• News
    • General
    • Software
    • Industry
    • Video Games
    • Tech
    • Hardware
  • Articles
    • General
    • Reviews
    • Interviews
  • Tutorials
    • By subject
    • By software
    • Training & Courses
  • Resources
  • Spotlight
    • Reels
    • Films
    • Film Trailers
    • Game Trailers and Art
    • Breakdowns
    • Making Ofs
    • Music Videos
    • CG Videos
    • Images
    • Spots
  • Contribute News
News Channels:
  • CG News
  • 3DS Max
  • Blender
  • After Effects
  • Modo

Software > 3DS Max | Software

3ds Max 2024.1 released with improved Booleans, Array modifier, Smart Extrude, and much more

May 18, 2023 by CGPress Staff
43 |
Tweet

Autodesk has announced the release of 3ds Max 2024.1, introducing several new features and improvements to its existing tools.

The update includes significant enhancements to the Boolean Modifier, with a new caching method offering up to seven times faster loading of Boolean scenes. Additionally, the Boolean Modifier now fully supports smoothing groups, specified normals, and explicit normals that exist on input Boolean operands, effectively processing and including normal data in the result meshes created by the modifier.

The Array Modifier also receives considerable updates, including new Array By Element methods that provide users greater control over the arrangement of elements. Previously, if a source object had multiple elements and Array By Element was enabled, each element was randomly used as a clone. Now, two new Array By Element methods let you control how elements are arranged. A new ‘Variation’ parameter has been added, allowing users to adjust the angle of clones in phyllotactic spirals. Additionally, there are new parameters for the Phyllotaxis Distribution Method, offering more control over randomization.

One of the major user interface improvements in 3ds Max 2024.1 is the ability to create custom defaults through the context menus. This allows users to set user-defined default settings for many spinners, check boxes, radio buttons, text fields, drop-down menus, and colors.

For modelers and animators, there are updates to the Copy and Paste Animation commands, improving the workflow and enabling direct object or modifier parameter operations from the main UI or controllers in the Track View.

The Smart Extrude workflow now includes polygon smoothing and better support for normals, enabling a more polished result.

Several updates to spline modeling have been introduced, aimed at providing a more fluid workflow. There’s also significant performance enhancements to the VertexPaint Modifier, FFD Modifiers, and the Slate Material Editor.

Autodesk has included multiple improvements to the physical camera, color management, and customizable scrollbar sizes. The Autodesk Translation Framework (ATF) importer now supports NX 2212, SolidEdge 2023, and SolidWorks 2023.

Lastly, the release ships with MAXtoA 5.6.2.0 for Arnold 7.2.1.1, introducing an updated AOV manager, automatic Cyrptomatte setup, and the ability to set Crypto Asset tags on objects.

There’s much more included. to learn more check the Autodesk help files and read Changsoo Eun’s extensive unofficial what’s new post on his website 

 

Related News

  • KeyShot 2024 released
  • Smart Extrude plugin for 3ds Max
  • 3ds Max 2024 now available for download
43 Comments
Oldest
Newest
Inline Feedbacks
View all comments
Ken_Smith
2 years ago

Pathetic…

Jon A. Bell
Reply to  Ken_Smith
2 years ago

As the article notes, Changsoo Eun, VFX artist and TD, has updated his “unofficial” list of all 3ds Max improvements: https://cganimator.com/unofficial-3ds Max-whats-new/?fbclid=IwAR30xejEW95820Ew_08hIifKNp07qdEQ2n8r4rzXWXKmHKhU-lagA3UgluQ

