The 3ds Max London User Group meets on the first Wednesday of every month at Truckles, opposite the British Museum. Started in 2007, the group enjoys a great number of professional members from London's advertising, architectural and animation industries. We meet to discuss ideas, methods and projects in a friendly, relaxed setting.

Tuesday, 4 December 2012

Wednesday 5th December

For 7pm
Upstairs at The Plough, 27 Museum Street, WC1A

Hello everyone,
This Wednesday 5th December- 3ds London Christmas Social! We don't have any speakers planned, but it's good to go. If you'd like to bring along a project to share with everyone, go for it! It'd be nice to see something, but the plan is to enjoy a few drinks with friends for the evening.

I've lined up some great speakers for the begining of 2013, starting Wednesday 6th February. Remember, no event in January, so see you next week to catch up before the holidays.
 
Full details posted at www.3dslondon.co.uk and on Twitter, follow @3dslondon. If your contact email for the 3ds London evenings is simon at civicart dot com, you need to change it to 3dslondon at gmail dot com. I start a new job next week so I'll only have access to the old address for a few weeks.

See you on Wednesday,
Simon

Thursday, 1 November 2012

Wednesday 7th November

from 6:30pm @

HayesDavidson
Studio A
21 Conduit Place
London W2 1HS
Map and Directions

Hello everyone,

I'm happy to tell you that next week Hayes Davidson are once again hosting the User Group. If you came along last year (or the year before) you'll know it's a great space with great hosts! David Bullock's told me they'll be showing the group some recent work- mainly to show off their new AV system! Of course, it's going to be a great place to share some of your work too- bring some along.

3ds London regulars Sol Rogers and Matt Allen from RewindFX are presenting too- their first one I believe, so don't miss it! Check out their site, they've had some great projects this year so it's going to be good.
Details posted at www.3dslondon.co.uk LinkedIn and Twitter, follow @3dslondon.

Everyone welcome, see you there, Simon

Monday, 1 October 2012

3ds London Wed 3rd October

For 7pm
Upstairs at The Plough, 27 Museum Street, WC1A


Hello everyone,
Next Wednesday Michal Konicek from Vertex Modelling is going to get things started, they have an amazing 3D model of London you can chech out on their website. Michal's going to give us an overview of their work- very accurate 3D captured from high res imagery, and how you can use it.
We've had two months in a row of very technical presentations, so next week, please, bring in a project or two to share! After Michal, the evening is free for you guys to show off some work, so bring it along on USB. The rest of the year's schedule is looking pretty busy, so this is your best chance to strut some 3D stuff. If you'd like to give me a heads up, drop me an email ASAP. Come on everyone!
Remember, details posted at www.3dslondon.co.uk and on Twitter, follow @3dslondon.

See you there, Simon

Wednesday, 29 August 2012

Thinkbox Software at 3ds London Wed 5th Sept

For 7pm
Upstairs at The Plough, 27 Museum Street, WC1A

Hello everyone,

Next Wednesday David Lance is going to get things started- His brilliant (-ly disturbing) short The Future Forms Of Life has had fantastic coverage this summer. David's kindly put together a making of to show the group all the hard work involved. Get there on time!

I'm also very happy to tell you that Thinkbox Software will be coming over from the States to demonstrate the latest versions of some of their software, including Krakatoa, Deadline6 and Genome. They've lined up some great speakers too- user group regular Mike Owen is making his second appearance this year to talk about Deadline6, and Maxscript Legend Bobo Petrov will be giving us a holistic overview of all their other applications and how they work together. 

Remember, details posted at www.3dslondon.co.uk and on Twitter, follow @3dslondon. Make sure you come along next week to catch up with everyone after the summer break!
 
See you there, Simon

Tuesday, 3 July 2012

Konstantin's Camera Path Workflow for V-Ray

Konstantin from Chaos Group has kindly sent a written summary of the excellent camera path workflow he showed the group last month, I hope you find it useful:

1. Hide all the animated geometries (if it is fly-through animation without moving objects skip this step).
2. Use "Irradiance map" and "Light cache or Brute force" (depending on the case) for primary and secondary bounces.
3. Activate the "Use camera path" option for both (if BF is the secondary bounce engine leave it with the default settings and activate the option only for the IM). Also I will recommend using high settings for the IM since you will calculate it only once. The same goes for the light cache.
4. Render the image out and save the IM on the hard-drive. You can set it to auto save if you decide to and not render the final image. It will work the same way after that.
5. Set the IM to "From file" mode and load the file. Set the secondary bounce engine to none. At the moment you have GI precalculated for the whole camera path (except for the hidden objects) and if you are doing fly-through animations this will be the last step.
6. Unhide the moving object and in its material turn off the option called "Use irradiance map" (In the Options section).
Now, the moving object will appear dark if rendered because only one "brute force GI" bounce is calculated. Its subdivisions are controlled by the subdivisions of the IM (otherwise useless, since we are using IM from file!). This means that if the IM subdivs are set to "50", you are doing one bounce of light only for the torus with 50 hemispheric subdivisions (brute force subdivs).
But you will need some kind of secondary bounces also in order to create accurate illumination for the animated geometries. And there are a couple of different things that you can do:
1. Set secondary bounces to "Brute force" and only for the torus V-Ray will calculate BF-BF GI (which tends to be slow but accurate). In an interior you will have to up the "secondary bounces" of the brute force.
2. You can set the secondary bounces to "Light cache". Turn off "use camera path" (this is optional, you can leave it on).
This way the LC will be recalculated for each frame for the whole image but will be used only for the object that is moving (as secondary bounce information while the first bounce is still BF).
This is quite a fast method and I tend to use it a lot. It is also the most accurate one because of all the bounces that the LC can make.

Sunday, 1 July 2012

The Neighbourhood and Pixomondo on 4th July

Wednesday 4th July
For 7pm
Upstairs at The Plough, 27 Museum Street, WC1A
map 



It's a good one... On Wednesday 4th July, we've got three great presentations lined up. Last month Simon Donaghy showed me a very cool animation, so to start the evening he's kindly agreed to talk a little about the plug-ins he used, FumeFX, Krakatoa, Thinking Particles etc and how he went about rigging the animation. Check out Simon's site, there are some great resources on there

The Neighbourhood are back, as promised a couple of months ago! They will be showcasing their 'Like a Kid in a Sweetshop' project for Heston Blumenthal. Creative Director Jon Humphreys will be discussing the creative development of the project and 3D artist Stuart Dearnaley will be sharing some behind the scenes technical knowledge. Again, check out their site to whet your appetite. 

I'm also happy to tell you Pixomondo are coming along to tell everyone about their London studio, and show us how they used 3ds Max for some of the visual effects in Red Tails, just one of the fantastic projects they've been involved with this last year. 

Remember, details posted at www.3dslondon.co.uk and on Twitter, follow @3dslondon. There will no event in August, so make sure you come along next week to catch up with everyone. See you there, Simon