Posted by Ken Pimentel, 1 March 2011 7:00 pm
First of all, this was a major effort around XBR Graphics. In fact, in trying to rework our entire viewport system without blowing up every known plug-in out there, this consumed more effort than we expected. Pretty much a "all hands on deck" situation. Nitrous is the name of this new feature which is a fundamentally new viewport architecture. It uses some state-of-the-art ideas around managing complexity (like automatic viewport consolidation of lots of objects) and of course, multi-core (not GPU) processing (per viewport). On scenes with 10,000+ objects, we see it working about 10X faster than 3ds Max 2011. You actually first experienced this architecture in Quicksilver - which is how we introduced the system because we knew it was a two-year effort. Quicksilver and Nitrous now share 90% of their tech - which I think is really going to be useful moving forwards.
A word of warning, as with any new viewport system that works a lot of magic, don't be surprised if there are glitches on your favorite GPU. Since the majority of you use game cards - which aren't technically supported (because there are about 500 variations of game boards out there) we cannot completely predict how things will work on every variation. We had a fairly large range of cards in our beta program, and they are all working, so we're hoping that the rest of you won't find anything too strange. If you do, please report it! We view Nitrous as an area of research and investment - so report bugs here.
We also worked on our XBR Diet initiative, which means that you should find definite speed up in the cold start and warm start times of 3ds Max. In general, you should find about a 30-40% faster load time. Our XBR Diet initiative is all about faster load times, less memory and better predictability/management of DLLs. We're not done, but progress has been made.
And don't forget, if there are things you'd like to see improved or developed for 3ds Max, go to the new community forum wishlists which are described here. Finally, if you're curious about the future of XBR, check out our recorded session that we posted here.
3ds Max Design users can expect to get all the features covered in this document, but we're not officially announcing the release at this time (more details at a later date).
Autodesk® 3ds Max® 2012 software delivers inspiring new creative toolsets, enhanced iterative workflows, and an accelerated graphics core that together help increase overall productivity. With this release, 3ds Max enables artists to better handle the conflicting demands of shrinking deadlines and increasing consumer expectations for quality.
Featuring lightweight, resolution-independent procedural textures, multi-threaded rigid-body dynamics, the physically accurate “point-and-shoot” iray® renderer from mental images, and the Nitrous render-quality accelerated viewports, 3ds Max 2012 delivers cutting-edge tools that leverage the latest hardware advances. Moreover, with single-step interoperability with other products in the Autodesk® 3ds Max® Entertainment Creation Suites and an enhanced method for UVW mapping, 3ds Max 2012 gives artists more time to make better creative decisions.
A top priority of the Excalibur (XBR) initiative to revitalize 3ds Max is to introduce a new viewport system engineered to help provide dramatic improvements in performance and visual quality. Nitrous leverages accelerated GPUs and multi-core workstations to enable artists to iterate faster and handle larger data sets with limited impact on interactivity. Advanced scene management techniques, together with multithreaded viewport scene traversal and material evaluation, result in a smoother, more responsive workflow. Furthermore, Nitrous provides a render-quality display environment that supports unlimited lights, soft shadows, screen-space ambient occlusion, tone-mapping, and higher-quality transparency. It also enables progressive refinement of image quality without blocking changes to the scene, helping artists make better creative decisions in the context of their final output.
Achieve a vast range of look variations with a new library of 80 Substance procedural textures. These dynamic, resolution-independent textures have a tiny memory and disk space footprint, and can be exported to certain game engines via the Substance Air middleware offering (available separately from Allegorithmic). Alternatively, artists can quickly convert textures to bitmaps for rendering using a GPU-accelerated baking process.
KPNOTE: yes, this sounds like the same thing as what you received as subscription users, but there are new substances that you should check out
As part of the XBR initiative, 3ds Max 2012 introduces the MassFX unified system of simulation solvers, and delivers its first module: mRigids rigid-body dynamics. With mRigids, artists can leverage the multi-threaded NVIDIA® PhysX® engine to create more compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. mRigids supports static, dynamic, and kinematic rigid bodies (the latter for rag doll simulations), and a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball & Socket, and Gear. Animators can quickly create a wide range of realistic dynamic simulations, and can also use the toolset for modeling, such as creating a randomly placed landscape of rocks. Assigning physical properties— friction, density, and bounciness— is as simple as choosing from a set of initial preset real-world materials and tweaking parameters as required.
