AREA Blogs Feedhttp://area.autodesk.com/AREA is an Autodesk online community for 2D and 3D artists -- with free tutorials and downloads, movie and image galleries, professional industry artist interviews and job posting boards. AREA members also have access to Product-specific discussion forums, and blogs by Autodesk Media & Entertainment Software Product Developers.Wed, 04 May 2016 11:43:24 UTCAnnouncing BonusTools for Maya 2016 Extension 2STLR<h4 style="text-align: center;"><span style="font-size: larger;"><strong>-&nbsp; Announcing BonusTools for Maya 2016 Extension 2 -</strong></span></h4> <h3 style="text-align: center;"></h3> <p>Because of the API changes for Maya 2016 Extension 2 we needed to recompile the various BonusTools plugins and create new installers.&nbsp; So while we were at it we decided to throw in a couple of new features just for fun.&nbsp; This includes two new modeling tools called <strong>"Curve to Ribbon"</strong> and <strong>"Curve to Tube"</strong> as well as a new<strong> "Weight Editor"</strong> UI for managing and refining skin weight values.&nbsp;</p> <p>Stop by the <a target="_blank" href="/blogs/stevenr/bonustools"><strong>- BonusTools Resource Page -</strong></a> for updated links to installers, bug fixes, feature tutorials, etc...</p> <p>Below you can check out a demo of the new modeling tools.&nbsp; Stay tuned for a tutorial on the new Weight Editor in the coming weeks.</p> <hr /> <p style="text-align: center;"><strong>BonusTools for Maya 2016 Ext 2</strong></p> <p style="text-align: center;"><strong>Curve to Ribbon / Curve to Tube<br /></strong></p> <p style="text-align: center;"><strong>https://www.youtube.com/watch?v=Z49dhb_TFb4</strong></p> <hr />Mon, 02 May 2016 20:31:56 UTChttp://area.autodesk.com/blogs/stevenr/announcing-bonustools-for-maya-2016-extension-2Maya Bonus Tools Resource Page - Maya 2016 Ext 2 version now available!STLR<p style="text-align: center;"><img 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" alt="" /></p> <p style="text-align: center;"><span style="font-size: larger;"><strong><br /></strong></span></p> <p style="text-align: center;"><strong><span style="font-size: large;">&nbsp;- Welcome to the Maya BonusTools Resource Page -<br /></span></strong></p> <p><span style="font-size: larger;">Here you will find links to installers, useful info, tutorials and updates related to Maya BonusTools.&nbsp; This page will be continually updated with new information, so bookmark it and check back later for more updates.&nbsp; Feel free to provide feedback and suggestions in the comments section below.</span></p> <hr /> <p style="text-align: center;"><br /><strong><span style="font-size: large;">!! BonusTools is now available for Maya 2016 Extension 2 !!</span></strong></p> <p><br /><span style="font-size: larger;">The BonusTools installers for Maya 2014-2016 (including 2016 Ext 2) are available for download on the Autodesk Maya Apps Exchange -&gt;&nbsp; <a target="_blank" href="https://apps.autodesk.com/MAYA/Detail/Index?id=appstore.exchange.autodesk.com%3Aautodeskmayabonustools2014%3Aen"><strong>BonusTools 2014-2016 Installers.</strong></a>&nbsp;<a target="_blank" href="/userdata/blogs/stevenr/Downloads/MayaLT_2016_BonusTools.1.zip"> </a>The Exchange is a portal hosted by Autodesk where you can get access to plugins that extend the functionality of various Autodesk products.&nbsp; There are both <strong><a target="_blank" href="http://apps.exchange.autodesk.com/MAYA/Home/Index">Maya </a></strong>and <strong><a target="_blank" href="http://apps.exchange.autodesk.com/3DSMAX/Home/Index">Max </a></strong>centric pages on the Exchange.</span></p> <p></p> <hr /> <p><span style="font-size: larger;"><br /></span></p> <p style="text-align: center;"><strong><span style="font-size: large;">!! BonusTools is now available for Maya LT 2016 !!