3ds Max 2024.1 Update — All New Features and Fixes

Boolean Modifier Improvements

  • New caching mechanism – The Boolean modifier will cache the result and save in the scene file to reduce loading time and improve stability. But, this means you can’t load a 3ds Max 2024.1 max file with cache in 3ds Max 2024.To get around this problem, you can turn off the caching(SaveFinalResult) through this MaxScript command “BooleanModifierInterface.SaveFinalResult=false”. This will cause all Boolean modifiers in the scene to save WITHOUT the final result cache. Such files will load properly into any version of Boolean modifier.
  • Normal support – Now fully supports smoothing groups, specified normals, and explicit normals that can exist on input boolean operands. When a mixture of smoothing groups, specified normals and explicit normals is used, all of the data in the boolean operation is converted to explicit normals.
  • The UI will now display an “!” on any operands that are detected as not being watertight. Non-water tight operands in a Boolean operation have a higher degree chance of causing failures with its operand, or subsequent boolean operands.
  • Supports “hollow” objects. 
  • Resolved an issue with picking a group as an operand. It was not keeing transform correctly.
  • Resolved an issue where the results of the Boolean could generate physically small elements that also had a small number of faces. This could create an issue with subsequent Boolean operations or modifiers. They are automatically removed now.
  • Resolved a crash that could occur in the Boolean Modifier if the user deleted all of the operands from the Operands List.
  • Resolved a crash that could occur in the Undo/Redo stack when removing operands from the Operands List in the Boolean Modifier.
  • Resolved an issue the output could be incorrect when a Folder is used for OpenVDB mode.
  • Fixed an issue where operand objects with animation data or animated parameters could cause 3ds Max to lockup when using the Boolean Modifiers OpenVDB mode.
  • When extracting an operand from the Boolean modifier, the extracted object will now be correctly shaded as a solid object, instead of transparent.

Array Modifier Updates

  • New Array by Element parameters
  • First, Middle, Last – the First and Last elements specified are used only once at the beginning and the end, while the remaining elements are repeated throughout the distribution. Artists can specify the First, Middle, and Last through the element arrangement in X, Y, or Z space, or through the Clone ID of the element.
  • Ordered – the cloning of elements in the array is performed in the same repeating pattern for how the elements are arranged in the mesh data, through X, Y, or Z position on the initial mesh data, or through the Clone ID of the element.
  • New Phyllotaxis Distribution method parameters
  • Angle Variation enables the location of each successive clone to be slightly offset along the rotation distribution. 
  • Seed controls the randomness at which the variation is applied to clones.
  • Center By in the Arrange by Elements options is supported for Surface distribution
  • Resolved an issue when using the Array Modifier’s Spline distribution type where Arrange by Elements > Random type would not randomize elements across Y and Z values.

Modeling

  • Splines
  • Connect open knots – When manipulating a spline that has more than one open element, you can now use Automatic Welding and Insert mode to quickly draw/continue from an open knot of one element to an open knot of another element. This workflow results in two elements that are correctly welded and connected together as one continuous element.
  • Close Spline prompt – A Close Spline prompt no longer appears when using operations found in the Edit Spline modifier or Editable Spline object, or when using Automatic Weld to close an open spline element. This update lets you continue your spline creation workflow without interruption.
  • New vertices respect neighboring knot types – When inserting new vertices on a spline, the knot type of the new vertex is based on the knot types of its neighboring vertices. 
  • If both neighboring vertices are the same knot type, like Corner, the new vertex inherits the Corner type. 
  • If the neighboring vertices are not the same knot type, for example one is Bezier and one is Corner, the new vertex inherits the Bezier type. 
  • This update affects the Edit Spline modifier and Editable Spline’s Refine, CrossInsert, and Divide operations as well as Shape Booleans, Chamfer/Fillet modifier, and the Boolean modifier.
  • New Vertex Type parameter is now respected – When working with Editable Splines or the Edit Spline modifier, creating a new vertex in Create Line and Insert modes respects the selected New Vertex Type parameter (Geometry rollout)
  • Improved Normalize Spline modifier so that it will better respect the incoming spline curve data as it rebuilds the spline.This fix has been versioned so that it will only apply to new applications of the Normalize Spline and not affect scenes that already utilize the modifier. 
  • Smart Extrude
  • When Smart Extrude, the faces that are not planar to previously existing geometry, will be automatically smoothed if they are within 30 degrees of tolerance from one another.
  • When performing a Smart Extrude with Editable Poly objects. 3ds Max will attempt to utilize the existing normals of neighboring faces when the extrusion is co-planar.
  • Explicit normal 
  • Explicit normal preservation – Turn to Poly, Vol. Select, Mesh Select, MaterialByElement, UVW Mapping Clear, UVW Mapping Add and Select By Channel modifiers on a Mesh class object.
  • Explicit Normals are now supported on a Mesh class object when using the Maxscript call modifiersEdit_Normals.EditNormalsMod.MakeExplicit ()
  • A bug with MNFace::Insert was fixed which could affect Specified Normals when you are adding normals due to a topology change.
  • Path Deform
  • If the Path Deform spline path is smaller than the size of the Object that is being deformed, the object was disappearing. This is fixed.
  • Volume Select
  • Fixed an issue where the OSL Map that it uses would not display in the viewport if the Material Editor was not open
  • Shell
  • Fixed an issue with making non-manifold UV data.