KPNOTE: yes, this too sounds like what you received as subscription users, but it is actually significantly improved from a workflow perspective
Creating realistic images has never been easier with 3ds Max, using the newly integrated iray rendering technology from mental images. Another major milestone in the Rendering Revolution, iray enables artists to set up their scene, press “render”, and get more predictable, photo-real results without worrying about rendering settings—similar to a “point-and-shoot“ camera. Artists can focus on their creative vision as they intuitively use real world materials, lighting, and settings to more accurately portray the physical world; iray progressively refines the image until the desired level of detail is achieved. iray works with standard multi-core CPUs, however, NVIDIA CUDA-enabled GPU hardware will significantly accelerate the rendering process.
KPNOTE: Definitely improvements from what you received at subscription, performance improvements and a greater range of supported elements.
Take advantage of the focused toolsets in the 3ds Max Entertainment Creation Suites 2012, with new single-step interoperability between 3ds Max and Autodesk® Mudbox™ 2012 software, Autodesk® MotionBuilder® 2012 software, and the Autodesk® Softimage® 2012 software’s Interactive Creation Environment (ICE). Export 3ds Max scenes to Mudbox to intuitively add organic sculpted and painted details, and then update the scene in 3ds Max in one simple step. Take a 3ds Max scene to MotionBuilder to access the animation toolset, without having to think about file format details. And tap into the power of the Softimage ICE particle system directly from your 3ds Max scene. With single-step interoperability, artists can enjoy easier access to the best tools for the task at hand.
Create better UVW maps in less time, with a new Least Squares Conformal Mapping (LSCM) method, enhancements to existing tools, and more streamlined workflows. The LSCM method preserves local angles of the mesh faces in order to help minimize texture distortion. Employed in a new ‘Peel’ tool, the new method produces unwrapped UVWs from cut seams with a single click. Moreover, new shortcuts and better defaults for common actions, together with improved tools for alignment, cluster positioning, and edge selection help speed the entire texture mapping process.
With new support for Vector Displacement Maps (VDMs) in 3ds Max, artists can use mental ray or iray to render complex high-resolution details created in Mudbox or certain other packages on low-resolution geometry. VDMs can represent directional displacements that do not simply follow the normal: for example, forms with appendages, undercuts, folds, and bulges, such as a human ear.
Artists can enjoy greater control over brushstrokes and their effects on geometry, thanks to new sculpting and painting workflows. Useful in topology reduction workflows, the new Conform brush guides geometry towards another surface, with the degree of the conforming effect varying from softly approaching to shrink-wrapping. Modelers can slide vertices along target surfaces with the new transform brushes: Move, Rotate, Scale, and Relax. In addition, Paint Deform brushstrokes—for tools such as Push, Flatten, and Exaggerate—can be constrained to a spline, enabling it to be used as a guide or ruler, or to easily repeat freehand strokes. Moreover, artists can now save and load brush settings to quickly toggle between favorite presets, and choose a source for the Clone brush from anywhere on the screen when painting bitmaps in the Viewport Canvas.
Animators can easily switch between multiple products in the Autodesk® 3ds Max® Entertainment Creation Suite Premium 2012 thanks to a new F-Curve Editor that provides a more unified user interface and consistent terminology for editing animation curves. The new curve editor also offers better in-context curve controls, multi-point editing, and the ability to quickly toggle between the controller tree and the curve view.
Create a variety of non-photorealistic (NPR) effects that simulate artistic styles created by hand, with the new ability to render stylized images in the viewport and with the Quicksilver renderer.
KPNOTE: I know this has already been discussed on some forums based on Shane's sneak peek videos, to those of you that see no value in having NPR in the viewport, please understand that; a) this was a feature freebie because these shaders were developed by other teams in Autodesk, and; b) 70% of our beta members felt there were some value in having them in the viewport. Trust me, no programmers were harmed in creating this feature nor did it deprive you of any other features. If you want to do more with this feature, make sure you check out the MAXscript example from Bobo that completely controls this feature. In 3ds Max 2012, we simply set it up as a viewport effect - but with Bobo's script (you'll find it with the MAXscript docs) you can do much more with it.
Work in parallel to finish faster, with an enhanced dynamic Autodesk® FBX® asset exchange technology file link that now supports files from a wider range of sources, and can handle animation data. Changes made to the FBX file in MotionBuilder, Mudbox, Softimage, or Autodesk® Maya® software are automatically updated in 3ds Max, helping to reduce errors and eliminating the need for time-consuming file merging.
