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I’ve left Max and Modo behind for Blender. It just needs a VRay port for the icing on the cake.
http://www.chaosgroup.com/vray/blender
Guess the last commit for Vray for Blender was in 2019. Seems to be dead 🙁
Redshift is an option too.
It’s amazing how fast and far blender has come, surely now it’s by far the most used 3D software?
It’s great that we are moving in the direction of the whole industry having 1 software that everyone uses especially more so that it’s OPEN SOURCE and free..
Thanks, Blender foundation!
Nah, max is still the most widely used software. besides, what does it matter how many people are using it? Also, something being free is not really something i consider when choosing software to use in production.
You are being annoyed when Blender fanboys show up under 3ds Max posts trashing it, yet you go under Blender posts to trash Blender. Don’t you feel a bit like a hypocrite?
Please, point out in my post how I am trashing blender?
Overwhelming majority of your contribution to this site is in a “Max good! Blender bad!” spirit:
You criticize others for being Blender fanboys while obviously being fanboy yourself. You almost never post anything constructive, but at the same time always go out of your way trying to pour oil into the “Blender vs Max” fire, or start one if it’s not started yet.
All your contribution does is lowering the quality of the discussion on the site me and many others love. It does not make you look good by any stretch of imagination, despite what you may think.
If you’d taken the trouble of actually reading my posts, about one or two are directly pointed towards Blender, the rest is pointed to annoying fanboys. Second, again, if you read my posts I am critical of max as well, which fanboys (of any software) aren’t. Third, please see my previous post: please point out how I’m trashing Blender. Thanks.
PS: the only lowering of discussion quality done here is by the majority of Blender fanboys.
Its develloping fast. But to be honest, you still feel the gap to the old big apps.
Sure… Blenders Cycle render engine feels like Vray 2.x. way way beyond anything like Vray 5 ore Corona REnder.
But thats not all. The modifiere Stack is far more develloped in Blender. Here i miss an Edit Poly modifier. And from an Architectural Perspective.. Whats heavily missing are features tools like Forrestpack and Railclone..
So to say.. Blender is a great addition to the 3d landscape and many concepts in it are great. Sculpting for example. and Evee.
But its not allready head to head with max or Maya in many areas.
Sorry.. i wanted to say modifier stack in max is more develloped
The modifier stack in Blender works in a different way, there won’t be Edit Poly, coming from Max is normal that you miss it, but the way of working with Blender is different, once you understand it and get used to it you won’t miss Edit Poly or many other “temporary edit” or “middle stack edit” modifiers, it’s a totally different app.
Regarding ArchViz, you have several alternatives to Forest Pack, the biggest one being Scatter Addon, for similar things to RailClone you have Animation Nodes or Sverchok, both node based addons, not as powerful as Railclone but very very powerful, and Geometry Nodes is rapidly growing (native solution) and becoming super powerful, it will be able to do similar things to RailClone.
Many max users think that, until they really commit to learn Blender and discover it, we did it in 2016 and we miss nothing, in general that opinion comes from a lack of knowledge about the Blender, on the other side that lack of knowledge is totally normal, it’s not your app, but don’t think things are granted as you know them, better ask about solutions or question if something is possible or not, it won’t be done like in max probably, but it will be possible.
With that said, I will repeat what I always say, if you are happy with max, there is no reason for you to use Blender, that’s clear, so I’m not trying to convince you about using Blender at all 🙂
Wrong. I’ve spent 13 years with Max and last 4-5 with Blender and EditPoly is what I miss in Blender the most. So I kinda know both inside and out, most specifically in the modeling department. Having said that, Geometry Nodes is growing by leaps and bounds and certainly in a few years we will no longer need any EditPoly replica.
Exactly.
They have features in the list. But, many of them are half baked and not usable for production. BTW, when will they fix undo?
Undo is mostly fixed, at least for object level operations where it was most of the frustration.
It’s still a bit slow in mesh edit mode, but overall, Blender’s mesh edit mode performance with very high poly meshes is still not very good, so by the time you are working with such a high poly model undo speed is an issue, you have a lot bigger performance issues on your hands than the undo speed 🙂
Regarding the modifier stack – It leaves much to be desired, but at the same time, it will probably be soon made obsolete with geometry nodes, which will offer a lot more than what a linear modifier stack could ever do.
