3DS Max 2019.3 features revealed
Update A blog post has been published on Autodesk area with many more details and videos about this release.
Autodesk has updated the documentation for the forthcoming 3DS Max 2019.3 release, giving us a preview of the latest changes. Highlights include:
- Interactive active shade viewport that allows the user to interact and render simultaneously in the same viewport.
- Improved Revit version compatibility. Import is also promised to be twice as fast.
- improved Alembic compatibility with Maya. Custom attributes from Maya are grouped to support to support attributes on transforms and shapes plus vertex colour maps are now supported for import/export.
- OSL sees further improvements in this release with changes to the source editor including improved bracket highlighting, syntax highlighting, and better docking. Viewport support is improved too to support features such as node properties and bump mapping.
Over 100 issues have also been fixed. Read the documentation for more information about this release.
So… I will be the first here so everyone can blame me on this but…
“Over 100 issues have also been fixed” in 3ds Max 2019.3… some months of work, of Autodesk theoretical army of developers well paid by the overpriced and abusive rentals and the old subscriptions still out there.
Now allow me to introduce Blender bugfixing pace:
10th December week, Developer Meeting weekly notes:
Bretch Van Lommel, core developer of Blender: “By my estimate about 120 bugs were fixed this week.”
https://devtalk.blender.org/t/10-december-2018/3980
So… congrats Autodesk… you are doing well… you fixed 100 bugs!!!!!
Sorry, I had to do this after seeing the amount of fixed bugs… oh, BTW, we receive bug fixes EVERY DAY, not every quarter, so you can imagine how the bug fixing pace is…
Cheers!!!
Same day as e-mail from my dealer asking if I wanted to switch to rental as maintenance subs are going up 20%.
I said no.
I bought a license for 3dStudio r3 back in 1990, struggling to pay for it because I despised piracy. Ever since, I have been a supporter as it turned into Max, as all the name changes happened….but now, after 28 years of using Max, I am dropping my subscription because the price went up by 20%…they are not subtle at all…they wanted me to switch to a rental model…and so I have: Houdini Indie…and for 400 I got two years of rental, when Autodesk wanted nearly double that for a year of sub.
I am NOT happy to end this relationship that began nearly 3 decades ago…but Houdini is great.
Yup. I am with you. Jumped in with 3D Studio DOS r2 but now mostly just trying to figure out which version of max will be my last as I transition to Houdini. If I stay on maintenance will the next version offer something amazing or bring some new indignity like micro-transactions or surge pricing? Such a gamble.
That’s only because there are so few bugs to fix in 3dsmax 🙂
Well i had the displeasure of working with 3DsMax 2018 recently coming from 3Ds Max 2016 and Mass FX was impossible to work with.
And 2016 already had inserted more bugs into it…
Yea but has Blender blazed the trail by offering any new ideas/features to the industry or is Blender just reverse engineered tech developed by commercial companies like Autodesk?
Yes, actually Blender is offering new ideas, while Autodesk is buying out software and decreasing development to a minimal level allowing to keep user base. 3DS Max has an obsolete software architecture, it would require a rewrite to allow for, for example, a decent nodal system, but this is never going to happen.
Or you could argue developed vs bought in Autodesk’s case.
I just look at Blender’s real-time viewport and it’s way above what Nitrous is capable of.
Let’s all keep in mind, Autodesk didn’t even originally develop 3ds Max, they purchased it.
Again this totally wrong statement repeated over and over again
Autodesk formed the Yost Group ( with Gary Yost of course ), which turned into Kinetix eventually later, also fully Autodesk. Max NEVER, i repeat NEVER were under any other company than Autodesk or one of Autodesk’s subsidiaries… And thats it
At least get your facts straight if you can’t help howling with the wolf pack
Not sure if your facts are straight either.
“Yost and his engineering team applied for and received eight US patents for the technology they invented for Autodesk 3ds Max and in 1997 they sold their rights to the source code and inventions to Autodesk, ending Yost’s involvement with the product.”
Eevee is very capable, indeed. Also Cycles is a truly great renderer. I am still amazed how smooth the workflow inside Blender is. There are many downsides and things needing improvement, but that’s with each software package.
More like copied vs brought. At least if Max buys you out you get paid for your innovation. You find your ideas reverse engineered into Blender and you don’t get a dime.
I see the free model as driving duplication not innovation. Is the incentive in Blender to introduce the next generation of 3d software or just to provide a cheap/free duplication of what’s already on the market?
What do you see reversed ingineered into Blender?
Have you seen how many Open Source liceses are present in the 3dsmax licenses?
usually the technology is based in investigations from universitys, papers from investigators, so the source for the technology is exactly the same for EVERYONE, except if you do actual R&D, wich Autodesk don´t do.
Cheers!
Ehh Autodesk doesn’t always pay for innovation. We’ve trying to sell something to them for inclusion in Max.. that never materialized which is fine, that happens. But about a year later, after our NDA expired, a cheap ripoff appears in Maya.
well… that´s in line with their business practices…
And a year after is was in Maya, you can find it in Blender.
There are a lot of features in Blender that you can’t find in Max or Maya. Camera tracking, video editing, sculpting almost on par with zbrush, grease pencil for 2D animation, and the most amazing on: Eevee, which is a realtime viewport render engine that is so good that you can often use it for final output. If you get on the Blender Cloud cheap subscription you also get a render farm management system working with the cloud as well as a project management tool. I would think that commercial companies more often use open source tech than the other way around but that is not important. The important for me is to get the features I need to do my work and in blender they are almost all there. I combine blender with zbrush and houdini indie to get the most powerful and cheap solution on the market currently. I paid for Zbrush a very very long time ago and since then I got free upgrade. I pay nothing so far for Blender doing my first paid job with it and I use houdini apprentice to learn it waiting for a paid job needing it to pay 269$/y if I need it.
So I can imagine working with 3ds max over the next 30 years, I would need to pay maybe 100 000$ (counting inflation in and not even counting all the plugin$$$ you will need) while I could easily pay just 1000$ in H indie subscription only when needed while using Blender for free and zbrush as it is. I could also take the 99 000$ I would saved and invest it in the stock market or crypto currencies over the next 30 years and probably make many millions dollars easily just by putting it in a S&P 500 index fund for example.
Just take a look at the latest features list for Zbrush, Blender and Houdini, then look again above and choose if you want to pay for 3ds Max or a mix of Zbrush, blender and Houdini for 10 times less…
http://www.sidefx.com/docs/houdini/news/17/index.html#subtopics
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80
http://pixologic.com/features/#intro
Every one of those features you mentioned were developed first by a commercial company. Blender just co-opted them into Blender. This is my point, with free software you can echo what is out there but what is the incentive to be the first to create camera tracking or sculpting (like Zbrush). Blender is a socialist experiment driven by capitalist inspired innovation.
If the commercial side dies, there no place for Blender to take ideas from.
just to make 1 example, even maya paint weights system was developed at ilm first, then became part of the software.
The point is that every part of Blender follows that technology adoption model. At least Max follows the look and buy model (biped-CAT).
Are there any innovations to the industry that did not come first from the commercial side?
Don’t get me wrong, I love saving money as much as the next guy but profit is the mother of innovation (ZBrush). New ideas are always driven by the commercial side. Blender benefits from the robust R&D on the commercial side (“ZBrush in Blender”)but it is adopting existing tech not inventing the next generation of 3d tech. If Blender was the only model available, the industry would be stagnant.
Blender was commercial before it went open-source.
This is untrue. Innovations come from different sources, commercial entities being only a part of them, and in a globalized world, a decreasing source. Being open-source does not mean Blender devs work for free – it’s only the richer part of the community supports the product, democratizing the access. Also paid addons supports in 20% the development of main product. It’s just a different business model, a one that is not aimed at profit, but at growth.
So… you say the current Grease Pencil implementation has been developed by Autodesk or a commercial company first?