Artists can now optimize models faster, more efficiently, and with better results, using the enhanced ProOptimizer feature. It offers normal and UV interpolation, together with the ability to keep high-resolution normals on the low-resolution result.
Enjoy a faster start-up together with a lower memory footprint, thanks to targeted performance improvements developed as part of the XBR initiative that enable tools to be more intelligently loaded as required.
An enhanced user interface (UI) adjusts to dark UI color schemes, performs faster, and offers a more consistent contextual UI location and access to help.
The Caddy in-canvas UI offers better usability, with a more predictable contextual UI location, quicker interaction, and default behavior which does not occlude the artist’s selection.
For a complete review of the new features and enhancements in Autodesk 3ds Max 2012, view the “What’s New” documentation on the 3ds Max product center at www.autodesk.com/3dsmax-documentation.
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111 Comments
gr1f1th
Posted 1 March 2011 4:31 pm
mahi
Posted 1 March 2011 4:56 pm
moulder6
Posted 1 March 2011 4:58 pm
What about the mental ray version shipping with 3ds max 2012? Is it 3.9?
By the way, when will a trial be available for download?
Rawalanche
Posted 1 March 2011 6:22 pm
strob
Posted 1 March 2011 6:37 pm
Ken Pimentel
Posted 1 March 2011 7:49 pm
Not sure - trying to get an answer
Re: mr
Yes, mr 3.9 - we should have mentioned that
Re: dates
Expect it like last year
Re: curve editor
Some users might see speed improvements but it wasn't our goal (though it should be)
Rawalanche
Posted 1 March 2011 8:34 pm
Another thing people complained about was that ribbon performance is bad and that it does not fit into the ui color-wise. They obviously listened and made dark ribbon, cleaned it up, and i would expect that they did something about performance too.
Caddies are also one of the things people complained about a lot. And as you can see in the text above, they have put a bit of effort into improving them.
UI speed, startup speed... it all has improved according to this text.
If it's really true, then this is going to be a great release finally after a long time.
Actinidia
Posted 1 March 2011 8:43 pm
The dark skin doesn't look that ugly any more and maybe i will switch from the light skin to the new skin.
MassFX looks good but I'm a bit disappointed that there are just rigid bodies...I hope cloth, hair, fluid, fire and smoke all come in 2013...
Why is there no Viewport Rendering with iray?
But all in all the features in 2012 are very useful I think.
Substance Procedural Textures, Enhanced UVW Unwrapping, VDM, Sculpting and Painting Enhancements are very cool.
I think the updates in 2012 are better than those in 2010 and 2011 together!
I can't wait to get my hands on it...
I hope 2012 is as fast as 2009!!! If so, I'll Love it
mahi
Posted 1 March 2011 8:48 pm
"Re: curve editor
Some users might see speed improvements but it wasn't our goal (though it should be)"
The curve editor in max is a joke. Anything you have done will be a step in the right direction (I hope).Worst curve editor ever!
It is hard to understand, even after the webinar, if Max can catch up with maya and XSI. Or if that is even the intension? I am just so sad that I have to use that Ribbon for another year, and that nothing has been done to the workflow of max. Great to see the Physx solver in there and it looks better then in the subscription pack.
Mental ray:
Looking forward to updates to Mental ray. I hope you can get us more info.
Other programs:
Man the maya fluids look good, and pretty much anything I see in XSI makes me want to just bite the bullet. I have XSI 7 purchased right before Autodesk bought them and it is my fault for sticking with Max. I think Autodesk is doing a good job with XSI.
XBR is going to be a long road for max users and I just hope at the end they are not left lagging behind other software.
These of are just my opinions.
Actinidia
Posted 1 March 2011 8:53 pm
Autodesk really listen to 3ds max users and that's great!
The 3 main complaints were viewport performance, ribbon and caddies and all that changed! Good job.
jona vark
Posted 1 March 2011 8:54 pm
Jonathan de Blok
Posted 1 March 2011 9:00 pm
vs
"Nitrous leverages accelerated GPUs and multi-core workstations to enable artists to iterate faster and handle larger data sets with limited impact on interactivity"
Just to clarify.. Nitrous is multi GPU / multi CPU.. but only 1 GPU per viewport right? The first statement could also be read as that no GPU is used at all..
joegunn3d
Posted 1 March 2011 9:08 pm
Cover the toolbar, modifiers, & workflow.
Show it off already!
