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Question
What is the general census on the stability of 2012?
According to me, max 2012 in it’s current state is much better than 2011 right after release… And generally speaking it’s QUITE stable. That’s until u start running in a lot of broken things that render some descent amount of the features unusable:
CAT, Skinning, Nitrous – which is fine for the most case until u start trying to actually use it and it leaks memory like nuts :)) UV unwrapping is on the list as well (it’s probably the thing causing most instability)… There are sum really annoying bugs with modelling – mirroring and symmetry flipping normals, messing up the preview of edges, etc and the backfaces of geometry that are always transparent. Broken shortcuts, etc… But despite these all, it IS stable, at least from my experience… Though u can’t actually work with it coz every single element of a normal pipeline has a lot of problems from modelling to rendering. For messing around, it’s the most stable version for the last few years…
Sorry for double posting…
Just wanted to add that if u use the old DirectX 9 mode, quite a lot of this problems are not present… But then it basically equals max 2011 featurewise/problemwise, only that the old version still has skinning working.
For me, 2012 is a lot better than 2011.
Nitrous has some problems. If you have a animated deformation, it is slow. But, if you model or have a lots of static objects, it is a lot faster.
CAT is the same. I have used CAT in 2011, 2010 in production. SP1 will be core rewite of CAT.
Skin has weight edit problem. I think HF will solve this. or.. you can rig in 2011 and animate in 2012.
Caddy behaves better.
Ribbon is faster!
.net 4.0 solve some problems and make scene expolrer better.
There are some problems, but no show stopper for me.
Very interesting,
In my history of max I’ve never seen a SP1 release so soon after the main release. 11 to me seamed to be such a big change I was not surprised on it’s issues. My hope was that 12 would be the refinement issue. Don’t get me wrong all of the new enhancements are great and long needed. But according to Peter B they are a weak links in the chain.
Can anyone speak to this:
I’m concerned that the new viewport display ability’s (speed & styles) are getting to tied and dependent on display card software/hardware. The speed is nice but I don’t really care about the style displays.
I hope people keep this thread alive to report on SP1.
OK… Autodesk really took care of the most notable flaws in the initial release… Skinning and UV unwrapping are fixed… They seem to have handled some really annoying display issues caused by Nitrous like the problem with single high poly objects, symmetry etc… But enough of them persist… Like the famous lag on vieport orbit with the mouse that was introduced in 2011 with GTX460 series… Well… Now there are people reporting it with GF260… I myself can confirm it with GTX560Ti under Win 7×64 and GF8600GT under XPx64, both with the latest drivers.
The thing is that despite A’desk is pushing us to Quadro, there are enough people that have serious issues with them as well… More over something is really wrong with Nitrous, since i can barely notice any scalability comparing the performance of the cards that i am using even if the theoretical difference is huge. Since the whole “tread per viewport” in theory utilizes 4 CPU threads for the viewport and another one for the UI, this appears to be the actual bottleneck…
With Core2Quad (both of my machines) have all in all 4 threads available… What happens as a consequence is that if i have a heavy scene open and i open Slate (for example), the threads are busy with the vieport and there’s none available to generate previews of the materials for Slate… Once u turn off the progressive refinement of the vieports there’s no problem with Slate… But what i mean is that if u have one vieport maximized and Slate open full screen on top of it, the focus for the CPU should be moved to what needs to be calculated – i.e. Slate’s previews… Instead, it keeps refining the viewports… What for, i’ll never know… Also the so called “Realistic” mode is nice in theory… Could spare u a lot of test renders for lighting setup and even texturing… If it was working… Well.. It does… With simple objects with simple materials and small textures… Try it, though in a REAL scene… No chance… A model with Arch&Design material assigned, with 4K textures for diffuse, specular & normal never gets displayed in a “Realistic Materials with Textures” mode… And even limiting the texture size trough the Asset Tracking Dialog n the proxy stuff can’t make it happen… More over, this prior the HF it was really leaking memory like nuts… It’s not told to be adressed and i haven’t had the time to test it again…
So if it’s the only model in the scene u might be lucky n get the propper preview in ur vieport… Well… If it’s a scene with a few of them and some other with lower resolution textures, u’ll never get preview… And it’s not that only the big ones are never displayed… They suck up the juice of the PC and prevent the display of the smaller ones as well… And so using the fancy displaying capabilities quickly looses any practical sense… And so… Back to the good old re-rendering… Over n over again…
Yep, these are really early HP/SP considering the previous years… But they are really necessary… It’s a bit better after the HF… let’s see in half a month what the SP will bring or/and take away 😉