Even when the 2D animation industry is amazed about what amazing world is appearing in front of them mixing a full 3D app with a full 2D toolset that is still under development?
And before you say anything about the quality of grease pencil I hope you see this first:
https://www.youtube.com/watch?v=jooIZHezXAg
This is just an example.
Applying real time engine techniques at a high quality level with a full new engine is something done by any other DCC software? So you say you can see Eevee in any other DCC software? And UE4 or Unity is not the same, they are not optimized for editing, but for executing, their real time GI system is BAD, while Eevee is amazing, like it or not.
And we can keep talking about many things.
So for example, in your own words RedShift is not innovating either because Vray already used light cache and the GPU? Or iRay was not innovation because there were already other GPU based path tracers like Arion?
As I said, that award is not because lack of innovation 🙂
With just the slightest amount of effort you could learn about a whole world of innovations that came from somewhere other than companies trying to make a profit. You might consider the Internet itself or NASA or academic research that led to important drug discoveries like Insulin or to research that provided the foundations for modern computers or 3D graphics, etc.
I was not talking about important drug discoveries like insulin. I was talking about “camera tracking, video editing, sculpting on par with Zbrush and a grease pencil for 2D animation.”
Not a “world of innovation that came somewhere other than companies trying to make a profit.” That would probably be a topic for a different website, not one focused on 3D animation.
You know that many of those things were first developed as investigations in places like the MIT and practically everything is based on investigation papers that are public domain or open source licensed, right?
And after that, everyone made it´s own implementation of it, for example, would you accuse to Syntheyes to not innovate because PFTrack was there? or Nuke for integrating a 3d tracker?
Grease Pencil? Is something that is innovation to you? or it´s not becuase there is already ToonBoom?
BTW wich 3d package comes with a 3d tracking solution and a non linear video editing solution with a node based compositor that can work over non-rendered scenes like Blender?
IMO what you say makes no sense, Zbrush just implemented Sculptris Mode, is it copying Blender Dyntopo?
In Blender things are implemented when are required, some of them are implemented because users ask for them, and others are implemented because the Blender Animation Studio requires it, and other are implemented by third party developers or studios, features are coming from many places, some are innovative, some are useful, as in any other package, but in the end everything is based on an investigation paper.
And BTW, even when the feature you see is similar to the one present in other packages, the development behind is 100% original with completely new focus and algos, some things, as I said, are based in investigation papers, but the work to bring it to real life is 100% blender.
Cheers.
Blender is only socialist if the persons are coerced to contribute.
If people contribute to it freely it is not Socialist.
I am sure there are some public money in Blender but i bet there are some in Autodesk also. So there are a degree of coercion but i am not sure which side is bigger.
BTW… have you seen this news?
https://cgpress.org/archives/blender-founder-ton-roosendaal-to-to-receive-asifa-hollywood-ub-iwerks-award.html
Do you think this award is because Blender is not bringing anything new to the industry?
Cheers!
3Ds Max is a dinosaur that Autodesk is killing slowly.
And yeah, most of the bugs has been killed in previous versions. (Remember 2011-14 releases :D)
Blender’s only selling point is that it’s free, otherwise it would have been long-dead. Well, it’s slightly messy app.
Messier than almost everything else
Autodesk is certainly not killing 3ds Max. It’s one of the core Apps to Autodesk’s lineup of software. Spreading rumors like that is not going to help anyone, I would suggest only mentioning factual things.
3ds Max is a great application, it certainly has it’s ups and downs but overall it’s still one of the best all-in-one applications. It’ continues to evolve and improve.
When you say “all-in-one” what do you mean?
Jack of all trades, master of none…
I disagree with each statement.
It’s funny how everything you said is so factually wrong 🙂
I know max up to the bones, also Maya, and now also Blender.
Do you know or use Blender?
I respect Max or Maya, they are great packages with pros and cons, I just distrust Autodesk and can´t respect a company that does their moral-less commercial practices milking the cow of the user while saying that small users are not important and firing developers and basically converting their users, specially small and medium users, in hostages.
Do you REALLY think that the only selling point of Blender is that it´s free?
Becuase you know there is people paying the Blender Foundation from 5€ to 250€ per month FOR Blender, right? (not paying to be able to use Blender, but paying money that actually goes to Blender development)
And there are entire companies paying between 6K€ to 120k€ per year that goes directly towards Blender development… do you think they get Blender because it´s free?
BTW one of those companies is Valve through Steam Workshop, you may have heard about it 😉
You can find more info about Blender development fund here:
https://fund.blender.org/
You can even start to use Blender and pay for it if you think that makes Blender more proffessional 🙂
3dsmax update frequency is from the old days. Many other software companies are doing much better in this regard.
A dedicated team like Blender’s shows what passion and limited resources can accomplish. Blender has a great momentum. Version 2.8 definitely is a huge milestone. During this beta period they even offer daily builds. Hopefully they focus on interoperability with other CAD software soon. This would help Blender to be accepted by the archviz industry.
Daily builds have been present since ages, maybe people know them more now, but anyone have been able to download the development version of Blender since ages, it´s what the build bot was created for 🙂
Regarding CAD interop, what do you miss?
Right now we have no problem with all the CAD data we receive, but I would like to hear other users needs to try to push forward in that field 🙂
Cheers!
Native DWG import would be nice.
I hear you and I´m all in getting a native DWG importer, for the time being you can import DXF, but we need more bug reports related to DXF so they can fix them, example data is needed of course.
We use FBX, OBJ and other alternatives, but I also want DWG import, I´ll try to find the import addon, I have not tested it but it could be worth the try 🙂
Guys! You have now a blender section on the top to talk about it!
Activeshade in viewport is really really cool, has been a long process implementing it, but I think will change how a lot of people work in 3dsmax, for good!
That is true, but I could not resist with that “over 100 issues fixed in this version…”.
That is why I said that I was going to be the first commenting, so everyone can blame me for this, but I could not resist 🙂
In the end, there is an important thing that is present here, there is still people that thinks that the only good thing about Blender is that it is free, and they don´t read other topics, so the only way to show them some things is to speak in Autodesk threads, but I promise I´m trying to be softer than in the past, as we say in spanish, and you will understand me… “me lo ponen a huevo leche!” LOL
Cheers!
Well, as you know there are bugs and there are bugs.How do you define fixing 100 isues is a lot of work or not a lot of work if you dont know what are the isues?
Easy, you can go here and evaluate the probleme they fixed:
http://help.autodesk.com/view/3DSMAX/2019/ENU/?guid=3dsMax_ReleaseNotes_updates_max_fixed_2019u3_html&p=3dsmax
I´m not saying that they have not fixed any big bugs, just like in any other package, I´m just saying that they are proud of it, and people is paying tons of money, and you know the bug fixing pace of Autodesk, I´ve reported bugs to Autodesk in the past and with some luck some of them were fixed after several months if not a major release IN THE CASE IT WAS SOLVED, no matter how important it was.
While it´s amazing to see how fast bugs are solved in Blender, and specially how clear the communication is, there is no bug left in the dust for “review”, they tell you if it can be solved or not, and when is it going to be solved if it cannot be solved right away, and usually the bugs I found were solved in a matter of 2 days or so, it´s just AMAZING, and I´m not Sony or ILM 🙂
I found it funny 🙂
Oh boy… They have a new point release, they add new features and fixed over 100 bugs…. So now you are saying they can not say that they fixed bugs when they present the product? Or I dont understand something?
Oh no! Not at all!!
They can say they´ve fixed all the bugs they´ve fixed.
It´s not that they can´t say anything, they can say whatever they want, they can even say that an egg shaped spline it´s a brilliant new feature 🙂
The thing that looks funny to me is that Autodesk is charging an absurd amount of money for their time limited licenses, and what they do with that absurd amount of money is barely related with the software people is paying for.