Ken Pimentel
Posted 1 March 2011 11:16 pm
I just meant we don't use multi-GPUs to accelerate viewports (no different than prior versions of max). We do use multiple cores to drive graphics for the first time.
Rawalanche
Posted 1 March 2011 11:33 pm
visualz
Posted 2 March 2011 12:47 am
larex
Posted 2 March 2011 4:25 am
Ken Pimentel
Posted 2 March 2011 5:58 am
Sorry, that won't be live until we ship. This is the first year for HTML docs and we still have some learnings...
re: apex
Well, we had the option of shipping it "as is" or actually working with Nvidia to develop the workflow. Since we get beat up for just releasing things, we took the latter approach. This just proves there is no pleasing everyone. I think we're doing the right thing, just won't get any thanks for it.
Dnashj33
Posted 2 March 2011 6:20 am
So, basically, I've waited to use the IPR for over 18 months and still can't, without the certainty of a crash (literally within minutes). I had to switch to VRay in order to get a working IPR (VRay RT). They both operate through ActiveShade, but if I understand correctly, finalRender is more internally integrated and can therefore preview just about anything....including Volumetric effects. VRay RT and iRay cannot. This is possibly a HUGE feather in the cap of 3ds Max as it has major implications for VFX artists. But it doesn't mean a thing if you can't use it.
Video:
http://www.cebasusa.com/interactiverender/ir_andvol.wmv
Cebas, like the Chaos Group, is a key 3ds Max vendor....can we please arrange a little better cooperation between these 3rd parties and your development team, as they are collectively the real strength of the application?
timd1971
Posted 2 March 2011 6:27 am
Gamma is disabled also when it should be on?
hmm? Wonder how viewports with Gamma enabled will REALLY appear?
Ken Pimentel
Posted 2 March 2011 6:40 am
Well, this is getting a lot of attention from us, but nothing in the shipping release. Cebus and Chaos are in our ADN programs and get a ton of support. It doesn't mean we do everything they ask from us, but it does mean we're working with them.
timd1971
Posted 2 March 2011 6:47 am
So will the viewports gain help from a multi-core CPU i.e. i7. Did versions prior to 2012 only use 1 core or something (even if the CPU was multicore i.e. i7)?
Or does the video card handle the viewport(s) acceleration? i.e. GEFORCE or even QUADRO? I thought viewports were strictly handled by the GPU?
Is there a benefit to multiCPUs vs. multiple GPUs instead for viewport acceleration etc? Seems all CPU cores and ALL GPUS present in a machine should be utilized for both viewport performance and rendering, either production rendering or interactive rendering.
Do the competitors like Modo 501, C4D, or even Maya 2012 and Softimage 2012 utilize all cores if they exist for viewport acceleration?
Ken Pimentel
Posted 2 March 2011 6:54 am
I'm just going to say that what is new is the following:
- each viewport get's a thread (a core if you have multiple cores)
- the UI is a separate thread from the viewports
Yes, the viewport is DirectX 9 and is GPU accelerated. We kept DX9 because of a dependency around mental mill compiler and the fear of DX11 not being totally ready for us. There are also some CPU-related optimizations that occur, but I don't know how much they load the CPU. Every setup will show different results.
timd1971
Posted 2 March 2011 6:56 am
Ken Pimentel
Posted 2 March 2011 6:58 am
We are working with Parallel's to improve that solution, so no native ports this year. It's my wish to get there someday, but everything has to happen in a certain sequence.
timd1971
Posted 2 March 2011 6:59 am
Ken Pimentel
Posted 2 March 2011 7:07 am
For the the positive vibes. I hope your experience lives up to the expectations. I know it will for many of you.
re: CAT
Getting a lot of love right now, just didn't make the release. Plan is to get fixes out ASAP - not sure if HF or SP yet, but it is a priority to stabilize CAT. Biped developers are on People Power right now, so that is costing us Biped features. I think we're making the right investment though.
Sevensheaven
Posted 2 March 2011 10:56 am
- the ability to import AI files from a newer version than Adobe Illustrator 8 (dating from 1998),
- saving of TIF files with LZW and Zip compression in stead of only the ancient RLE compression,
- support for loading TIF files with Zip compression (so we finally don't get those annoying errors anymore when trying to load a Zip-compressed TIF image).
Many thanks in advance.
ficolo
Posted 2 March 2011 11:47 am
capt.
Posted 2 March 2011 12:13 pm
Jonathan de Blok
Posted 2 March 2011 12:16 pm
What did you expect? world piece and an end to hunger?
