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Home Software 3DS Max Max News

Sneak peek at XBR simulation and ICE

by CGP Staff
April 15, 2014
Reading Time: 1 min read
7

There, and back again. Autodesk has posted a video with a quick look at how XBR Simulation could tap into the Softimage ICE particle system. Watch it on YouTube.

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Robert Freitag
14 years ago

LOL what a bunch of crap 😀 I reallly don’t get the reason WHY anyone wants this.

Reply
HH
14 years ago

so, we need xsi to use max..

Reply
Geddart
14 years ago

Yes! I was waiting for this!!! Will go great together with Lagoa too!!!

Reply
Joachim Perschbacher
14 years ago

There a lot of cool features and details in that video. For example the scenes are linked not just copied. The Pflow events were created automatically, which is very cool. I hope autodesk will enable that feature in as many applications as posible. Why should you waste your resources for developing a new particlesystem for 3ds max when you own ice?

Reply
Steve Green
14 years ago

Umm, to not annoy users who don’t really want to fork out for another 3D app, just because Autodesk haven’t seen fit to develop Pflow since it was introduced?

Or who don’t want their resources hogged by another app, when Max is already a bloated mess?

I really hope there’s more to any PFlow additions in 2012 than workflow exchange to an app I don’t have.

Reply
anonymous
14 years ago

i think Xbr = Push third party Plug in to max

2010-2011 Polyboost /nodejoe
2012 PhysX
2013 ??
2014 ??
—-
2022 ??

thank for Hardwork

Reply
JohnnyRandom
14 years ago

Well as an interoperability addition sure but as a workflow change it seems ridiculous to go from a fully multi-threaded system (ICE) to a single-threaded system (Pflow).

On first look this appears to be simply introduced to get ICE particles into Krakatoa which IMO would be better done by simply using a ICE PRT compliant exporter. Or even FumeFX, why else?

The video simply shows object surface emission, I would rather see (and I think I can speak for every other pflow user) a pflow birth operator that borns particles on another proxy pflow system (that generates the base geometry particles) or a spawn test that uses current shapes as a spawn surface.

The thing is you can already do this in max (what was demonstrated anyway) via a few relatively quick hacks or by purchasing a cheap plugin. Why would one, other than a studio with XSI in the current pipeline, want to drop an additional $3500 (+ subscription forever), to do this is beyond me. Unless of course if Autodesk decides include XSI as a 3ds max subscription benefit, it really only benefits the very few of the few.

Reply

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