Performance

  • VertexPaint – various optimization provide much faster performance for highres mesh painting, For example, unaltered geometry and topology channels would not be evaluated. The world space bounding box is cached while painting. Brush falloff curve now utilizes a precomputed lookup table.
  • FFD 2x2x2, FFD 3x3x3, FFD 4x4x4, FFD(box), FFD(box) Space Wrap is now up to 2x faster.
  • Adding keys for the Bezier controllers and the TCB Rotation controller has been optimized – All Bezier controllers are now up to 30x faster. TBC rotation controller is up to 4.5x faster.

User-defined defaults

  • Set as New Default – takes the current parameter value and sets it as default. This change persists not only for the current session, but remains the default until you change or reset it. You can return to this new default value with the existing Use Default (Ctrl + right-click) that is already in the right-click menu.
  • Restore to Factory Default – to return the value to what shipped with 3ds Max.

Animation

  • Animation Controller
  • Copy and Paste Animation in right-click menu no longer require controllers to be pre-assigned. 3ds Max now assigns the default controller automatically while copying.
  • The right-click Copy/Paste menu will show the parameter name that you are copying and pasting.
  • Copy, and then Paste – Copy (or Paste – Instance) directly from the parameter in the main UI to controllers in the Track View 
  • Assign Controlle” and Reset to Default Contro” options have been added to the right-click menu.
  • Character Studio
  • Resolved a crash that can occur when parenting an Biped Xtra Bone to a Biped Nub object. Xtras are now blocked from being parented to the nub objects
  • Fixed a crash that could occur when animating a part of the Biped that uses an IK Target and your active time range does not start at frame 0. 
  • When using the Biped Dope Sheet, a crash could occur when extending or sliding a footstep past the last footstep; as well as fixed a regression where sliding, extending footsteps were causing crashes.
  • Fixed an issue where when the user is driving the vertex deformation of the Skin Modifier with an animated Spline object instead of bones The object would not update properly in the viewport when the frame changes unless the object was selected and the modify command panel was active with the Skin modifier selected. It still required the listed selection workaround. 
  • Resolved an issue with the Morpher modifier where it was using the modifier selection instead of the channel selection. This could result in scenes created in previous versions of 3ds Max having their Morpher data not playback as expected.
  • Fixed an issue with the Offset Controller where it was not updating the transform matrix caching after it was applied
  • Resolved a crash that could occur when objects or controllers with note tracks in the curve editor or dope sheet were cloned and then the user attempts to undo the clone action. 
  • Resolved a crash when using a Link Constraint and its linkParams parameter. 
  • Resolved a crash that could occur when attempting to undo a “Delete Selected Animation” command that was applied to Biped objects, Bones, Link Constraints, and other 3ds Max objects. 
  • Fixed an issue with the Curve Editor where the Isolate Curve button was not properly updating it’s state when active.

Color Management

  • Sliders in the Color Selector dialog indicate values that cannot be reproduced on your display. In addition, there is a warning when the selected color is out of gamut for your display or rendering space.
  • For UI colors and non-color data, the numeric columns in the Color Selector show the same values in float and integer format, rather than the scene and display values.
  • Added “ConvertColor” function to the “ColorPipelineMgr” MXS interface to transform single colors (Point4)
  • Added support to load OCIO archive files (ocioz extension) in the color management settings.
  • MXS Bitmap creation function now takes optional “colorSpace” parameter to assign a color space to the created bitmap.
  • Color Management for the viewport is disabled using legacy drivers. OCIO is still selectable but will affect only rendering.
  • Color Management: Output Defaults will now filter Views based on Display as expected 
  • Fixed incorrect Color Management>Preference UI when loading OCIO files with long names (view transform etc…) 
  • OSL version has been upgraded to 1.12.9.0

Slate Material Editor

  • Import multiple images at once with Drag&Drop
  • Bitmaps added in SME through Drag&Drop have Color Management rules applied.
  • Fixed missing triangle highlight for a material used in a scene when loading an old file
  • Fixed unnecessary rendering on nodes inside a Compound each time the Compound is opened.