Dnashj33
Posted 2 March 2011 2:47 pm
Gryp Master
Posted 2 March 2011 3:37 pm
Erik López
Posted 2 March 2011 7:59 pm
moulder6
Posted 3 March 2011 12:11 am
U have one kind of viewport representation for the new comform brush and another for the same tool using spline constrain...
U have changed the selection rollout for the UVW unwrap modifier, but it's another one (the old one) for editable poly...
I am quite sure it wouldn't take that much of a processing time (u already have the nice icons n the layout set) to make them consistent, and yet it WILL make the UI feel more consistent... Really...
Ken Pimentel
Posted 3 March 2011 5:16 am
Hopefully you are all aware of our new community voting system: http://area.autodesk.com/blogs/ken/announcing_3ds_max_community_wishlist
Make sure you vote your favorite feature request there.
re: fluids
You know, it is much more complicated to release technology that anyone can use versus technology that demos well but is very hard to deploy in production. So yes, we could claim fluids but if none of our users can effectively use it, what exactly is the point? People already complain about us doing things like this - we don't want to do more of that. I just wish people did their research more when they ask for things like this. It's something that we'd do if it was easy... Also, check out where it is in the Community voting system, last time I looked, it was 45th. So other priorities are ahead of it according to the community.
sparwassercom
Posted 3 March 2011 8:49 am
tadland
Posted 3 March 2011 1:51 pm
but, hum... anything about stereoscopy ???
(i don't seen nothing about, yet)
Maybe you're not in this business, but a lots of guys (for the best or the worst) wants 3D!
So, what are you cooking about?
mahi
Posted 3 March 2011 2:35 pm
Ken so what I gather from that is that you/the team recognize the need to have a fluids system in Max, but you also see the benefit of not just including any system that may not work with the vision of XBR. And that you want to make the right choice in finding a solution for it. That I can get behind.
I realy long for the day when I can do most of my work inside of max without purchasing other plugins to do the job, even if that means it may hurt some of the third parties. It is just time.
bill n
Posted 3 March 2011 3:03 pm
tadland
Posted 3 March 2011 3:59 pm
Ken, i hope that the next step of all that will be like this :
http://www.gametrailers.com/video/gdc-11-cryengine-3/711208
that's the way i would like to pla.. work ! !
timd1971
Posted 3 March 2011 11:49 pm
love how the ribbon can be moved to the side now, and the new UV window.
Please do not make XBR tabbed style like Modo 501... especially the UV window, this way I can have my UV window on my left display, and my viewports on the right display...if you tab them, they will all be locked down. 3ds max 2012 is really coming together quite nicely... try not to bastardize it too much by copying something like Modo 501 or Blunder ; )
def on the right track now...more so UTILIZING all the HARDWARE...just pure common sense my friends.
please keep the modifiers where they are and the tools on the top where they are , obviously the time line etc on the bottom also.
again...GOOD FRIGGN JOB!
timd1971
Posted 3 March 2011 11:53 pm
Ken Pimentel
Posted 4 March 2011 5:08 am
Read my blog, I already explained how that dropped into our laps. About 1 day of dev effort on our part. Might take us slightly longer for a complete fluids system...
re: caddies
Sorry, I don't know more than that. Maybe a beta user will comment.
re: stereo
Well, we first have to have Nitrous because our old viewports could never do it. Our first priority is to stabilize Nitrous and max out the performance of it. Stereo is on the wishlist.
re: 2012
Glad some of you are diggin it!
Rawalanche
Posted 4 March 2011 11:06 am
xenobus
Posted 4 March 2011 1:38 pm
Hi,
do you confirm the compatibility 3dsmax2012 with ati firepro?
or Autodesk work only Nvidia ...... :s
Jonathan de Blok
Posted 4 March 2011 2:08 pm
Rawalanche
Posted 4 March 2011 2:34 pm
I am personally more concerned about features, that are in mental ray for years already, yet no one implemented them yet. Probably most important one is Importon driven Final Gather which delivers better final gather quality at shorter time. Then also Importon driven Photon mapping, Irradiance Particles, Progressive Rendering and IBL lighting.
Come on Autodesk. People at mental images are working hard to improve their renderer, and come up with something new, and you don't even bother implementing it. No wonder majority of users use Vray, when Mental Ray implementation in 3ds Max just keeps lagging 2 or 3 years behind real development state. Is it so hard to add a few checkboxes, rollouts and slider to render settings dialog?
