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Home Software 3DS Max Max News
Extension 1 for 3DS Max 2015 released

Extension 1 for 3DS Max 2015 released

by Joel LeLievre
August 12, 2014
Reading Time: 1 min read
31

Autodesk has released a new extension pack for 3DS Max 2015 which includes OpenSubdiv, Alembic support, and Enhanced ShaderFX. 3DS Max users on subscription have immediate access to this new extension pack which can be downloaded from their subscription page. For full details on this latest release, you can check out the 3DS Max page on the Autodesk Area website.

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Ravihara Weerathunge
11 years ago

Faith + 1

Reply
Ricardo
Reply to  Ravihara Weerathunge
11 years ago

Faith + 2

Reply
eloi
11 years ago

Now, this is a great update!

Reply
SuperRune
11 years ago

Oh, this is good! Love the OpenSubdiv stuff! Nice touch to have Neil and John demo the feature!

Reply
chaos23
11 years ago

the OpenSubDiv looks really well implemented. Love the Crease modifier. Nice job Max Dev team!

Reply
roger
11 years ago

I’m just happy to see so many of may fellow max users finally happy.

Reply
Robert Freitag
11 years ago

It took quite long but I do see Light at the end of the Tunnel now! Fantastic! 🙂

-Robert

Reply
Maziar
11 years ago

Im my opinion the Alembic addition is just as important, it opens a lot of doors for Max, but yeah OSD just has a different charm, and I’m really liking the implementation, especially lovin the Crease Set modifier. 🙂

The ShaderFX updates seem to be useful too, although I think hardly anyone has noticed them.. 🙂

Also, I just checked and the online help seems to be updated.

Reply
Makoto Chiba
11 years ago

Hmmm…
This extensions are nonsense…Seemingly we see it very well…
Opensubdiv is really slow on CPU mode. GPU mode cannot display with the texture….But crease editor is good.
Alembic has no option. Even time offset…

Actually, I released our opensubdiv plugins today. This CPU mode is 10-20 times faster than autodesk one. And also faster than turbosmooth.
Autodesk one seems to lower speed on purpose. To make GPU acceleration looks good.
Our GPU mode is slower than it. But it holds texture. And I think I will improve this speed more..
Please try to use this.
http://www.magicpics.com/mps/mps_opensubdiv.html

Reply
Strob
Reply to  Makoto Chiba
11 years ago

Chiba san, your opensubdiv look interesting (omoshiroi!)! Is it compatible with maya and mudbox?

Reply
Yuri
Reply to  Makoto Chiba
11 years ago

I tried your plugin Makoto – it’s mind blowingly fast on pretty complex character animation! As if no modifier was on top at all. Job well done!

There were some crashes though preventing further testing (maybe related to my mesh) “…ables.h line 246; expression: level>=0 and level<((int)_vertOffsets.size()-1" – if that is of any help.

Absolutely amazing job you have done! Encourage everyone to try 🙂

Reply
superrune
Reply to  Makoto Chiba
11 years ago

Great to have alternatives. I’ll check out your plugin as well.

Any plans on compiling it for versions of Max lower than 2013? Actually, this would be awesome to have in Max versions down to 2009!

Reply
rs
Reply to  superrune
11 years ago

2008 would be even better 🙂 Parameter List looks really nice!

Reply
Makoto Chiba
Reply to  rs
11 years ago

Actually, our studio is using only 2014 and 2015 now.
So, I will try to compile for 2012 in the next week, maybe. But I cannot test it.
And more previous version as well.

Anyway I will release plugin for max2012 in next week, if we have a time to re-compile it. Actually, we are not software house, we are visual effect studio and we have some deadline every time! LOL.

Reply
Maziar
Reply to  Makoto Chiba
11 years ago

I can confirm that the cpu mode is a bit sluggish, but I’m really not seeing the performance gains that you are talking about here with your plugin Matoko, I’ve tested on levels 3/4/5(on the same shape that you use in your demo, cube with extruded faces), others need to test and confirm too.