Autodesk fixing 100 bugs in 4 months… come on, they should have an army of developers with the amount of money they charge, Max should be the first and top most advanced application ever, Maya should be that too, since in theory is the most industry standard app, the most used, the most sold one, the most in everything… but so far people is seeing 100 bug fixed in 4 months (or 3, I´m not sure) and some smaller features, and in each point release people see some small features or the semi-implementation of something acquired ages ago that suddenly is the most modern feature ever (except maya had it for ages…).
What I´m saying is that knowing that Blender has a fast pace of bug solving with a small team of developers (The same goes for C4D or Houdini AFAIK), a fast pace in solid feature development, a proper, clear and open development calendar, and seeing that they are paying tons of money to Autodesk and Autodesk is giving them a slow pace of fixing bugs, basically no real innovation in the core package and all those things I´ve said many many times, and even trying to convince them to give them their permanent licenses for some discount in a rental license… this should make Autodesk users angry and completely outrageous, I´m not saying anyone should be leaving Autodesk (as you know I belive in that, but in this case I´m not saying that) I´m saying that users should be SUPER upset, because they are paying A LOT of money to basically have the same thing you had with Max 2017 (a pair of minor tools here and there, a basic Bifrost implementation, some more spline tools and Arnold without any network rendering license, not even a batch render license and the loss of iRay and MentalRay (iRay was cool)).
Meanwhile other packages, not just Blender, but also Houdini or C4D, are evolving, are doing innovation investments and are developing for their users, not for their stakeholders, Autodesk should re-learn a basic rule of business… client comes first.
So… as I said, they can say whatever they want, they always did, but I cannot understand users not being more angry, except I know a lot of users are angry but instead of trying to fight Autodesk (like when the licenses were shifted to only rental) they are looking in other places and leaving Autodesk, and now it´s not just an opinion, you can see examples all over the small to medium studios, not in the mamooth industry companies of course, these are slow, but give time to time, M&E, a division that historically has given losses to Autodesk is going not just to give more losses, but also will loose many clients, and what do you think stakeholders will do with a division of the business that is not profitable anymore?
Softimage was amazing and was killed, I´m´not saying they want to kill max or maya, not yet 🙂 but for sure, people will stop seeing max or maya installed in their computers sooner than later, I hope every Autodesk user loves the cloud and ONLY the cloud 🙂
Cheers!
Keep in mind we can’t be as transparent as an open source company, but don’t be fooled in thinking what you see for this release is the only thing we are working on. Some projects take more time than what is allotted in a point release. We will keep at it.
Oh no! by no means I think you are working only in those bug fixing amd those small features, I know that, of course I´m sure you are working in bigger new features and other things.
But the development pace you have is limited, I´m sure about that, when theoretically you should be able to make max evolve VERY fast, faster than any other package in the market, and in then end you are not, not your fault as I said in other post, but release after release you know what I mean, you have been in the other side before being PM.
And by the way, when I say “they can say” I mean marketing department, they say what they want and they try to sell smoke some times, even when there is no need for that 😛
This is really getting a bit annoying. You post a blender reply below every single reply under every 3dsmax post. I don’t really see the point for even one, but that would probably be okay. But this?
But because you asked:
Coincidentally i installed 2.8 to give it a try after seeing the new UI and Eevee. Sadly after loading a scene it crawled to a complete halt. 5k objects 25mio polys. That’s the lower end for us. The viewport was fine and shiny, but: Undo takes a minute if i try to undo after moving a single object(!) That is apparently because blender saves big parts of the scene for undo and reloads it. Really? But also everything else was hardly usable. To drag a node in the material editor i had to pause the cursor for 3-4s over the node, then click and hold for another 3-4s and only then move the mouse to move the node.
I then thought this may be 2.8, it’s beta and all, but turns out 2.7 behaves similarly (but without Eevee or the UI updates heh).
I am really in awe how Tangent could pull off NextGen to be honest.
Let´s go in parts.
Your scene: how did you open the scene? did you just import a random scene or did you create a new one? in that case, is this scene composed by millions of objects? are this millions of objects singular objects or are you using instancing? How are the materials of the objects? Is the scene just grey with default “non-material” or did you configure materials?
Are you managing the scene with collections or do you have everything inside a single collection?
Are you using scene linking or is everything inside the same blend?
What´s the size of your blend file?
Now, usually you don´t work in a single scene for big scenes, you divide your scene in several linked files and you work in them, this makes it much more efficient and faster, just like working with Xref Scenes, but you use Collection linking (or group linking in 2.79) and there are several techniques for instancing.
Now regarding the UNDO… I TOTALLY AGREE WITH YOU!
Let´s see, there are different types of Undo inside Blender, the Object mode one, and the different ones from inside different modes/editors, like Edit Mode, the Edit Mode one works flawlessly, the same with the Sculpt one for example, I think the pose mode one is perfectly working too, but the Object mode one is just horrible! if you work in a small scene (a linked one) then you will not notice it too much, but if you work with everything in one single scene and your blend file is a 5Gb blend, theb you will suffer, UNDO in object mode is BAD, and we need to convince Developers to rise this up in the priorities list or hire / convince a developer to improve it.
The good thing for medium studios though is that they can hire developers for adapting Blender to their needs, and any medium studio could improve this, share with the rest of blender users and make Blender better for everyone, just a matter of willing to do it.
Now, Eevee is not done for BIG exterior scenes, or at least is what I feel, I mean, it could work, but you have to let it bake everything, cook the shaders and bake the indirect lighting, once this is done, it will go fast, but that initial process in the scene can be slow.
In any case, for big scenes I will never use Eevee, if that is your minimum, it´s clear that Eevee is not your engine at all.
But you can work in Workbench without a problem, specially if you make use of the things I mentioned above, instancing, collection linking, scene management with collections, etc etc… exactly the same we used to do in Max or Maya with big scenes.
Now, your problem with Nodes, that is weird, in 2.80 there is a small bug that is affecting precisely that, is hard even to pick the small node circle and connect to another node, it´s being resolved now.
But in 2.79 I have not experienced that problem at all, and our current scene for example is around 72 millions polygons without taking into account instancing, subdivision surfaces and adaptive subdivision for microdisplacement, and we don´t have any problem at all, in fact the UNDO problem was the most problematic one, but as soon as we split up our scene in several links that problem went away too.
If your scene is 5.000 objects with 25 Million polys each, that is a big scene and if you don´t make use of instancing I don´t even know how could you be able to open it, I think I could never open that scene, this is 125.000.000.000 polys, I never saw such scene in a single file in any software (with single entities), but I may be wrong 🙂
BTW I don`t know if you have noticed it, but I have not posted in max threads for a while, this is the first since some time, and I did just because that “100 bugs fixed in 3 months” was hilarious, Autodesk should be able to do MUCH MUCH MUCH more, as I said in the begining, you can blame me for posting 🙂
Cheers!
Juang3d: You really are on a conversion mission, aren’t you ?
You posting efforts and blender passion really should go into the blender section of this site. It is getting pretty tiresome to constantly read that you can’t get over Autodesk.
This is the 3ds Max section, put things there were they belong, please ?
Yeah, write somewhere where I will never look, so that I can see what I want to see and not being open to other ideas. Just like Facebook where if we don’t like something we hide it, and create a small world that repeats us what we want to see. You know juang, is very hard to change my mind about my beliefs, I am not used to things that change and is much easier to keep thinking that max or Maya are still the best softwares out there. After all I’ve used them since long time.. I’m very scared this would mean I’ve been wrong, I don’t want to be wrong and admit that, and learn a new software, it took me so much time to master Max, I would start again as a noob… No no no.. too scary.
How about NOT projecting your own inner motivations and fears onto someone else you even don’t know ? Jesus, the overall anti Max/anti Autodesk paranoia shown in some posts here …
Paranoia?
You mean that it was a paranoia when we warned about only-rental and Autodesk said it was not going to happen and then it happnened?