I understand you don't want to implement things that may not be ready yet, because you would have to officially support them. But can't you just make a new tab in render settings saying "Experimental" and put there a note saying "WARNING, features listed here are still in development and may not be fully functional. Autodesk does not officially support these features"?
Ken Pimentel
Posted 4 March 2011 6:07 pm
The string options are exposed for exactly that reason. We have some surprises planned - I just can't talk about them.
Rawalanche
Posted 4 March 2011 7:27 pm
Anyway... i believe in you, since upcoming release looks very good and it is obvious you have learned from your mistakes. Even if 2012 would not contain new MR features or they would not be fully working, i am gonna be waiting for 2013 and expect it to be even better version
danpool
Posted 4 March 2011 9:54 pm
Shanming Li
Posted 6 March 2011 3:38 am
mahi
Posted 6 March 2011 4:05 pm
Actinidia
Posted 6 March 2011 8:27 pm
Just one Question: What hardware was used for the nitrous demonstration?
http://area.autodesk.com/gdc2011/nitrous
ToKo
Posted 7 March 2011 10:19 am
Ken Pimentel
Posted 7 March 2011 2:15 pm
Not sure about Symmetry. Sorry.
re: Nitrous hw
That video was done with a Quadro 4000 I believe
re: demos
Everything you've seen is pre-release sw. I can only hope those things can be addressed in the final build. It also might be system/GPU/driver dependent.
re: Craft
Exactly the same plug-in ships with 3ds Max. We just didn't make a big deal about it. There is no difference between max and maya. In fact, that plug-in was shipping in 3ds Max 2011 - so you have had it for about a year...
re: ATI
Of course 3ds Max works with ATI. The only feature that doesn't is the iray acceleration which really requires FERMI-based GPUs to work well.
rogerb
Posted 7 March 2011 4:19 pm
Ken Pimentel
Posted 8 March 2011 11:51 am
I was trying to keep it a secret, but it looks like we published the date in our FAQ: April 8th should be the first time customers can download from their Subscription center. Please remember that not 100% of customers will find it available on April 8th because there are too many of you and Adsk is releasing many products that week. Don't be surprised if it takes a few days to get your copy. Same thing as every year...
stephen wilkie
Posted 8 March 2011 12:01 pm
tadland
Posted 9 March 2011 8:53 am
so, i guess, the motion blur in viewport (unlike Maya) is for 2013 ?
Ken Pimentel
Posted 9 March 2011 1:56 pm
Phase I of Nitrous is shipping with the 2012 release. Work continues. We're prioritizing "glitches" for hot fixes and service packs for now. I think if you're missing a particular mode in the viewport, please use the new Uservoice forums to vote for it. https://autodesk.uservoice.com/forums/80695-publicgeneralfeaturerequests
re: stereo
We first had to deliver Nitrous to get to stereo. Our old viewports wouldn't support it. Also, because we're DirectX, stereo in a window is "unsupported" (unlike OpenGL). We have to work with ATI and Nvidia to work around this. Not as easy as you think or we'd hope.
Ken Pimentel
Posted 10 March 2011 4:35 am
We've only announced mRigids at this time. Rest is research.
tadland
Posted 10 March 2011 9:42 am
"use the new user voice..." will be the answer for all?
You will not input a good thing if nobody ask for it?
You're smart, you know that "motion blur on viewport" is a common sense of modern display.
Of course, i have requested a few things, but i don't have 50 friends for rising up my voice in the middle of all around.
That's life
see you...
Ken Pimentel
Posted 10 March 2011 2:30 pm
My point is that everyone is asking us to do everything. If you don't want your voice lost, and you want it combined with other voices, then log an idea. Uservoice is just one thing we consider, it is not all things we consider.
tadland
Posted 10 March 2011 7:47 pm
what if a have ideas and can simulate it on a video.
any way to send it, or show it?
Ken Pimentel
Posted 10 March 2011 8:10 pm
I don't think we support that yet, but you could upload to youtube and then simply publish the link in the "idea"
tadland
Posted 11 March 2011 8:34 am
sparwassercom
Posted 15 March 2011 8:06 am
http://www.youtube.com/watch?v=Gz6bOU4JX1w
best regards
r
AdrianG
Posted 15 March 2011 2:31 pm
Full source code licenses along with an unlimited seat site license are available for $4999. To purchase, click here.