Viewport

  • Selection Brackets is off by default.
  • DoF based on Physical Camera>Custom>Focus Distance is correct in the viewport. 
  • Fixed issue with MaxScript when setting a region with ActiveShade in the viewport. 

Rendering

  • Rendered images and sequences saved from Quicksilver and Arnold are also correct. 
  • Fixed incorrect loop reset when reducing the number of materials in a Multi-Sub material applied to an object. 
  • Fixed a crash produced when opening a scene containing an OSL Uber Bitmap/OSL Bitmap Lookup loading a UDIM sequence. 
  • Fixed Color Picker sending incorrect OnCancel() notification when pressing OK
  • Fixed artifacts in the viewport and rendering when using OSL. The issue can happen when using OSL nodes and Legacy Bitmap in the same material tree. 
  • PNG files can now be saved as 8-bit Greyscale again as expected.
  • Colors shown in the color picker now match the colors shown in the UI allowing easier customization of UI colors.
  • Viewport Canvas settings can be saved and loaded. Fixed MXS exception.

Arnold/MaxToA

  • MAXtoA 5.6.2.0 for Arnold 7.2.1.1 
  • AOV Wizard: The updated AOV manager consolidates the two existing “Wizard” functionalities into a single streamlined AOV Wizard experience. You can now set up the most useful set of AOVs with a few clicks.
  • Automatic Cryptomatte setup: The required Cryptomatte AOV shader is now automatically added when you create any Cryptomatte AOV and launch a render. 
  • Ability to set Crypto Asset tags on objects : The Arnold Properties modifier can now set the Crypto Asset tag on one (or many!) objects, unleashing the full benefits of the crypto_asset AOV.
  • Arnold RenderView Log window : The Arnold RenderView logging window is now available in MAXtoA, which gives a searchable view into the Arnold render logs. 

ATF Importer

  • Supports NX 2212, SolidEdge 2023, and SolidWorks2023

Core

  • Fix crash when various file operation where path name >= 260 characters. Importing files, or doing drag and drop of files, saving bitmap files, exporting files
  • Fixed issue with node name numbering when cloning nodes with a very large number (214748364765564 or greater) at the end of the node name. 
  • Fixed issue with loading of application packages that specify a Components type that is not one the predefined types. If the Components entry should not be handled due to SeriesMin/SeriesMax, no error message should be generated that the Components type is not recognized. 
  • Fixed issue where only the first UI element associated with parameters assigned the same controller were updated when the parameter value was changed.
  • Now the 3ds Max Plugin Package environment variable could be appended or pre-pended to as many times as needed. Removing however is still blocked for variables already defined in a package 
  • Fixed a bug where custom attributes with a function that used keyword “this” would trigger a syntax error. 
  • When doing SaveNodes or Save Selected, the saved scene material lib will contain only the materials on those nodes and those otherwise used

MAXScript

  • improved the performance with deep copy on some data types and added a new flag copyAllValuesAsUnique. When set to true deepcopy will use the faster legacy method. It will run faster as all values will be copied as unique and we will not check for duplicate values in a list.
  • Fixed ‘fileProperties.getNumProperties #contents’ to properly handle properties added before/after saving a scene file. 
  • ignoreSSSEState: now defaults to false for safeExecute, safeReadValue, safeReadExpr

Civil View

  • CivilView Signs are now created with correct size
  • CivilView – Fix .NET runtime exception when importing traffic simulation .FZP file 
  • CivilView traffic simulation (FZP) can now import PTV Vissim V11 files

 

vfxdvs
2 years ago

Alright, leave a sticker here. If you want to complain about MAX, please leave a message here. Pay attention to maintaining a good formation.