You mean paranoia when I’m telling you that years you won’t have Autodesk software installed in your computer and Autodesk says it’s not going to happen?
I’m sorry, you may disagree, but there is no paranoia at all, if you like to keep paying Autodesk for not innnovate, for increasing your price and reducing the developers count, for ignoring your needs, your bugs, for forcing you to adapt yourself to whatever they want, I have no problem with that.
But I could argue the same thing for you, stop trying to convince people that Autodesk is good and no one should hear stories from people that think different?
Stop trying to say people that think different that they should talk in a different place because it bothers you.
It IS scary, and that’s the fact Autodesk uses as a leverage.
The key thing here is to not forget that you can learn Blender and keep using max or Maya, who forces you to not do that?
It’s slower learning that way, but it’s also less scary, just try to mix Blender into your pipeline finding ways in wich it can help you.
Cheers!
This is not 3dsmax section, this was present in the general news section, I’m sorry if you don’t like this, just ignore my posts 🙂
This is 5k objects with 25 mio polys in total. I imported a single production asset in a single variant and blender choked. I couldn’t care less if there are different types of undo. I MOVED a SINGLE object and it took a minute to revert. That would be hilarious if it wasn’t so ridiculous. At that level of complexity it also should not matter if there are materials or not. For the record it had standard PBR materials as the importer created them.
For a second, lets imagine Max would take that long? Would you also write that we should try to convince the developers to improve that? I have a hard time believing that. Would you advice someone that has an issue with Max to go an hire a developer to fix it yourself? Seriously?
Now max Imports the asset and works just fine. Just saying.
Well… not here.. but yes! in the Beta forums were I´ve been for years trying to convince them to fix bugs like the Particle Flow inestabilities mentioned here, but their freedom of move is limited and their resources are also limited and focused in things that are not user-driven.
And no! I would not tell anyone with max to hire a developer BECAUSE YOU CAN´T!!!
Medium studios HAVE developers for pipeline tools, and if they find a bug they can fix things for them so everything goes smoothly, ask any medium company if they would like to dig into max code to fix some bugs, you may be surprised by their reaction.
And 25M polys… it´s a small scene, I would need to see that scene to know what is happening, but I have much bigger scenes and blender is handling them perfectly find.
Cheers!
I can’t hire someone to fix the undo system in blender either. It is an integral part of the software that you can not easily fix on top. There is a reason noone touches it i guess.
And yet: Since years people request that to be fixed in blender from a quick google search. And the devs do not listen either.
So while i do agree that a lot of things need fixing in Max i strongly disagree that blender is the answer to all problems and whishes. From every time i tried it left a lot to be desired in many basic areas.
We have been a small shop, we have been a medium shop, and now we’re a bigger shop. It’s a bit tyring to be told we don’t know what we are doing just because we have different use cases and disagree with your conclusions.
But to freely quote you:
If you don’t like 3dsmax posts, why not ignore them? 😀
The only reason because no one touches it is because before fixing it they wanted to revamp the dependency graph, BUT that does not means that it could not be improved, before or after, but the core developers has other priorities, and they explained why they didn´t fixed it, it´s not a wall of silence were you don´t understand nothing, AND no one stops you from hiring a dev to fix it if it´s so important to your studio, and after that you can push that fix to the master code, it will be reviewed, they may ask your dev to fix some things to conform the code to the Blender code properly and if everything works well it will be included in Master wihtout a problem.
For ourselves for example, we learned how to circumvent that problem, and we don´t notice it anymore, usually the history works well and we re-do before Undo, except when it´s absolutely necessary.
Blender is not the answer to all problems!
No one said that, Blender is an awesome tool that works flawlessly and that can do amazing work, the core thing is, it is a proper alternative to 3dsmax, specially it´s a proper alternative to Autodesk abussive licensing schemes, business practices and absurd pricing.
Who said that you don`t know what you are doing??????
What I said is that you, personally, don´t know how to work with Blender, not as an offense but as a fact since you yourself said that you were trying Blender practically for the first time, I tried to give you some hints, because working with Blender is not the same as working with Max that is not the same as working with Houdini that is not the same that working with Maya.
Am I wrong?
Your experience saying that a scene with 5k objects and 25 Millions of polys is killing Blender means nothing, I mean, I would like to see the actual assets, the actual scene, and discover what the problem is, and do a proper comparison against the same scene in the same situation in max, I already gave you several hints 🙂
My current scene is 75 millions with 1k objects, without taking into account several things (like for example a linked group with 2000 plants is counted as 1 object) I already said, and I move it without a problem, also, not 75 millions in one object, but A LOT of objects, is just that I´ve managed the scene properly with the toolset I have in Blender
Do you think the scenes from “Man In The High Castle” are anything near to 25Million or even 200 million polys????? LOL
BTW I don´t ignore them because I like them, I never said that I don´t like these posts, I like the chat and I like to interchange opinions and experiences, there are others that don´t like me talking here unless I agree with them, but sincerily, I don´t care.
Cheers!
It may be a proper alternative for the work you do and for your use case. You keep insisting that this must be true for everyone. You also keep calling licensing schemes absurd and abusive. They may not suit your business case, but there are other business cases, use cases, clients and industries. They are licensing schemes and prices. If pricing does not work for you: Don’t buy. It’s as simple as that. Noone forces you to do so.
You keep saying things like “your experience means nothing” because it works for you. Well, your experience with Max does not really matter either because it mostly works for us. I don’t owe anyone a proper comparison, but this is an easy comparison i did: I import the same FBX file into both Max and Blender. Blender Chokes, Max does not. And it’s a simple scene. Production scenes are way more complex in pretty much every aspect: More objects, more and actual materials, rigs and a lot of other things. Yet, it chokes. ¯\_(ツ)_/¯
Shifting priorities is exactly what the Max team does too. Like every developer team. You may not like the way they set their priorities (i often don’t either) but it stays as simple as before. You may see PFlow as a priority, but that does not mean everyone else does. Don’t like it? Don’t buy or use. I don’t like a lot decisions the blender devs take. Hence: I don’t use it. A viable alternative would benefit everyone, but i just don’t see it as one (yet).
You don’t explicitly write “you all have no clue”, but you implicitly do so by telling everyone they’re wrong to use the software they use. And you do that without knowing or understanding their use cases or business cases.
And you keep making very bold assumptions about what people know or do or should do (like “talk to any medium sized company”). That’s a tad dismissive at times.
And i would like to agree to disagree here because it feels like we are close to entering a bit of a circle here.
Cheers!
Yes… you throw your personal accusations and after that… hey, let´s agree to disagree LOL
Let´s say I´m doing your test and I don´t know what problem your asset has, your computer or your blender install, but I don´t have any problems at all.
In fact is max what is choking opening an OBJ with 5k objects with 5k polys each… here you have the video with 1 object with more than 25M in max and blender:
https://www.youtube.com/watch?v=5NhRY9zZigY
The results with singular objects are similar, but max choked importing the obj, after you see max starting the import you can stop viewing the video because so far it is still trying to do the import, I think I´ll have to kill it and try again, do I extrapolate this to any situation in max? nope, but in my experience this kind of hangs happen very often in max, have you tried importing anything from revit? (They improved in this review… I´m sure because half of times it hangs max and you can´t work for half a day finding a way to import the damn revit file)
Here you have the 5k objects 5k polys (or more) video.
https://www.youtube.com/watch?v=OIpMLl8wLAM
I will upload the video of the max viewport with the scene when it manages to import the OBJ, that SIMPLE obj… that´s not a good way to test any software LOL you should know how to work with it before you discard it.
BTW all this is with Blender 2.79
Now, regarding the personal accusation, what I say is always my opinion, and I give my reasons, and yes, I try to share my convictions.
“You don’t explicitly write “you all have no clue”, but you implicitly do so by telling everyone they’re wrong to use the software they use.”