Autodesk... this is your chance for a good physics engine!
it can be paralel to physx... physx to more masive rigid simulations and momentum for more sensitive one
Macha
Posted 15 March 2011 6:22 pm
With all due respect. Check before you post not accurate statement like that
Acording to that site physx supports rigid bodies constrains and collision only which is totally wrong
Was and i am using nv plugin and it's great. The only thing i would like is that it would not be so hard to get a hold of news about it
ChangsooEun
Posted 16 March 2011 8:02 pm
Physx library itself already has soft body and cloth , fluids. We just have not have an implementation for max yet. That's why max team choose it over Maya Nucleus for "unified dynemics" solution.
Ken Pimentel
Posted 16 March 2011 8:29 pm
The reason there are so many is that they provide optimized workflows. Combining some of these would create a beast that is neither easy to use nor optimized for use. Also, there is sometimes simply no reason to combine code. For example, we should fix ProBooleans so that you never find a reason to use Booleans. To do this, you need to submit bugs against ProBooleans so that we can fix where things aren't "as good".
Rawalanche
Posted 17 March 2011 10:08 pm
It is same with boolean. There are 2 solutions and they both are better at some situations, worse at other. That is actually not good. I think it got too advanced. For example there is quite a few settings in ProBoolean, and they are there to compensate for errors that ProBooleans cause simply because it is not smart enough. You should not be supposed to compensate for boolean errors. You should have one smart boolean modifier that simply works well.
And of course people will still use both, because both are available. So no wonder people do not send enough bug reports for ProBoolean when most of them dont even feel a need to use it. If you combined both, did some stress testing if it simply does what it is supposed to do, and then leave it as only single boolean option, if some bug was found, people would report it as a boolean bug. There would not be 2 solutions, just one, unified, so all the feedback would go to the right place.
I am sure Ken said it while thinking about current 3ds Max developers. They usually love to make hard to use unoptimized beasty things, and they showed their best in 2011 release. (Sorry, i could not resist :-D)
Ken Pimentel
Posted 21 March 2011 1:17 pm
We haven't figured out how to standardize physics data generally in FBX for interop, so we're dumping opaque PhysX data in there to at least interop between max/maya around PhysX. Not sure when we'll solve this difficult problem.
Pix10
Posted 22 March 2011 1:28 pm
Thanks for the info Ken.
One request though - UDPs are obviously attractive for interim workarounds, but if the system needs to borrow them, perhaps encapsulate or prefix the parameters so that they can be easily parsed out - you can imagine I'd be having kittens if I already had 10,000+ fbx files which also use a LastPose parameter
Ken Pimentel
Posted 22 March 2011 1:34 pm
We are doing major work rewriting the core to address stability issues. We had to stabilize the core before building on top of it. So, we hope that Service Pack 1 will contain a new CAT core. No promises and no new features, but much more stability. It's already being tested by some users - so it's a matter of working through the issues before doing anything with it.
Rawalanche
Posted 22 March 2011 2:23 pm
spongebob
Posted 23 March 2011 12:55 am
Ken Pimentel
Posted 24 March 2011 6:36 pm
Are not compatible (due to a compiler update, so it should be just a recompile).
re: "save as previous"
Introduced in max 2011, you could save as 2010. Max 2012 allows you to save as 2010 or 2011 (either).
Thanks for the vote of confidence.
Ken Pimentel
Posted 26 March 2011 5:49 pm
Interesting idea. I don't know the interaction between the Viewport Canvas and NPR. I think you would have an indirect way to do this, but it you'd have to develop your own workflow. Let us know how it works!
Rawalanche
Posted 27 March 2011 7:23 am
Thank you in advance.
Jonathan de Blok
Posted 28 March 2011 8:13 am
"The unified sampling mode can be controlled with new string options:
"unified sampling" on|off
"samples min" float
"samples max" float
"samples quality" color
"samples error cutoff" color
Rawalanche
Posted 28 March 2011 9:57 am
Ken Pimentel
Posted 28 March 2011 12:57 pm
Doesn't work with vray, mental ray or scan-line, but it does work with animations (either in viewport or rendered via Quicksilver). There is also MAXscript control over the drawing parameters and Bobo wrote a script that ships with 2012 help docs that shows complete control over these parameters. Definitely check that out if you want to play with this feature.
re: mr
String options are your friend in this case. It should work.