Anyways, I think someone from the dev team should clarify this, as well as the limitation with the textures, it would be helpful to know if that will get resolved in the future or not, because it’s quite annoying the way it is now, we are basically trading visuals with performance…

And as long as we are giving feedback, the spinners in the crease explorer are kinda hard to work with(they don’t behave like the normal Max spinners) and they also don’t give a live feedback of the changes, at least not here, and doesn’t it makes sense to have a crease explorer option in the Scene Explorer as well?

Reply
Makoto Chiba
Reply to  Maziar
11 years ago

Maziar,
Did you test with animation mesh?? Please add bend and make some keys and compare with both. I think you can see the difference clearly.
Max is not refreshing viewport rendering for none animation mesh.

Reply
Rotem
Reply to  Makoto Chiba
11 years ago

@Makoto Your plugin is impressive! I tried it on Max2014 on an animated character. I noticed a consistent 15% speed increase over turbosmooth in CPU mode.

Reply
Maziar
Reply to  Makoto Chiba
11 years ago

Makoto, Firstly I need to tell you that your plugin is very unstable, I’ve had 5 crashes using it so far, anyways I tried what you suggested, yes with a bend below the opensubdiv modifier the frame rate drops dramatically(it won’t if the bend is above the modifier), of course the gpu mode solves that but at the cost of loosing the visuals, anyways, I’m hoping it’s a similar problem to when the new explorer first came out and had a performance issue which they fixed shortly afterwards, still would be nice to hear from the dev team regarding this.

Reply
Makoto Chiba
Reply to  Maziar
11 years ago

Actually, I found the crash bug with the crease edit, I will try to fix this in next build.

Reply
ali
11 years ago

Amid a light, it makes a point
Only one structure for the company seriously ???????????????
All programs have a lot of power to go
Before we all get behind this product had a mental deficiencies do
Excessive dependence on plugin
Having a powerful rendering or rendering efficiency orrenderman or Arnold
Low-Max Performance Options
Thanks

Reply
Marco
11 years ago

Ok, a sign at last! This means I can keep investing in this software, this is a great news. Hope to see more 🙂

Reply
stig atle steffensen
11 years ago

This is very good news!
It’s a very good start! I’m sure it’s a development that’s ongoing, so I’m sure we’ll see updated version of this as they move along with the releases \ service packs.

Reply
nickolay411
11 years ago

Great stuff.

I also like how It’s part of ‘Extension 1’

Does that mean they’ll be a second extension this year? 🙂

Reply
Nils Arne Brekke
11 years ago

This is great. Three major features in one extension update. Thats what I call a good update.
I hope this is something that will continue in the future updates/releases cause this definitely gave me more hope for Max.

Reply
czurcher
11 years ago

This is great news! The kind of stuff I’ve been waiting for through multiple releases.

Bravo Max team!
I’m really looking forward to where this is going.

Reply
Yuri
11 years ago

Dear MaxTeam, thank you so much for listening and delivering! This is defiantly the direction i’d love to see max go!

Reply
zoubein
11 years ago

Great stuff, sadly no support to bake out particles with alembic so XMESH! still rules for me.

Reply
MauricioPC
Reply to  zoubein
11 years ago

Really? Isn’t Maya with Alembic to cache BiFrost simulations? Why would they make Max one without it?

Reply
nickolay411
Reply to  zoubein
11 years ago

zoubein,

Did you try using a mesher compound on the particles and then baking with Alembic?

Reply
zoubein
Reply to  nickolay411
11 years ago

Good Idea I will try, but that’s what it says in the documentation.

Reply
ashkan
11 years ago

What is a question by the Cat in Max
crowd should be performed if you have a few feet Frza wind … what to do?
Such things did Max undefined after the team seems to sit most superficial things to buy plug-ins
Minimum population softimage program to create images in Max ????

Reply

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