Artur
Reply to  vfxdvs
2 years ago

Well we have democracy here so no

Nossgrr
2 years ago

No seriously.. How many years \ releases have we gotten smart boolean and extrude update as the major features?? Does AD just have one dev (Summer Student) working on Max? Talk about complacency.

Ken_Smith
Reply to  Nossgrr
2 years ago

they dont even have student to update Roadmap, i`m pretty sure such a poor company as AD cannot afford this kind of expenses therefore they should increase subscription price.
A few days ago there was news about a Sculpt tools for 3ds max from random guy but funny enough AD deleted Sculpt Brushes from Roadmap 2 years ago, lol.

Badbullet
Reply to  Nossgrr
2 years ago

The boolean modifier was introduced in the 2024 release.

rob
Reply to  Nossgrr
2 years ago

you’re thinking Chamfer modifier. Every update for 5 years included chamfer modifier updates as like the sole modelling update. We will now be switching to Boolean updates for the next 5 years…..:(

Senorpablo
Reply to  rob
2 years ago

…and it’s still not as good as the original Quad Chamfer by Marius Salaghi. The custom normals don’t remain intact on collapse. Autodesk can’t even copy things well.

Nossgrr
Reply to  rob
2 years ago

That’s the one.. Thanks!

Ardian
Reply to  Nossgrr
2 years ago

how many years boolean? 3 months ago? What You even talking about? They should leave it unfinished without fixes, right? Jesus Christ.

Dave
Reply to  Ardian
2 years ago

@Ardian Please leave religion out of this.

James
2 years ago

mediocre update, I was hoping for more after very good 24.0 update

focegi
2 years ago

At this point in time, anyone who complains about Max updates as “pathetic”, “non existent”, or “summer student devs”, clearly have ZERO clue about what Max toolsets can do, they do not use the latest versions and simply want to trash talk out of habit.

Yes, Max doesn’t have natively many things, but doesn’t matter because it does have all the greatest plugins in the world to compensate for that.

Is it expensive? Hell yes, for sure.
Is it for you? Probably not, cause you cannot afford it.
Is it better, faster and easier than any other app out there out there? Yes it is.

People clearly do not use Max enough and prefer to complain just for the kicks, as it makes them feel better for the shitty half ass baked program they use and straggle with daily.

Anyone “professional” enough, knows the kind of results you get from the tool. The rest of you can just watch from the bench and hope to get the same toolsets one day for your half ass baked app.

Sheeesh….

Ardian
Reply to  focegi
2 years ago

there is a cheap indie version.

Nossgrr
Reply to  focegi
2 years ago

You might be too young for this but try and find release notes from when Softimage was around and did releases.. Same with Alias..etc.. Those were updates worth upgrading for.. And more recently, just look at the quality updates from Houdini.. If it was a perpetual license then no issue as you can just skip it but you have a recurring monthly sub, those come with expectations.

Dave
Reply to  focegi
2 years ago

if you’re paying a subscription, you expect to get value from it. This is a joke.
Other companies can do this on much lower budgets.

abangan
2 years ago

New Max and Maya update come soon. Less than two months!! Autodesk change their Routine program.

Abangan
2 years ago

In this update, 3 small updates are very useful for me and I will use them everyday.

First: can import multiple images at once into the SME.
Second: fast copy and Paste Animation commands that previously existed in 3ds Max.
third: User-defined defaults.

Heavycap
2 years ago

Max is amazing tool, we have the best functioning smart extrude, we’ve had light linking for over 15 years, you know, simple include/exclude on all light properties, oh yea and its been paying my bills and then some for 25+ years. The haters just make me laugh.

RSSL
Reply to  Heavycap
2 years ago

This is the thing. So many people love to complain about max yet it seems that they are still using it? There’s plenty of viable options for the haters to choose from.

Yes there were a couple of years where max suffered from heavy under-development, but there have been leaps and bounds in terms of speed and usability recently!

Not to mention that it’s the default option for an entire industry (arch-viz) and heavily used in games…as well as the fact that many of the big VFX houses are using it for their final scene assembly!