<br /></span></strong></p> <p><br /><span style="font-size: larger;">BonusTools has consistently been one of the most requested improvements on the Maya LT forums. You can now download the installation pachage here -&gt; <a href="/userdata/blogs/stevenr/Downloads/MayaLT_2016_BonusTools.1.zip"><strong>MayaLT_2016_BonusTools.</strong></a></span></p> <p><span style="font-size: larger;">Note: The installation process for Maya LT is different.&nbsp; See the README.txt file in the zip folder for instruction on how to install.</span></p> <p><span style="font-size: larger;">Note 2:&nbsp; </span><span style="font-size: larger;">The install package was updated on 2/1/16 with a fix to a bug that was found with the Auto Unwrap UVs Tool.&nbsp; This fix only applies to Maya LT.</span></p> <hr /> <p style="text-align: center;"><strong><span style="font-size: large;"><br /></span></strong></p> <p style="text-align: center;"><strong><span style="font-size: large;">BonusTools 2016 Bux Fixes</span></strong><strong></strong></p> <p style="text-align: left;">There is a bug with the new <strong>"BonusTools -&gt; Display -&gt; Floating Frame Rate"</strong> tool that was inadvertantly affecting the ability to undo.&nbsp; It has been fixed in the following script.&nbsp; Simply download and save/copy this script to the BonusTools python-2016 folder (e.g.&nbsp; "C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/python-2016").&nbsp; You can now use <strong>"BonusTools -&gt; Help -&gt; Go to BonusTools Install Location"</strong> to find the specific folder on you computer.<strong></strong></p> <p style="text-align: center;"><a href="/userdata/blogs/stevenr/Downloads/bt_createFloatingFrameRate.zip">bt_createFloatingFrameRate.py (zip file)</a></p> <hr /> <p></p> <p style="text-align: center;"><strong><span style="font-size: large;">- BonusTools Tutorials -<br /></span></strong></p> <p></p> <p><strong><span style="font-size: large;">Edit</span></strong></p> <ul> <li><strong><a href="https://youtu.be/WJchCWqR_vY?t=33m41s" target="_blank">Duplicate as Mesh Reference (NEW)</a></strong></li> <li><a target="_blank" href="https://youtu.be/NaPmY4AkTkA?t=3m10s">Duplicate on Object</a></li> <li><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=2m18s">Paint Duplicate on Object (NEW)</a></strong></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=v1V4zZCs-S4">Paint Geometry&nbsp;Tool (Legacy)</a></li> </ul> <p><strong><span style="font-size: large;">Create</span></strong></p> <ul> <li><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=3m32s">Mesh Locator (NEW)</a></strong></li> <li><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=4m4s">Separator on Shelf (NEW)</a></strong></li> </ul> <p><strong><span style="font-size: large;">Modify</span></strong></p> <ul> <li><a target="_blank" href="https://www.youtube.com/watch?v=po3e1Zr7ftk">Click/Drag Move</a></li> <li><a target="_blank" href="https://youtu.be/NaPmY4AkTkA?t=1m37s">Click/Drag Move and Rotate</a></li> <li><a target="_blank" href="https://youtu.be/5n3l5H6vVuI?t=1m3s">Move Selected to Camera</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=CAZvR9G3ZRM"><span style="color: #ff0000;"></span></a><a target="_blank" href="https://www.youtube.com/watch?v=aN47CfcKbhM">Proportional Transform</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=CAZvR9G3ZRM"><span style="color: #ff0000;"></span><span style="color: #ff0000;"></span></a><a target="_blank" href="https://www.youtube.com/watch?v=boxakNJ-b5M">Randomize Transforms</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=CAZvR9G3ZRM"><span style="color: #ff0000;"></span><span style="color: #ff0000;"></span></a><a target="_blank" href="https://www.youtube.com/watch?v=q0l_dBfzht0">Store Transform / Attribute Values</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=CAZvR9G3ZRM"><span style="color: #ff0000;"></span></a><a