Rawalanche
Posted 28 March 2011 1:43 pm
Ken Pimentel
Posted 28 March 2011 1:50 pm
Some features do require more integration than others. There are string-option features that work fine too. I do not know which will give you problems and which won't. You've seen us support some of these things more formally over time, so keep demanding more. Please log your requests at https://autodesk.uservoice.com/forums/80695-publicgeneralfeaturerequests
Rawalanche
Posted 28 March 2011 3:12 pm
What i dont uderstand is for example why importons worked with GI in max 2010, but stopped working in 2011. It was already properly implemented but something in 2011 broke it... i wonder what could be the cause ?
I do not demand that much, only thing i want is to see all these features in render settings window, where i can save them together with presets, where they are all at one unified place, where they all have friendly UI... so i dont have to open 3 scripts everytime i want to make adjustment to these features. I don't want to put a geoshader in my scene and then apply a map with these features whose i then edit in material editor (ctrl_ghost shader). I simply want all the rendersettings on the place where they belong
Also majority of users don't provide feedback about these features and don't vote for them because they do not even know that they are there. If they were in render settings dialog, people would experiment a lot more with them, and provide way more feedback about them. ;-)
cyb3r
Posted 1 April 2011 9:44 am
Ken Pimentel
Posted 1 April 2011 1:21 pm
Best to make them here: https://autodesk.uservoice.com/forums/80695-publicgeneralfeaturerequests
re: mr
It is always a balancing act between how much we can afford to spend on mr versus all the other areas of 3ds Max. If we were only about rendering, then we'd have a most excellent mr solution. So yes, we have to prioritize other workflows since we're not a huge team and we have lots to do. Iray has been a huge investment on our part and this was at the cost of other mr features. I think it is the right thing to do, but we might not know for a couple years.
timd1971
Posted 3 April 2011 2:46 am
Is this being put back in 2012? and why was it everf removed? And if for some dumb reason (again and again over) it is not in v2012... can we PLEASE see this gets attention is a HOTFIX please?! (along with other problems that users complain over and over again in past versions that apparently are ignored and never foxed also?) Please address these in HOTFIXES and get it done... will give no one reason to complain anymore about this...yes will always be complaints just about anything...but we all know what SERIOUSLY needs addressed finally.
stephen wilkie
Posted 7 April 2011 1:26 pm
THanks, it will save me bashing my refresh button all day tomorrow. my keyboard thanks you.
Steve
Jonathan de Blok
Posted 7 April 2011 1:29 pm
Ken Pimentel
Posted 7 April 2011 1:39 pm
Yes, it looks like subscription users are getting the release early. I don't think boxes are shipping until tomorrow.
stephen wilkie
Posted 7 April 2011 1:41 pm
anyway downloading now and thanks again you have made my week
stephen wilkie
Posted 7 April 2011 2:09 pm
nirsul
Posted 7 April 2011 2:15 pm
Nir
Jonathan de Blok
Posted 7 April 2011 2:18 pm
subscription center -> contract administration -> coverage report -> click on your contract in the popup and the serial / product key is listed in the lower part of the screen.
stephen wilkie
Posted 7 April 2011 2:20 pm
stephen wilkie
Posted 7 April 2011 2:28 pm
hmm how many times can i clean my wacom tablet and desk....
sparwassercom
Posted 7 April 2011 4:57 pm
Pix10
Posted 7 April 2011 5:08 pm
Go to Help->About 3DS Max and click the Product License Information button
Pix10
Posted 7 April 2011 6:34 pm
And really not happy to see the PhysX/MassFX LastPose matrix bugs still there (and not mentioned in the release notes).
Pix10
Posted 7 April 2011 6:53 pm
It will be on the left when you log in, under Program Information.
However, if you're not the agent (i.e. administrator/manager of the subscription account) then you won't see it. In our case, I have to give my other artists the info when they request it.
nirsul
Posted 7 April 2011 6:56 pm
Take a look:
http://www.orvatsel.com/subs1.jpg
Nir
pyro777
Posted 7 April 2011 6:57 pm
You are correct in your information. I contacted my admin guy and he set me up. Thanks for the info!
Dean
pyro777
Posted 7 April 2011 6:59 pm
Thanks for the pic! Now I know what the admin sees.
nirsul
Posted 7 April 2011 7:02 pm
http://www.orvatsel.com/subs2.jpg
and
http://www.orvatsel.com/subs3.jpg
Nir
Ken Pimentel
Posted 7 April 2011 7:04 pm
nirsul
Posted 7 April 2011 7:09 pm
Nir
nirsul
Posted 7 April 2011 7:09 pm
Nir
Pix10
Posted 7 April 2011 7:26 pm
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