Guest (the original)
Reply to  RSSL
2 years ago

Nobody is hating on max for the sake of it, max has some serious set backs in key areas that need attention and have needed attention for a very very long time. But for whatever reason this attention has not been given in those key areas (the animation sector being one of them). And given the resources that aotodesk has vs blender and houdini for example people expect major updates that rival and surpass those two software in intervals.

Bottom line is there is no direction at autodesk or there are serious politics at play or both.

We will never know why or how and as long as this continues and the updates are subpar even though some are useful in 2024 ( ui speed ups mat editor etc .) The rest fall short of just side improvements advertised as major features compared to the competition in the industry.

And i have said this and will say it again, the arch viz industry is nothing to go by when judging features in mac or any other software, give those guys max 2008 plus forest pack and vray and they are more than fullfilled. Their tech understanding and requirements are extremely limited in that domain. But they help pay the bills and keep max going, reminds me of fifa fans when EA farts out the same game every year only for them to rush and buy it, hey im not complaining.

Escrow_2020
Reply to  Guest (the original)
2 years ago

The main reason 3dsMax will keep surviving is because of the ArchViz industry, it’s the best tool for this work, we are all making money, from Autodesk to Viz artists.
As long as the ArchViz industry is happy with the updates everything is good.
The side improvements are many times more useful in our day to day work than some major features.

MinMax
Reply to  Escrow_2020
2 years ago

If Archviz is the only thing keeping Max in development (I don’t believe this is so) it would be no wonder there is very little progress/development. Archviz is a niche of a very small AEC industry compared to other markets AD is in. The global AEC industry has a market cap of about $7-8B US. The entertainment industry, in the US alone, is something like $3.3T US. Max is used in much more than just Archviz.

RSSL
Reply to  Guest (the original)
2 years ago

I agree with you that max has had its issues in the past, but these things cannot be fixed overnight.

You’re clearly very upset about the lack of animation improvements (why not use Maya instead?) but so many other areas have been worked on over the last few releases including speed and stability – something that long term users have been crying out for as it makes use more productive.

Hate on archviz if you want but one of the big frustrations of max was the autosave/save times that were resolved due to the complaints of an arch viz studio.

Their pipeline needs might not be as complicated as others but Autodesk have been working on that too with the implementation of USD and now proper colour management, as well as the environment variable stuff.

Max is also being heavily used by ILM and ScanlineVFX…two of the oldest VFX houses in the business. Surely they might use something else if Max is as bad as you say?

As for your fifa comparison…maintaining/upgrading a suite of tools is significantly harder than creating a re-skin.

If you have legitimate complaints about the development of Max then post in the Autodesk ideas forum where someone from Autodesk is more likely to see it!

Guest (The original)
Reply to  RSSL
2 years ago

Its easy for you to tell countless studios to just switch to Maya where they require up to 2 years of experience doing nothing else to get to where they are with Max that is if they ever do. Try doing that with constant work coming in and mid productions. Its a failed argument all around when you give up on major features and let your userbase down and tell someone to stop driving trucks and start learning coding in the process. its a defeatist argument.

Max issues can be solved overnight within a year of development time with no more than 3 devs full time at those specific features. I know because i can do more and even have solved some of them with a fraction of a fraction of that budget and manpower.

As for the archvix guys and Autosave, its frikin hillarious becuase in our line of work thats the first thing to be disabled let alone extended because guess what, we don’t want to have our work interrupted to wait for a save that could take up to 5 minutes sometimes in heavy scenes! We save as we go and are very very conscious of saves.

“The side improvements are many times more useful in our day to day work than some major features.” I rest my case with Archvixz guys thanks for proving my point lol, I wish I had clients like that!

Max is being used at ILM etc.. however they use it for FX related work and rightly so its a very capable tool with Fume FX and Phoenix and Vray.

So pretty please with sugar on top no excuses not to improve in the animation sector.

franx
Reply to  Guest (The original)
2 years ago

Without ever mentionning what you actually do that’s so special, I’m wondering why do you constantly feel the need to belittle other people’s occupation?

Guest (The original)
Reply to  franx
2 years ago

no one’s belittling anyone, don’t minse words and put them in what i wrote, I am simply laying out facts, if your feelings are hurt not my problem i am not here to be deplomatic so people can feel special.