Do you tell anyone that disagrees with you that they are trying to tell you that you are wrong and they should not tell that to you?
“You keep saying things like “your experience means nothing” ”
What?
When did I despised your experience? with Blender, of course, I did it explicitely, you said that it was barely the first time you were opening it, but I explicitely said that, when did I despised the experience of ANYONE?
I never said “you all have no clue” but it´s clear that you feel that way, and after this test, it´s clear to me that you have no clue related to Blender, in good faith I tried to give you some hints on what the problem could have been, but it´s clear that you are not interested in trying anything, you just want to reaffirm your ideas and feel better, go on, no problem with that, but have one thing clear, your test is not a proper test.
Did I went to you and spoke to you personally and told you anything in the firts place? nope, you answered and entered in a conversation, you could have skipped it.
But I´m sorry, no, I can´t agree to disagree after you said several things about what I say that are simply not true, the thing here is that you feel that way, and I don´t understand why, but the human being is a mistery!
“That’s a tad dismissive at times”
As I said, for some reason you feel that way, you may know why, not me, but when I said that is becasue I think that if you properly present something to someone that can do the job and it´s not just way cheaper but with the source code at your hands to do whatever you want, they will probably, at least! do a proper testing, but not you, you prefer to pay and not investigate… just in case [put here whatever you think]
There may be other reasons to pick max, tons of them, even a completely subjective reason like “max is better because I love it”, ok, I don´t care at all, but that does not mean that other people that read all this will disagree with me, or that all this cannot make other people discover Blender, maybe, maybe not, I don´t know, but all I say it´s my opinion, based on my experince, yes, based also on others experiences and based on productions anyone can see, and based on talking personally and knowing personally people from “Theory Studios” or other small and medium studios.
But hey, you don´t answer about the scenes of “Man In The High Castle” that would have been impossible to do if your tests results were real.
Blender may not work for you, that´s perfect, but I´m convinced, and it is MY conviction, that it´s a proper tool for a majority of 3ds max users, and yes, I belive that, I may be right some times, I may be wrong some times, but it is MY opinion, you don´t like it? ignore it, you want to politely speak without doing judgement about what the other say? go on, I´m all into doing tests, helping people and recognizing when something does not work, like the crappy UNDO, but not in this way man, not doing some kind of moral judgment looking over the shoulder, because even when you felt that way, I never told you that you know nothing and you are wrong, infact you implied it and I explicitly said to you that I have not said that, that in any case I may say that you don´t know Blender, that´s a true thing based in your own words.
Just have one thing clear, your test has something wrong, I cannot know what if I cannot see it of course.
Oh, and BTW, all this started because Autodesk, a multibillion dollar multinational company to wich you are paying tons of money fixed 100 bugs in 3 months, and the Blender guys fixed 120 bugs in one week, and don´t say that the complexity of the bugs was incrdibily high because you can find the exact bugs solved and fixing a crash with some problem with the names of the biped is not rocket science LOL and the same reasoning could be viable for Blender guys.
Cheers!
Hey Juang3d, you should record the video of Blender importing the OBJ also. Just to keep things more easily comparable. Cheers.
I will, but don’t take me wrong, I don’t care about how much max lasts importing a file, I know as a fact that Blender is slower than max importing files.
The main thing here is that Blender viewport is perfectly working in the situation described, 5k objects with a grand total of 25 million polys, I show the Max loading time just because I did not want to edit the videos, it was a surprise to me that max hanged while importing the OBJ, I was looking for the viewport performance, not importing one, mas is usually faster than Blender in that regard.
BTW I had to kill max and it never get to load the OBJ, maybe at some point in the night if I let it loading it would finish, but I let it load for 1 hour or so with no luck.
Cheers!
Another comment, I also know for a fact that a solution in the case of max not importing the OBJ would be to export it to smaller obj´s and import them one by one, and that would work for sure.
As I said, I don´t think this is a good test at all, I just wanted to confirm the affirmation about Blender choking in a scene with 5k objects with 25M polys, and that is not the case, at least in my computer, so maybe there is something wrong in the other computer, I don´t know.
Cheers!
Here you go, it took around 22 minutes, I can try opening the file in max again and recording it, but I won´t upload a 1 hour video in case it fails again.
https://www.youtube.com/watch?v=14Mhb6ww2Xs
Cheers!
Thanks for the video! Yeah … it takes 4x times more to load the file, but the performance was better (at least walking around in the scene).
Actually it’s very impressive. I’ve tried similar tests in the past and usually Max performed better than Blender, importing and VP. So it’s nice to see that Blender’s daily builds providing better performance.
Yes, and in 2.8 it should be even better of course 🙂
If you mean my reply by “all this started” then no. I posted my reply because i found the amount of blender praise and AD hate posts you put under every single reply to this 3dsmax post annoying. And because i dared to write out why blender is not an alternative for me. And you are missing my point once more. I can’t help to start to think you are not even trying. I don’t care if Max can import your OBJs. I don’t use OBJs. And it also does not matter to me if it works perfectly for your use cases when it does not for mine. I can not share my test case because the data is under NDA. And i frankly also would not really see a point in doing so. “Your test has something wrong”. Again: I am importing an FBX file with 5k objects and 25 million polys of Automotive Data originating from manufacturer data. It was exported from Max and i even did some prepping to remove possible issues (e.g. i converted all materials to standard materials with default settings). That’s something that should work and it does not. Neither in 2.79 nor in 2.8.
Again: It does not seem to be an issue with the data itself as the viewports work fine once loaded. The scene navigates halfway decent and looks fine. The node editor and material parameter editing is taking seconds per click and change. And it should not. And that’s hardly the fault of “my test”. And then i move an object accidentally, hit Ctrl+Z and blender hangs for more than a minute undoing the single axis movement of a single object.
And also again: I am not saying you should not use blender. And i am not saying it cannot be used in production and i am also wishing for blender to succeed because competition benefits everyone. But WHAT i am saying: It does not work for me, my use case or our main business cases. And all i am asking for is for you to respect that and tone down the mass posting of blender praise and AD hate in the 3dsmax posting. Not because i love AD or because 3dsmax does not have issues; Simply because it was annoying me.
The only reason i am writing again is to ask you to stop making bold assumptions, claims and accusations like this:
So you start a paragraph saying that me finding your posts dismissive is obviously wrong and end it in a very sarcastic, dismissive tone claiming i don’t do proper testing and just prefer to pay. Seriously? Please stop it. It’s turning from dismissive to offensive. And please do quote me where i was impolite (because you claim so). I was not intending to be impolite nor morally accusing. The quote above is just one sample of quite a few that i found dismissive and in your last post offensive. That’s not a moral judgement, i am just politely asking you to stop it.
I also never said Blender would not work for the majority of 3dsmax users. I just said it does not work for ME and our use cases. And you know what? I wanted to post quite a bit about my findings during my testing (and this was not the only test). But i am having hard time finding motivation now. If this is the tone i will be facing in the Blender community then i just don’t want to.
Sincerely I don´t care what you want to try, if you want help go to a Blender forum, or to Blender.chat or to many other places, I had good faith at the beginning right now,, I simply don´t care.
Also I don´t care about you liking Blender or not, or about you liking Adesk or not, you described a scene, I tested your description, your experience was not mine, and was not the same as others, I don´t care if it´s FBX or OBJ, it´s geometry, I don´t care it it´s a car or some donuts, it´s geometry, and you had a problem with 5k objects with 5k polys,l it is what I did… don´t care about the original format it came from and don´t care what that geometry represents, if you think you are right, hey, be my guest!
In the end all this is reduced to “you annoy me, please shut up”, and now you are menacing to scalate things (somehow… ) to “you are offending me! Shut up!”
