Image coutesy of Mobin Hajrajabi.

Autodesk at FMX 2019

By - - 3ds Max , Arnold , Flame , Maya , Shotgun
8 mins
Last modification: 19 Apr, 2019

We’re headed to FMX! Join us in our Vision Series to see what’s new in Maya, Max, Arnold, Shotgun and Flame and take a peek behind the curtains at some of the most amazing visual effects work from our customers.

Find us in suite List-Saal Turm B

Maya - Boosting your animations

TUESDAY, APRIL 30 at 10:00 AM | WEDNESDAY, MAY 1 at 12:00 PM | FRIDAY, MAY 3 at 1:00 PM
Roland Reyer (Autodesk), Achim Spies (Autodesk)

In this session we show you the latest tools in Maya and cover the new background process that intelligently caches scene changes as animators work, look at Arnold updates in Viewport 2.0 and numerous performance improvements that most artists working with Maya will notice in their day-to-day work.

Sneak Peek: Creating Serious FX with Bifrost in Maya

TUESDAY, APRIL 30 at 1:00 PM | WEDNESDAY, MAY 1 at 10:00 AM | THURSDAY, MAY 2 at 10:00 AM | FRIDAY, MAY 3 at 11:00 AM
Marcus Nordenstam (Autodesk)

Autodesk's Marcus Nordenstam will show you how the procedural content-creation framework Bifrost has evolved to enable Maya users to do serious FX in Maya. Bifrost makes this possible by harnessing easy-to-use, cutting-edge dynamics solvers, built atop a visual programming core. Don't miss this peek behind the curtain! Attendees will be given the chance to join the current Bifrost beta.

The 3D behind Huawei and Chester Cheetah commercials

TUESDAY, APRIL 30 at 2:00 PM 
Steffen Hacker (Unexpected), Alexander Kiesl (Unexpected)

Creating visual effect heavy commercials is one of the key competencies that drives Unexpected's directors Alex & Steffen. Here they show a sneak peek of an intense shoot in Iceland, London and Warsaw and a fun shoot at the backlot of Cairo’s studio city - and all the problems that came with it. They will also give insight into their 3D workflow using 3ds Max to manage the tasks that came with the film including a quick turnaround time.

Accelerating artist workflows with Arnold GPU

TUESDAY, APRIL 30 at 3:00 PM | THURSDAY, MAY 2 at 2:00 PM
Frederic Servant (Autodesk)

Join Arnold Developer Manager, Frederic Servant, to learn all about the latest updates in Arnold 5.3 – including the highly-anticipated GPU beta which gives artists a first taste of GPU rendering in Arnold, and the flexibility to switch seamlessly between rendering on the CPU and the GPU. From look development to lighting, Frederic will cover how support for GPU acceleration in the Academy Award winning production renderer now brings even greater interactivity and speed to artist workflows.

Architectural Visualization with 3ds Max and Unreal Engine 4 (German only)

TUESDAY, APRIL 30 at 4:00 PM
Michael Feuerroth (Atelier Feuerroth)

A German lecture about architectural visualization in real-time. This talk will answer the questions "Why real time?" and "Why now?" when traditional rendering has always worked well. 

3ds Max and Maya Roundtripping with Unity

TUESDAY, APRIL 30 at 5:00 PM
Kieran Colenutt (Unity)

Unity’s been providing big workflow improvements for artists. Now formulating an efficient workflow between Autodesk applications and Unity has never been easier. By equipping yourself with tools and techniques that will be shown throughout the duration of this talk, content creation can be enhanced, ultimately, saving time!


Arnold and Gaffer, Production Rendering on the CPU and GPU

WEDNESDAY, MAY 1 at 11:00 AM
Andrew Kaufman (Image Engine), Carsten Kolve (Image Engine)

Image Engine will demonstrate how Arnold is integrated into Gaffer’s node-based workflow and how that makes it well-suited for large scale visual effects and animation productions. Take a look at the internal structure of real-world hero production assets and lighting setups, and learn how they take advantage of Gaffer's modular structure and Arnold's node system.

In addition to CPU based rendering workflows for hero characters and environments, see a demo of how Image Engine leverages Arnold on the GPU now and their plans for the future.

The 3 Faces of Shotgun… essential glue that connects artists, production, and clients together

WEDNESDAY, MAY 1 at 1:00 PM | THURSDAY, MAY 2 at 5:00 PM | FRIDAY, MAY 3 at 10:00 AM
Jon Capleton (Autodesk) 

Reasons why a production studio needs Shotgun? It's all about boosting your customers business! Learn how this tool gives your business greater control over its connected workflows while freeing your team to focus on creativity. Maximize Productivity, Optimize Resources, Elevate Creative Possibilities.

Lighting & Rendering a Robot Rave for The Chemical Brothers with Arnold

Kate Gabriel (The Mill), Suraj "Sid" Harrington-Odedra (The Mill)

Hundreds of unique robots. Five minutes of footage. Four months from the shoot to deliver. Hot off the heels of completing their last music video for The Chemical Brothers, directors Dom & Nic came back to The Mill to help them realize their ambitious project, "Free Yourself".

