lead at Bottleship VFX – ‎Bottleship VFX

14:15 – 15:15

Maya Workflows for Modelling, Animation, SpecialFX and Rendering

Roland Reyer | Solutions Engineer at Autodesk

15:15 – 16:00

Say Hello to Shotgun!

Solutions Engineer at Autodesk

16:00 – 16:20

coffee break

16:20 – 17:20

Autodesk Flame

Robert Coulin | ‎ at freelance


ROBERT COULIN at freelance

Robert Coulin has been with Flame systems since 1996. He is active participant in the Flame Beta Program and still loves the program after all this years. Currently he is freelancing, doing trainings and presentations and writes articles. –

In the presentation he will show and explain the new features of the Flame Family members and introduce to some changes in the structure and strategy, which Autodesk introduced with version 2018 and 2018.1.


Solutions Engineer | Autodesk | Media & Entertainment

Roland Reyer has started in 1992 as an Application Engineer at Wavefront Technologies GmbH in Germany. He became an industry expert for the entire product portfolio of Wavefront Technologies, later Alias | Wavefront, Alias and finally Autodesk M&E. In his role as an application specialist he tested, showcased and trained Maya from its very first version. With over 20 years product and market experience, Roland now works at Autodesk as a Solutions Engineer for Maya, Shotgun, Stingray, Mudbox, and Motionbuilder throughout Europe.

Maya Workflows for Modelling, Animation, SpecialFX and Rendering

The Updates for Maya 2017 have brought us a lot of new features and enhancements for all stages of the production pipeline.

In this presentation we’ll be showing workflow examples with long existing, recently updated and all new features as well as “hidden” or “not so obvious” stuff and things you never had the time to play with.

Say Hello to Shotgun!

In this Session you will see how Shotgun can help you improve efficiencies within your production workflow. Some of the leading studios are already relying on Shotgun to securely unify their pipeline right across production. Its gives them the flexibility to schedule, track and review the creative process, automatically providing globally visible data. Simple and effective tools connect internal and external teams, integrating complex workflows so that everyone from artist to manager is fully in control of production.


Product Specialist | Autodesk

Alex’s extensive experience with 3ds Max dates right the way back to high school where he gave his first demo of 3D Studio R3 in 1993. Since then, Alex has worked with a huge amount of customers mainly in the games and design visualization industry. Along the way he has produced real-time projects for Volkswagen, event agencies and medical institutes.

Today Alex focuses on the optimal use of 3ds Max and Autodesk Media & Entertainment software. He supports companies to optimize their creative processes and helps to get the best out of the Autodesk solutions.

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.

Creating interactive VR Experiences with 3ds Max Interactive | Stingray

Find out how to create a compelling and visually appealing VR experiences with great interactivity using the Autodesk Stingray game engine.

Bring your design visualization projects to life with the Stingray design engine, which offers a direct connection to 3ds Max and real-time rendering. Add scene interactivity with user-friendly, node-based tools.

VR brings us one step closer to complete immersion into virtual worlds. In this session, you will learn how to optimize your 3D Projects for VR, how to add interactivity and turn VR into a powerful story-telling utility.


founding partner and FX lead in Bottleship VFX

Hristo Velev is a founding partner and FX lead in Bottleship VFX, a feature film visual effects company specialized in destruction, water, smoke etc elemental work. A veteran from blockbuster productions around the globe from ‘Iron Man’ in Hollywood to ‘Mojin’ in China, training material author and team leader with plenty of interesting stories to tell.

  • History of Max in feature film

    • Pseudo underdog

    • Core adoption at several midsize companies like Pixomondo and Scanline, department adoption in big companies like ILM

    • High turnaround production profile

  • Plugin model

    • Advantages

      • Lots of developers

      • Wide feature field gets worked on, similar to the apps on mobile platforms

      • Niche features get worked on, outside of focused central dev policies

      • Competing solutions move things ahead

    • Disadvantages

      • Fragmentation, not everything works with everything

      • Multiple ways to create something could be difficult to learn or confusing

      • Could disincentivize the platform developer to advance on important features

  • Typical VFX workflows in a Max based studio

  • Bread and butter particles

    • Particle Flow – quick basics

    • Thinking Particles – deep, accessible framework

    • Krakatoa – powerful rendering and manipulation

  • Fields with particles

    • Stoke as a field design toolset

    • Stoke particle simulation, compounded with Krakatoa and FumeFX

  • Volumetrics

    • Phoenix and FumeFX as gaseous simulation engines

    • Extending them to particle systems for emission or secondary effects

  • Rigid and soft bodies, destruction

    • Thinking Particles’ robust engine

  • Water

    • Naiad and Realflow

    • Krakatoa format for cache manipulation

    • Frost for meshing

    • Krakatoa whitewater rendering

    • FumeFX for mist and fog simulations

  • Lighting and rendering

    • V-Ray for geometry and volumetrics, VolumeGrid

    • Krakatoa for pointcloud tasks

  • Challenges

  • Questions time