As Ludvík Koutný says, undo is fixed, there are some corner cases where you can see a bit of a delay, but they are that, corner cases, and the delay is nothing compared with what it was before.
And also, edit mode with high poly count meshes is slow yet, however is one of the things on the list, we all know that’s a key thing to improve and fix.
And yes, Geometry Nodes is basically a dynamic modifier, and you can stack several of them, the plans are for all the modifiers to be turned into GN modifiers that you can access, modify or expand, whenever they are not so simple that they are just a simple node (like subdivision surface).
Regarding intermediate edits, while I don’t miss them at all, because what I said, I know many max users do, and I and others have asked for an “specific edit” or “frozen edit” modifier that would work do similar things to Edit Poly, however in a different way proably.
IMO the power comes when you mix the nodes workflow together with the modifier workflow, granted that inside nodes you can also stack actions of course, and in the future there are other exciting things coming related to this 🙂
However if you have any other half baked feature in mind, you can mention it, propose solutions and help with its development, not just as a developer, also as a user.
Blender is made by developers and users, the decisions are not made in the same way they are made inside a big company concerned by sales or shareholders, users are key in the Blender evolution, sometimes it may seem slow (like fixing the actually really half baked non-manifold extrude, that is useless right now) but they get fixed and improved, other times development seems to fly 🙂
Totally get it that you can get used of features missing, like the edit poly. But its no doubt that blender is ahead in different aspects to max, and lacks in other parts. And for me modifiers is one of those things. Sure you can get used to having to collapse your modifier stack to keep editing your mesh, but being able to keep working procedurally with an edit poly modifier its a huge time saver. Now in blender we get a simple copy/drag modifier between objects, but still missing instanced and/or reference modifiers for example existing in max for decades.
However, geometry nodes in blender its a big big addition to the toolset in blender. MCG in max had great flexibility, but lost the opportunity being a tool more focused to programmers than to artist. Geometry nodes has the foundation of being a great tool for artists. I will like to see vertex manipulation on geometry nodes to be able to create and/or enhance your own modifiers, but its great to see a such flexible tool already for scattering.
They develop new features and cripple those which used to work fine all at the same time. Backspace not working across many of the UI elements is one example.
They have and as for production well tell Bungie game studio why its not production ready or Amazon studios. Don’t get me wrong Blender still has it short comings but it is a production ready package.
Industry-standard is such an outdated phrase when talking about 3D..
What does it even mean? there are so many different industries with varying pipelines and workflows like a company developing games will have different needs and requirements to a company doing product renders.
Let’s be honest, yea blender does have its bugs and annoyances, for me personally coming from 3DSx max I missed the edit poly mod and how good some of the other mods were (chamfer,bend etc) but now I’m fully migrated to blender I don’t miss it at all actualy.
Blender is now the go-to package to learn 3D, it has most of the functionality of other software and is free, and has a great UX.
If you were a student learning to get into 3D honestly would you waste your time trying to learn the other packages? yea you can get a student licence, but for what? to eventually have to pay to use the software to create your art?
And also let’s not forget Blender is going no were, the same cant be said for 3Ds max/c4d/Maya look at what happened to lightwave, when the product is not viable anymore the company will bin it (highly unlikely I know, but possible in the future if the mass migration to blender continues).
Blender’s Bevel Modifier has currently very similar capabilities as Max’s chamfer, so I am curious what do you miss there.
Regarding bend modifier, Blender has simple deform, but I do admit it’s a bit more frustrating to use, since to get the correct deformation you want, you have to either create a new empty object and use that as the “Origin” or you have to go into pivot edit mode and transform it manually. Blender’s modifier don’t have the built in gizmos like Max ones do. But once you do that, the capabilities are once again similar or same.
The Simple Deform modifier is Max’s Bend, Taper, Twist and Stretch modifiers in one.
On a plus side (turning a workflow issue into a feature :D) this makes it easier to drive deforms of multiple objects using the same empty object, which is a bit more trickier in 3ds Max where you have to clumsily parent the gizmo of each modifier onto some new object.
Hey Ludvik, yea once you get used to using blenders simple deform it is not a problem but originally when I moved from max it was a nightmare..
But completely used to it now and it’s not an issue at all, regarding chamfer max vs blender, not sure how familiar you are with using chamfers on Max but this video should explain
https://www.youtube.com/watch?v=OsMAYNIfKd0