I have absolutely no issues with archviz guys or anyone else or their occupation lets get that straight, but it is a fact that their needs are not of the highest standards (in fact half of them are already switchig to UE5) they don’t care about the cutting edge of a production pipeline that involves every aspect of the tools to be on par otherwise the entire production is laid to waste!

Same goes for concept artists or painters or zbrush modelers etc.. none of these categories deal with scene assmblers, character TDs artists with vast VFX work and experience behind them in mid production saving the day the ones involved in final compositing and bringing an entire marvel transformers movie to life, I hope its clear and understood that there is a very very clear difference between someone creating a rendered beauty image of a building and rendering it out for a client calling it done VS someone creating the building, putting godzilla in there, rigging and animating it ramming in the building plus putting in extras falling off and smashing into walls, smoke, debris putting it onto liveaction footage tracking rendering and compositing!

I say if i want advise as to what needs to be improved in a software that is meant to be competetive in this industry I will most certainly 100% without exception take the advice of the second person.

Will you go to your local country doctor if you break your back or to surgens specialized in that field, i’m sure you wont tell me the feelings of the country doc has been hurt then. After all he never needed to operate so why build the tools to do so right?

slebed
Reply to  Guest (The original)
2 years ago

Using your example, 3dsmax is the county doctor, the local gp. Good for generalist 3d work which allows it to be used in different fields. Maya is the specialist, tailored for vfx work. Autodesk doesn’t need to do anything specific with Max for vfx work or animation, because it’s covered by Maya. If AD didn’t own Maya, they would likely put more resources into addressing Max’s shortcomings if they wanted to keep a foot in the vfx industry. As it is right now, Max is good enough. AD will keep making under the hood improvements in Max to address its workflow because that helps keep it a generalist tool.

Guest (The original)
Reply to  slebed
2 years ago

Wrong analogy, based on my example Autodesk is the country’s unfair government and we have two states one uses Maya and is allowed to have free healthcare + all the tax payer money invested in building its infrastructure and the other state is meant for the “middle to lower class” the neglected, the place were the government does not allow investment even though it includes some of the best talent making use of worn out tools just to stay competetive, hey we also have oil wells which the government pumps out with small returns.

Also it would do you some good to do good to this industry if you had a bit more fight in you instead of a defeatist dead mentality of taking it up and liking it in the process. If you don’t speak out they will take your money and move on, I don’t care about speaking out in here all i did is simply point out that I don’t hate the haters or try to stop them from talking bull where bull counts. I leave the crowd be because its the crowd in the end the ones who protest in the streets (a metaphor BTW to those with less imaginition) that will make your life better or worse with the tools you use in this industry. They make the difference not your type.

slebed
Reply to  Guest (The original)
2 years ago

I did what any reasonable person does when a product doesn’t satisfy my requirements anymore. I move on to something else. If enough people did that AD would do something about it. Of course what they do may not be what you want/need.

Crying that 3dsmax doesn’t keep up with the industry you work in, because that’s the tool you choose to use, isn’t enough of a reason for AD to do anything other than stay the course.

Last edited 2 years ago by slebed
Guest (the original)
Reply to  slebed
2 years ago

I dont think you have a good understandingvof how things work.

1- Switching to any other software is not at all a practical or easy thing to do and that is if you can find other software to meet your needs, they are only two or three at best. Most still owned by large corp.

2- leaving won’t change Autodesk attitude because if all vfx and animators leave max autodesk still has majority archviz to make revenue and should they all leave as well ( which they wont) then autodesk can call it a day like they did for softimage and still have maya and autocad to deal with. Meanwhile you are out there looking for something to replace your decades invested toolsets.

3- time is not yet right for blender or houdini switch either, blender still doesnt meet vast toolset of any serious production and houdini is still working on making itself more artist friendly and improving those animation toolsets. Maybe in ten years time we can have another discussion.

T-T
Reply to  slebed
2 years ago

slebed, I believe what you’re saying here is exactly the problem that causes so many to be upset. Autodesk isn’t communicating well with its customers on what’s Max’ purpose and focus. On one side (understandably) they probably don’t want to offend parts of the user base or hurt sales. So, they’ll say it’s for everything – but end deliver underwhelming updates because they’re not backing up their claim with a dev team that can deliver what’s expected. Yes, you can get plugins – but getting a bunch of plugins to “talk” together isn’t always straight forward either, and it adds even more to the price tag.
Perhaps marketing Max as a core toolset, at a lower price, and focusing on supporting plugin devs could be a better approach?

