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"More robust fluid system" request on 3DS Max Uservoice under review

3DS Max development team to talk at 3DSLondon

by CGP Staff
June 2, 2015
Reading Time: 1 min read
13

Eddie Perlberg, 3DS Max PM, Neil Hazzard, Principal Engineer Rendering and Alex Horst, Product Specialist, will be talking at the 3DSLondon UG meeting that will be held tomorrow Wednesday. They’ll be discussing 3DS Max 2016 features, what the team is working on and (within the usual constraints) what you might expect to see in future releases. The meeting will take place tomorrow at 7pm at Truckles Of Pied Bull Yard. More on 3DSLondon’s site.

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Marco
10 years ago

Hope to hear good news. I want to stay on Max, 2016 seemed to be a good release.
MCG it’s interesting though I understand it is still young to show whether can be a solid tool or not.
Perhaps they’ll improve it and add some new cool features.
Really eager to hear what they’ll bring to the table.

Reply
coven
10 years ago

Hey Marco, what kind of features would you like to see in MCG? Sorry I’m missing the 3DSLondon this year. Had a lot of fun last year!

Reply
Thomas
10 years ago

I would love to see some updates to Pflow. getting tools that makes some of the typical mograph effect faster and easier to do.

Like having things interact with physX while still being affected by standard forces, follow splines etc. Think C4D.

Reply
nickolay411
Reply to  Thomas
10 years ago

Thomas, you can already use standard forces with physx using the physx switch operator.

Here is the documentation on how to use it:

http://www.orbaz.com/documentation/particleflowtools/box2/reference/09PhysXSwitchOperator.html

tip: standard forces are speed based so you’ll need to check match speed in the switch. Put the force op above the switch op and the switch op above the world op. That is the proper hierarchy.

Reply
Maziar
10 years ago

Main Quests: Unified+Fast+Customizable UI, Unified Dynamics, Better Deformables+Skinning(Geodesic Voxelized)

Side Quests: Improvements to Poly Modeling features(quad holes, quad caps, etc), Improvements to Map/Material features(BERCONS!!!, self contained Coordinates node, etc), Improvements to interoperability to packages other than just design/visualization(UE4 comes to mind).

Honorable Mentions: UV Editor performance improvements, Unified shortcuts/commands across the package.

No Brainers: Improvements to MCG(it NEEDS to be faster).

My 2 cents.

Reply
MauricioPC
10 years ago

I hope someone that went to the event can stop by and share a little about what’s been show (without breaking NDAs).

As for MCG, make it interactive (like ICE was).

Reply
Steve Green
10 years ago

Was working, so couldn’t go.

I’m really struggling to justify spending £4K for an ‘upgrade’ from 2013.

Tried 2016, and yeah it’s smoother, but most of the other features from 2014-2016 I can do without.

I’m never going to create anything in MCG, it’s usefulness depends entirely on third-parties cleverer than I am writing things for me to buy if required.

I guess we’ll see some indication of what’s next with a creativity pack/advantage/subscription/buzzword extension before January 2016 when all the anti-rental lot (me included) will wave the Autodesk train goodbye.

What is noticeable though, is the steady decline of people being vocal about Max – maybe Autodesk has beaten it out of them through various policies and most Max users (or ex-users) just really don’t care any more.

Reply
Jim Todd
10 years ago

Steve, my pace of commenting here and elsewhere has dropped substantially, and I’m afraid they’re going to interpret that as “See? The new release made everyone happy!!!”…when in fact I am commenting about Max less because I’m browsing about Max less because I am LESS INTERESTED in Max and am working double time to get up to speed on Houdini to the extent I can just be done with Autodesk. I made the things I wanted known – they don’t care. MCG is simultaneously awesome and terrible…awesome in how it opens things up, but terrible in that I see this as the new excuse for stagnant in-house development…”Want fluids? Well, nobody really wants those in the base package anyway but if someone does they’ll just MCG it!”
Why build ANYTHING in-house when you can just subrogate all that responsibility to the community.

Reply
Damon
10 years ago

Jim, I understand your sentiments and we are doing exactly the same thing, moving to Houdini.

It comes down to a financial decision. 3ds max and all the plugins is too expensive.

It will take a while to move over but it can be done. Somebody should start a Max to Houdini blog.

Reply
MauricioPC
10 years ago

I can understand a move to Houdini for FX, but more modeling, what you’ll do? 3ds Max is still the best modeling app out there.

Exchange the thousand of plugins necessary to do FX for Houdini makes sense. But you must have Max as a modeler at the least.

Rendering in Houdini is all good now with Arnold, Mantra, Maxwell and Octane.

Reply
Jim Todd
10 years ago

I still have my Max license (NON-RENTAL) and a license of Zbrush, so I am fine. The key is moving away from a product that seems to have completely abandoned serious development in areas I need, so unless I plan to maintain plugins forever I need something with a full feature set out of the box. Modeling isn’t great, but that’s ONE gap. Maybe Perlberg et al. will surprise me…not banking on it

Reply
good luck
Reply to  Jim Todd
10 years ago

$5,000 + $2495/YEAR and you need to keep max?
That’s some expensive plugin!

Reply
MauricioPC
Reply to  good luck
10 years ago

I’m pretty sure that if you add the needed plugins for 3ds Max be able to do Fire, Smoke, Water, Destruction, Crowd, etc, like Houdini does, you’ll spend more than Houdini 5$ + Subs.

Reply

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