You can read me or not, but I don´t take well any kind of mandate from anyone, I will freely speech if I want, you can always ignore me if this is offending you in any way, it´s your problem not mine, and in the same way I will ignore you from now on, I cannot stand people that want to rule over other people as if they had any kind of “power” over them.
Cheers.
Juang3D: Your constant posts make me want to try Blender even less. The preachy community that you guys tend to have is so unattractive. If you took it easy and let Blender speak for itself I feel like a lot more people would be interested in giving it a try.
That is your opinion, and I respect that 🙂 not everyone will like to test blender, and some others will make their decissions based on reading someone like me and saying “Why should I try a software that could be better, or not… but why should I seriouslyt try it? no… this guy talks too much… I don´t want to give that software an opportunity because this guy loves it too much so… I don´t want to be related to this guy… no matter if it will make my business more viable with more profit, or if some workflows could improve, or not, but I don´t want to discover it, I prefer to keep paying to Autodesk…”
I´m not saying that “you have absolutely no clue about what you are doing” like others would understand, I´m saying that I think that making that decission just because you don´t like me (or my comments) it´s not good, but it´s my opinion, take it as you want, but I will state oone thing very clear so no one understand this
I DO NOT SAY THAT YOU DON´T KNOW WHAT YOU ARE DOING, I RESPECT YOU, BUT I THINK WHAT YOU SAID IS NOT GOOD, BUT IT´S MY OPINION, MY OPINION THAT I AM FREE TO HAVE AND TO EXPRESS JUST LIKE YOU ARE FREE TO HAVE YOUR OWN AND EXPRESS THAT YOU DON´T LIKE WHAT I SAY AND THAT IN YOUR OPINION I´M WRONG WRITING ALL THIS AND SAYING ALL THOSE THINGS.
Sorry for the caps, but I had to make sure that this was clear, not just your comment, you know 🙂
And everything regarding the decission about trying Blender or not, that is in the case that you pay for your licenses, in wich case you would feel the pain more directly that if you don´t have to pay for them.
My posts are not constant anymore, this has been the first time that I posted in a similar thread since some long time, and if someone question me or talks to me I answer, like it or not 🙂
It´s just that you remember me with love!
BTW it´s funny to see how many people that is outside the Blender community criticizes the community.
You could try going to Blender.chat in any channel and you could try to argue that Max is better and that you don´t understand why all those people is using Blender and you will probably be amazed on how polite the community is.
In BlenderArtist there are some users that are radical ones, but as in any other community, users that will ask you to go talk to a different place, that you should not be there and that why are you saying such things to them… users that behave exactly like some users here, but I don´t think the communities are defnied by individuals, but by the larger representative group, so I think that you should not judge the community just by reading me, and also you should not judge the community just by some experience you had in the past, because I´ve been there and I´ve been insulted in the Blender community too in the past (long past, long before I started to use Blender) and the community is now much more mature and will treat you will.
BTW You are my guest to try Cinema 4D or Houdini as much as Blender!!! I just don´t speak too much about those two becasue I decided to go on with Blender, but I´m sure others would love much more those two, so don´t use Blender! Use C4D or Houdini!!!! 😀 (or don`t becasue I said you so)
Please take all this with a grain of humor.
(specially the first part where I pun you a bit, I understand your criticism but I disagree 🙂 )
Cheers!
These debates are endless there’s no point in me sitting here writing an article about the topic. Max is a very powerful program. By no means is Max providing Innovative or Cutting Edge features in the last handful of years. All I can say is, if you don’t like Max, use something else. We all have our frustrations with every DCC app out there whether it’s price or features. In today’s world it takes multiple applications to make a complete project anyways. Max happens to be one of those applications I used in my daily process. Sadly that percentage is reducing as Max is falling behind on innovation and usefulness because of it’s legacy framework.
True, but don´t be sad, you will always have alternatives outside Adesk 🙂
Max is falling behind on innovation and usefulness because of it’s legacy framework.
this is what people means when they say “adks is killing Max”
3dsMax 1.0 – 1996
Houdini 1.0 – 1996
Maya 1.0 – 1998
Blender – 1995
That was my path….Houdini Indie added on but scary and rarely used…gradually increasing until I was only keeping Max due to loyalty and curiosity about next features…now I can’t afford to pay 700/year on bug fixes and incremental development just because of nostalgia
I’m really excited about the Revit interoperability!
Sorry I’m late to this party boys…
There is this book by the title “I have no mouth and I must scream” I think that’s how Max feels like at Autodesk.
It’s a story actually, but it is a good metaphor anyway.
haters gonna hate.
Interactive rendering inside viewport is certainly important step. So overall, I have nothing against that. But as long as the 3ds Max UI remains as slow as it is these days, none of such important features will matter, since time savings they bring will be compensated by time wasted waiting for UI panels to redraw 🙁
The biggest redraw issues we found in the modifier panel was editable poly, which is a big deal. You should see some improvement there in this release. I think it’s in the overview vid as well.
That’s just a small drop in the sea. MCP is very slow in general, not just specific to editable poly. And on top of that, it’s just not specific to MCP. Redrawing of properties panel in material editors (both slate and legacy) degrade over time as well, requiring 3ds Max restart every 2 hours at most.
This recent, Editable Poly specific change just meant the performance returned back to pre-2017 level. I am still using 2016, and even that one painfully slow.
Huh. Really Revit-heavy, which is great if you’re into that sort of thing. The Arnold & viewport changes are nice, but I have to wonder if this really warranted a .1 upgrade instead of just calling it a maintenance update.
Great, Revit imports horrible craptacular models from the architect faster so I can’t even grab a coffee before rebuilding everything.
Do not kick a man when he is down, but…
Going the way of the dodo.
Fat and happy.
Titanic.
I only hope multi region render in viewport will be developed for max 2020.. anyway it is good feature but sadly it was 5-8 years late 🙁
Well, I guess I have to start reporting more bugs. Disappointing to see none of the bugs bugging me being fixed….
But generally max crashes just so crazy often, that I simply don´t have the time to do so every single time and just give up on reporting at all.
Most prominent crashes for me are still:
1. Crash with Pflow, whenever I use mParticles. You have to be incredibly careful, especially when using cache operators, about the correct order in which to change anything to avoid crashing constantly.
2. Bugged Pflow in old scenes. 75% of my work consists of reusing and modifying old scenes and since I think 2017 or so, this doesn´t work with Pflow, and even the workarounds don´t always work correctly.
3. Crash on submitting to backburner. This started to happen only since last year I think, but a couple of days ago I had liek 50 crashes with this. Might be a combination of plugins problem, since it doesn´t seem to be reported by many others.
I think once tyFlow is out, I will start enjoying max again.
If the one thing you use all the time is buggy, it just taints the whole experience.
And to add something to the perpetual switching discussion:
‘
not ever gonna happen, as long as I´m not self employed.
So many old projects that need to be maintained, there is no way we could find the time to port all of them.
And if I can choose how to spend my little free time besides working for money:
What do you think is more fun?
Working on a personal project (like a short film in my case) with the “crappy” software you have mastered after years?
Or trying to learn a new “forsomeareaslesscrappy” software, starting from scratch with teapots?
Seriously though, I´d like to read someones personal experiences about that…I still love the idea of houdini, having everything in one place without the need for a plugin for every little thing and the indie licensing model…
And one more thing: There are still so few companies using blender as their main tool…it just doesn´t make sense for any one looking for a job to focus on that…
You would probably want the experience from others, because you’ve probably already read that it the thing.
A studio that has been working with max for years CANNOT abandon max and that’s it, that is obvious, the thing is to start applying other packages new projects, and stop paying Autodesk.
If you did so while you kept your perpetual licenses you are safe, if you traded your perpetual licenses for any kind of rental… you are in trouble because you will be forced to keep paying Autodesk even when you may not use their software.