In this talk, The Mill will cover all aspects of how they went about realizing the project, from initial RnD work, through concepting to final composites. They will take a deep dive into how they went about lighting and rendering the characters in numerous environments and how with the help of Arnold (HtoA), they were able to easily render shots comprised of dozens of robots.


3ds Max in Games and Design

WEDNESDAY, MAY 1 at 3:00 PM | FRIDAY, MAY 3 at 2:00 PM
Alex Horst (Autodesk) 

Learn about recent 3ds Max tools to boost your content creation process, performance and efficiency. Dive into non-destructive workflows for full flexibility with OSL (Open Shading Language) Shaders, Arnold GPU beta rendering, modeling updates and the clever use of new modifiers.

Arnold GPU for Look Development

WEDNESDAY, MAY 1 at 4:00 PM | THURSDAY, MAY 2 at 10:00 AM | FRIDAY, MAY 3 at 3:00 PM
John Paul Giancarlo (Autodesk)

Arnold GPU will bring speed and power to artist workflows – particularly those focused on look development and interactive lighting.  In this session John Paul Giancarlo will show you how to take advantage of NVIDIA RTX - Optix Technology and Arnold to speed up your look development process as GPU-based rendering brings significant speed to artist workflows, making it possible to work with near final quality renders at interactive rates.

Mayhem in the snow: Bottleship’s work on ‘The Wandering Earth’

Hristo Velev (Bottleship FX), Ilia Halembakov (Bottleship FX)

The Bottleship team will present their work on the Chinese blockbuster ‘The Wandering Earth’. They will show how they used 3ds Max to build a modular glaciated environment outside, and a partially frozen and derelict skyscraper inside, then tearing it up with a spectrum of rigid body, cloth and fluid simulations and finally, smashing giant boulders, overlaid with snow flurries, and putting that all together for the final shots! 


Iron Sky 2 - The Coming Race

THURSDAY, MAY 2 at 11:00 AM
Adam Figielski (Pixomondo), Marcel Haller (Pixomondo)

Join Pixomondo on the Journey to the Dark Side of the moon! This film was four years in the making, it's completion was finally guaranteed by the Crowdfunding support of its fans. Pixomondo will provide an in-depth look into how they delivered 433 VFX shots; discuss their concept work, set supervision, previz to final shot processes, massive set extensions, digital doubles, full CG creatures, and heavy hero assets. The film has a great bandwidth of different scenery brought to life by extensive VFX use.


Beauty work and digital make-up with Autodesk Flame

THURSDAY, MAY 2 at 12:00 PM
Christoph Zapletal (Flame Artist)

One of the best-kept secrets of our industry is beauty-work. But in his presentation, Christoph will show some of his compositing and retouching techniques in Flame, showcasing some great addition to the flame toolset in the latest releases. These will include the A2Beauty-Shader & Motion Vector Tracking as well as some real-world hacks to get through tight timings and budgets.

"The Girl in the Spider's Web"

THURSDAY, MAY 2 at 1:00 PM
Sebastian Meszmann (Pixomondo), Christoph Schmidt (Pixomondo)

Pixomondo, as the lead vendor, were involved from start to finish - one and a half months of pre-production, 4 months of shooting and 5 months of post-production to create over 600 visual effect shots to convey the nitty-gritty, high-tech, crime story of "The Girl in the Spider's Web". Christoph Schmidt (Set Supervisor and Head of CG) and Sebastian Meszmann (VFX Producer) will share some insights about the whole production cycle with an emphasis on the extensive set supervision that took place in the first half of 2018.

Rendering Love, Death & Robots with Arnold

THURSDAY, MAY 2 at 3:00 PM
Szabolcs Horvátth (Digic Pictures), Balázs Kerek (Digic Pictures)

The Love, Death & Robots Netflix animation anthology by Tim Miller and David Fincher united animation studios from all over the world, to create episodes with different visual and animation styles. Digic Pictures worked on two of the short stories in the series, using some of the latest Arnold technology (HtoA) to create complex environments and strange characters.

Autodesk Flame 2020: Social media campaign - editing, grading, finishing

THURSDAY, MAY 2 at 4:00 PM
Hans von Sonntag (Flame Artist)

Experience the creation of a high-value social media campaign, whilst unleashing the power of Autodesk Flame for editing, grading and finishing in ACES.

Tips and Tricks in 3D

FRIDAY, MAY 3 at 12:00 PM
Mike Kuhn (

In this session, Mike Kuhn will cover different techniques to get a task done.
He will demonstrate ways to stay procedural for as long as possible, in order to react quickly to last minute changes. He will also show different techniques he has developed using 3ds Max to optimize and speed up workflows.

See the full Autodesk Vision Series schedules on the FMX website.
  • 3ds Max
  • Arnold
  • Flame
  • Maya
  • Shotgun
  • Film & VFX
  • Games
  • Design Visualization
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| 7 months ago
Where are the video from FMX?
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