With a company like AD, the marked share, and price, of 3dsMax, the expectations are sky high, and clearly the updates should surpass their competition for each and every release. Not least, expectations are also AAA production ready tools that are being kept up to date at minimum yearly. Looking at their updates, it seems pretty clear to me that they have a very small dev team that focuses on Viz and AEC industries. While I do appreciate that they seem to be working on some core issues, long term it’d probably be easier if they actually just came clear and said “Hey, we are not focusing on animation with Max. You got Maya for that”.

Unfortunately, they are taking the opposite direction and dangling a carrot – like Bifrost – in front of the users. Saying it’s coming “soon”, just to in the end silently remove it from the roadmap.

Escrow_2020
2 years ago

Nice improvements on tools that we use daily! The continuous development of Max the last few years is really very good. Keep up the good work.

Petar
Reply to  Escrow_2020
2 years ago

Exactly, for update that took only 1.5 months this is very good.

d3d
2 years ago

honestly i didnt understand anything because i am just an average 3d artist that gave up on the industry.

CineTrash
Reply to  d3d
2 years ago

And now what are you doing?

d3d
Reply to  CineTrash
2 years ago

i dont know , trying to recover from a sever burnout , maybe i,ll just learn 2d digital drawing instead.

Waqas Zia Chaudhry
Reply to  d3d
2 years ago

You plan to compete with AI then….good luck

d3d
Reply to  Waqas Zia Chaudhry
2 years ago

idk what to do , i didnt like coding at all , i just prefer arts careers but idk what to choose and how to start

CineTrash
Reply to  d3d
2 years ago

😀

ATony
2 years ago

Nice point update with plenty of fixes and tweaks. I’m happy with it and my Indie license 😉

Mark
1 year ago

This is really exciting, Shall look forward to try this out

Thanks
Mark

ADVERTISEMENT

Latest Comments

  • Artur Mandas on V-Ray now officially available for Blender
  • Jumanji on V-Ray now officially available for Blender
  • slebed on V-Ray now officially available for Blender
  • Dan on V-Ray now officially available for Blender
  • CGPress Staff on V-Ray now officially available for Blender
  • JokerMartini on V-Ray now officially available for Blender
  • Nossgrr on Autodesk releases 3ds Max 2026.1 with a new Attribute Transfer modifier
  • mohinder on V-Ray now officially available for Blender

Latest Features

1

Review of the Huion Kamvas 13 Pen Display for 3D artists

6

Archvis artists – what the hell do they do?

See All CGPress Features

Follow CGPress

Terms and Conditions | Privacy Policy | Cookie Policy
Copyright ©2000-2025 CGPress. All rights reserved.

About Us | Contact Us | Contribute News | Advertise
facebook
twitter
rss
Manage Cookie Consent

CGPress uses technology like cookies to analyse the number of visitors to our site and how it is navigated. We DO NOT sell or profit from your data beyond displaying inconspicuous adverts relevant to CG artists. It'd really help us out if you could accept the cookies, but of course we appreciate your choice not to share data. 

Functional Always active
The technical storage or access is strictly necessary for the legitimate purpose of enabling the use of a specific service explicitly requested by the subscriber or user, or for the sole purpose of carrying out the transmission of a communication over an electronic communications network.
Preferences
The technical storage or access is necessary for the legitimate purpose of storing preferences that are not requested by the subscriber or user.
Statistics
The technical storage or access that is used exclusively for statistical purposes. The technical storage or access that is used exclusively for anonymous statistical purposes. Without a subpoena, voluntary compliance on the part of your Internet Service Provider, or additional records from a third party, information stored or retrieved for this purpose alone cannot usually be used to identify you.
Marketing
The technical storage or access is required to create user profiles to send advertising, or to track the user on a website or across several websites for similar marketing purposes.
Manage options Manage services Manage {vendor_count} vendors Read more about these purposes
View preferences
{title} {title} {title}
wpDiscuz