As a studio we were in the same situation, a lot of projects to keep and maintain based on max, BUT we had no problem so far, when we have to do any new project we work with Blender, if we have to fix something old, then we use our permanent max and Maya licenses (2017)
Now, for us at least, it has been waaaaay more fun to learn to work with Blender than to suffer not just the payments to Autodesk but also seeing how you don’t have any control over the software, for example your bugs, no one cares, they may solve them at some point, or not, if it’s not in their business plan… they don’t care, and your bugs are not the only ones that are not being fixed of course.
Ask your boss/es if he/she/them prefers to keep paying thousands of dollars/euros to Autodesk or if he wants to work with a tool that will cost he/she/them 0 in a mandatory way and with that moeny hire a developer that can do custom-bug fixing for you and pipeline improvements in the main app you work with, ask them If Autodesk cost is justified from now on, specially now that Autodesk has raised the permanent license subscriptions, I think it’s now 700$ for max, and that is just the beginning, unless you are an Autodesk hostage.
You don’t pay for the tool, but your boss do, present them other solutions, Blender or Houdini (depending on your type of work and company size), show them works done with those tools and tell them what the costs are, and let’s check their reactions.
Now regarding the companies using Blender or not, the numbers is growing pretty fast, of course you won’t be able to work at Sony Pictures with Blender (yet) but plenty of small/medium studios are shifting for obvious reasons.
Check this conference from a TV Series animation studio, they changed their full pipeline from max to Blender, you may be surprised with their results, and as they say, they are not the only ones making the shift, more studios are changing and they are all working together to have the best pipeline possible, guess what… they can modify whatever they want to fit it in their pipelines 🙂
https://youtu.be/4R8PduY_vV4
Finally, right now I’m advising a known Spanish video game company to make the shift to Blender, I will clarify the name when everything is setup and they want to do the announcement, but this is something that is happening, right now, the user base is growing, slowly but steadily, and learning Blender does not means you have to forget Max or Maya, you are just learning something new that could help you in many situations, even as a side-wing for max.
Cheers!
Regarding personal experiences with using/learning other DCCs:
For me it’s less about making the “complete” jump to a different DCCs, it’s more like using the strengths of each of them. I use Houdini indie for some stuff (and I love it!) and I recently got into Blender (which also has some nice advantages). I can’t ditch Max since it’s the main tool our studio uses but this doesn’t mean I shouldn’t be trying out other stuff. I don’t have to care about pflow anymore – that’s houdini domain now. I don’t have to care that much about stuff that’s broken in Max – I simply use blender or Houdini depending on what it’s about. I have given up on the hope that max is delivering everything I need, it’s never going to happen and if the day comes where I have to ditch Max because of some decision by Autodesk I will have way less of a headache if I can just continue working in other Apps I already know. Being less dependent on one DCC really made me feel less anxious about the future of max. For me it’s time well spent (and it’s fun and helpful to see what other companies do). In my opinion it’s also way less “difficult” to learn a new DCC than it might look like.
Regarding your short film (rethorical) question, I had the same thought. I used max for years, I changed companies and now we use maya. At home I decided to go Houdini for my next film, so I am slowly learning it. The program makes a lot of sense.
My experience with Blender was a bit frustrating. I did try, I promise. But just to start working you need to start changing things (left click to select?), and I recall my first days using it, were mostly me swearing in front of the screen.
Houdini is a bit scary to begin with, but so was Maya when I started using it, and now feels like home. Menus make sense, settings are where you’d expect to find them, etc. You can definitely feel the software has been used in production for years. This will be my next home, at least for personal projects.
That said, the other day I needed to do something as simple as drawing some splines as letters and maya is just painful for something as small as that. I drew the splines in maya, and the new Blender 2.80 beta gave me the rest. Left click to select? check. Marquee selection by default? check. Left click on empty space to deselect? check. Hey now it is starting to feel better, so I will give it a second chance.
Maybe my third film will be an EEVEE film…
The “industry standard” keymap and configuration is not entirely done yet, but yes, the default preferences will be much more familiar for new users that come from other packages, it´s a good move I think, but it has to be refined, it´s not finished 🙂
(You have also Right Click Contextual Menu too hehe)
Well, its not purely rethorical, since I DID ask myself these questions before starting on the shortfilm. My main concern was, that I wouldn´t be able to find enough character animators for 3ds max. But in the end, the time learning maya just because of that didn´t seem worth it, with my job and three kids at home I can barely manage to do anything creative at all…
So I went for a cross platform workflow with alembic.
I prefer learning new software for a job, so I HAVE to. Being familiar with something is just way too attractive for me…
Even if it means being familiar to the same bugs and restriction for years…:P
Of course, it all depends on each one situation and decisions, the curious thing is that animators are the ones that get used to Blender faster, if you know how to animate, you know how to animate, and no matter if you do it in Maya, Max or Blender.
One of the lastest animators in the Blender Animation Studio, Pablo Fournier, came from Maya and never saw Blender before, and he got used to it without a problem 🙂
Cheers!
Don’t you Blender guys realize you are making way more harm than good when you are waving with your dicks in front everyone eyes as soon as there is anything related to Autodesk?
You know, i don’t really give a crap if you like to wave with your dick, heck it’s even funny story to tell, maybe. Anyone has all the freedom in the world to do that as long as you do that within your 4 walls but as soon as you start bending your schlong in my face…well…we have a problem.
I have started to hate Blender before even giving it a try and all this is getting worse. Still gave Blender a shoot a few times together with now in 2.8 but still don’t quite like it just like i don’t quite like C4D, Modo and 3dsMax, Fusion 360… Nothing bad in those software but those just don’t feel quite right when i work on things.
It´s good that you tried it, as it´s great that you also tried C4D or Modo, and it´s great that you don´t like it… as raymond says the software world may come to an end 🙂
Now… I can do whatever I want with my schlong, BUT in public I don´t do anything with that, if you don´t like what I say, just ignore my comments or comment them so I can comment you, as you would expect 😉
Cheers!
What did we do to you if you tried all those and they didn’t work for you ? Are you frustrated because you want to start using decent 3d software but you don’t have the time to learn it ? I’m a max user and felt the same trying to learn maya and houdini = frustration. I seem to have no trouble in blender 2.80 whereas blender 2.79 was impossible for me.
See how i made absolute sense without flashing tits and dicks around ? 😀
juang3d. what happen if we switch all to blender? just think about it. all other soft will die. blender will have no competition. dev will start to be lazy. progress will stop.
that what you want? or you just want to find a job in others studio in your vicinity?
So… you are describing the situation Autodesk thinks they have, right? lazy development (not because of the developers) and stop of innovation.
I don´t want to find a job in any place, I will ask with my boss that I want to change my position in the company… oh wait, I´m my boss and I run my company LOL
And if everyone changes to Blender other companies will feel the pressure and will start real innovation, and then some people would shift again because prices will drop, companies will regain common sense and permanent licenses will come back, then it will start all over again LOL
Blender is made by people who care and will continue to develop it nomatter what. You are actually describing what happened to max…
Nice update.
I have a problem with Arnold. I thought I was good in shading and rendering and there is literally no renderer I do not own and work with or play around, but Arnold…. it is sooo slow, so noisy, so bad that I have no diagnosis for that illness. Even RadeonRenderer beats in in almost any aspect, and we talk about freeware.
There are almost no tutorials, no help, no forum discussion about Arnold in Max. The only answer to “why it is so noisy and slow” was answered by some genius with “Arnold is like a magic on my computer! I have 2 x Xeon x 32Cores and Tesla (or whatever)…”
Do you guys know anyone doing anything serious with indoor lighting and rendering with Arnold in Max? I am desperate, can’t even get a simple scene done in a reasonable quality and speed.
This update on viewport works with any renderer not only Arnold.
Arnold forum, for any question: https://answers.arnoldrenderer.com/index.html
Checking for “Arnold 3dsmax tutorial”, I can found over 60 good tutorials on youtube.
Arnold is not the fastest for total indirect illumination and I dont think it will ever be, for sure there are tricks to speed up things.
Ah, I thought it was just for Arnold. But how does that work ifyou work purely with Vray? Are all Vraylights and materials being translated for the viewport correctly?
Basically what you see is the render… So yes, vray works well too.
Arnold is both the fastest and slowest offline renderer out there. You can think of it as a simple line of spectrum from slowest on the one end, and fastest on the other. Where you land on that line depends on the percentage of the rendered surface on your image which is lit by any kind of indirect illumination, be it diffuse or specular. 0% of indirectly illuminated surface = fastest, 100% of indirectly lit surface = slowest 🙂
Arnold’s problem is mainly that these days, its competitors can render those favorable directly lit scenes equally as fast, but Arnold can not render those indirectly lit scenes nowhere near as fast. So if you have to choose between slow/fast or fast/fast renderer, the choice is pretty obvious 🙂
@eloi: yes, thanks, i know, not 60, but 160 of those youtube tutorials (unfortunately not much for Max directly). Basically, 90% of youtube tutorials are rubbish, and the rest shows something you think about. But none of them, and you have noticed it too if you have watched them carefully, explains the concept of Arnold renderer correctly and scientifically. None of them was executed by the stuff or some expert from SolidAngle or Autodesk. This is just a bunch of fan-videos with few commercial offers (DigitalTutors etc).
The link you have sent me is a general support discussion about Arnold – and I have found 3 entries for Max. This means no one on this planet uses it directly from max for serious productions. Otherwise, there would be some serious questions.
Even in the best of this tutorials, you see it was some 3d Artist who does it intuitively, without deep knowledge of sampling, ray- and optimization know-how. They all start great and then, at the end, the 3d artists (i need technician, not creative artist, for such complex issues), he says: “now, to get great image, we set AA to 16 or 32 and noise threshold to 0,0001 (a pure madness – imagine you would do it in Vray!)…” and so on.
He simply cranks up the parameters without knowing what they exactly mean.
And with exactly I mean “Exactly”: like when my programmer sits beside me and explain me step-by-step what is the correlation between Min and Max samples, adaptive thresholds and their dependencies to total rays per pixel. Everything else is an artists bullshit, a kind of try and error gambling.
And I asked guys here to help me and we did in the studio the same game and Arnold. With optimal settings for clean output for indoor scenes, it is still few time-zones behind any other half-serious renderer. Therefore I hoped there is some update in speed and quality in the last Service pack.
Now, I have tested it all night, I feel it somehow “faster”, maybe even noticeable, but I need to check it in detail. In any case – it is still slower and dirtier for Indoor scenes than almost any other competition – I even managed to render this scene in Cycles, as a test run, with more optical brilliance in less time.
@Ludvik,
a nice dialectic explanation, almost politically correct 🙂
You wrote, in a simple language: Arnold is slow like a snail for any kind of Indoor and Architecture rendering? It is my observation too but i just wanted to be sure.
For movies or characters it may be a monster.
thanks
https://answers.arnoldrenderer.com/spaces/10/view.html?page=1&pageSize=15&sort=active
I found over 200 questions for Arnold in max directly with over 500 replies.
In youtube, yes there is not much. By far the best one commenting both technical and artistical comments is Adan Martin, he had 2 tutorials, 1 hour lenght each, covering Arnold in deep (in spanish). https://www.youtube.com/watch?v=uG3tDZh-o-E
You have over 500 questions on the MAxtoA specific forum: https://answers.arnoldrenderer.com/spaces/10/view.html
Not much tutorials on youtube for free, its true. You get Adan Martin tutorials, with a couple of them about Arnold (over 2 hours), one of the best lighters/shader artist around, with great technical knowledge, but they are in spanish. https://www.youtube.com/watch?v=uG3tDZh-o-E&t
Yes, that’s what I pretty much meant. When it comes to indoor scenario, you just can’t expect to get any reasonable rendertimes out of Arnold without ridiculous, quality ruining fakes such as invisible fill light sources or constant ambient light. Of course, it’s still possible to render them in unreasonable rendertime, for example if you are doing a personal project, and are ok with letting FullHD interior image run for 24 hours straight on a Threadripper, but in any kind of production scenario where the time is at least remotely of essence, you’d probably fail 🙂
Arnold was created for heavy vfx in mind, not architectural visualizations. Since Autodesk adquisition, you can see there are efforts making Arnold also good for Archviz, but will not have right now the same speed than Corona or vray for this regards.
Interiors have traditionally been one of Arnold’s weaker areas, but recent versions (5.1, 5.2) have been getting better, in addition to denoising options (Noice, Optix).
I presume you’ve read through these: https://docs.arnoldrenderer.com/display/A5AF3DSUG/Interior+Scenes
https://docs.arnoldrenderer.com/display/A5AF3DSUG/Removing+Noise
https://docs.arnoldrenderer.com/display/A5AF3DSUG/Removing+Noise+Workflow
And always using .tx files etc, and remember that Arnold LOVESlovesLoves geometry.
Hope that helps.
I mean you would not get MentalRay for production right? Just use Octane of Redshift once you are done playing around in Arnold.
We used mental ray in a lot of productions along the years, it was a complex engine, hard to configure, but it was able to reach good results at it´s time, and Zap Anderson was a great example of mental ray´s power, after some time, it was outdated of course, because Nvidia and Autodesk let it die after Mental Images was acquired by Nvidia, after that Nvidia tried to revive it but it was too late.
But in any case it was pretty useful in general and a pretty capable engine, and for small studios was a pretty good option to avoid the additional costs for a third party render engine and for additional render nodes licenses.
For arch & viz it has been extensively used by many people.
Cheers.
FYI; Mograph’s Comprehensive Introduction to Arnold for 3ds Max (and other programs) is one of the best tutorial series I’ve seen, and the price is great. http://mographplus.com/product/comprehensive-introduction-to-arnold-for-3ds-max/
Agree… I highly recommend the series.
Arnold is a unidirectional path tracer… which means its really good at not so complex lighting situations (not many bounces) but when things get more complex (like interiors) then things get really slow.
i jump ship to Houdini when 15 came out
but I was a max user from the “dos” years
i spent most of my life with 3d max
no big updates the lack of care for product that’s was a back bone for Autodesk
Autodesk, Inc. NASDAQ: ADSK is about making the share holder’s happy not the user’s who use there
product ‘s
@Giorgi J. yes “Remember 2011-14 releases ” the huge buggy years ”
waves good bye 3d max
waves good bye Autocad
this song sum it up…
Plankeye – Goodbye
https://www.youtube.com/watch?v=hrKT-Qv_mWA
Its like Autodesk is deliberately doing this, StinkRay development just recently got pulled under the bus and I could care less, in fact i was one of the first to say that this is a failed endeavour back when it was first announced!
The infuriating part is that they took a super talented 3ds max developer (more like bought him off) made him shutdown his most promising 3ds max tool “SkinFX” and instead forced him into this stupid engine development while entirely throwing SkinFX in the trash bins of history!
Imagine we would’ve had an amazing muscles tool that could even do complex stuff like Sticky tentacles way back when!
I’m baffled and just confused as to how and why a corporation would let this happen. I think we will find the answers to the secret of the cosmos before we figure this one out or maybe its because its as stupid as having someone so stupid in charge that its so plain in sight to miss it!
I have been using and paying for max since the dos version. I feel milked and abused by the corporation that bought it from the real developers. Their only aim is greed. They could have made it affordable for all like Adobe CC but they chose to kill-milk it at the expence of its dedicated users.
I saw Blender 2.80 and cancelled my payments to AD$K like many others will or did already.
They will have to explain to their shareholders why they’ve been greedy c*nts for decades and now this happened. Check out some Blender 2.80 vids and mark the end of this year in your calendar.
Bye Max and you bugs i have come to accept for ages, bye my best ever binary friend.