target="_blank" href="https://www.youtube.com/watch?v=q0l_dBfzht0"></a>Mirror Translate/Rotate</li> <li><span style="color: #ff0000;"><a target="_blank" href="https://www.youtube.com/watch?v=XCGCxTvIAcc">Bounding Box Scale</a></span></li> <li><span style="color: #ff0000;"><a target="_blank" href="https://youtu.be/NaPmY4AkTkA?t=4m54s">Zero Pivot Tools <br /></a></span></li> <li><span style="color: #ff0000;"><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=4m4s">Move Curve Pivot(s) to First CV (NEW)</a></strong><br /></span></li> <li><span style="color: #ff0000;"><a target="_blank" href="https://www.youtube.com/watch?v=oofVnLDhtNA">Orient Mesh to Vert/Edge Tool</a></span></li> <li><span style="color: #ff0000;"><a target="_blank" href="https://youtu.be/NaPmY4AkTkA?t=2m30s">Snap Align Object(s) to Component</a><br /></span></li> <li><a href="/blogs/cory/locking_curve_intersections" target="_blank">Snap and Lock Curve Points</a></li> <li><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=5m10s">Edge Segment Snapping (NEW)</a></strong></li> </ul> <p><strong><span style="font-size: large;">Display</span></strong></p> <ul> <li><a href="/blogs/stevenr/bonustools_2012_paint_geometry_tool" target="_blank"><span style="color: #ff0000;"></span></a><a target="_blank" href="https://www.youtube.com/watch?v=389jv0k0hlE"><span style="color: #ff0000;"></span></a><a target="_blank" href="https://youtu.be/NaPmY4AkTkA?t=6m21s">Heads Up Display:&nbsp; Shell Count</a></li> <li><span style="color: #ff0000;"><span style="color: #ff0000;"><a target="_blank" href="https://www.youtube.com/watch?v=MPJyHZ92Xho">Heads Up Display:&nbsp; Area/Volume/Distance/Length<br /></a></span></span></li> <li><span style="color: #ff0000;"><span style="color: #ff0000;"></span><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=7m39s">Floating Frame Rate (NEW - see bug fix above)</a></strong><br /></span></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=389jv0k0hlE"><span style="color: #ff0000;"></span>Toggle Selected Faces Display</a></li> <li><strong><a target="_blank" href="https://youtu.be/WJchCWqR_vY?t=32m20s">Toggle X-Ray Per Mesh/Surface (NEW)</a></strong></li> <li><span style="color: #ff0000;"><a target="_blank" href="https://www.youtube.com/watch?v=v4mdDnSlaD0">Adjust Clipping Planes</a></span></li> <li><span style="color: #ff0000;"><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=6m25s">Orthographic Control (NEW)</a></strong><br /></span></li> <li><span style="color: #ff0000;"><a target="_blank" href="https://youtu.be/NaPmY4AkTkA?t=7m3s">Display Control</a><br /></span></li> </ul> <p><strong><span style="font-size: large;">Windows</span></strong></p> <ul> <li><a target="_blank" href="/blogs/stevenr/layouttools">LayoutTools</a></li> <li><a target="_blank" href="https://youtu.be/5n3l5H6vVuI?t=10m55s">Scene Assembly Manager</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=qUfoD88Zq3A">Scene Annotation</a></li> <li><a target="_blank" href="/blogs/stevenr/bonustools_2012_the_scene_annotation_tool"></a><a href="https://www.youtube.com/watch?v=bcyflNVGgQI" target="_blank">Layer Viewer</a></li> <li><a target="_blank" href="https://youtu.be/4DbWh1Rgs6s?t=11m43s">Pattern&nbsp;Rename</a></li> <li><a target="_blank" href="https://youtu.be/4DbWh1Rgs6s?t=11m43s"></a><a href="http://the-area.com/tutorials/how_to_use_attribute_collection_2_02_to_build_a_custom_ui" target="_blank">Attribute Collection</a></li> <li><a target="_blank" href="/blogs/stevenr/bonustools-2013---attribute-editor-customization">Attribute Editor Template Builder</a></li> <li><a target="_blank" href="https://youtu.be/5n3l5H6vVuI?t=12m52s">Script Editor: Print Global/Option Vars</a></li> </ul> <p><strong><span style="font-size: large;">Modeling</span></strong></p> <ul> <li><a href="/blogs/cory/select_every_n_edges" target="_blank">Select Every N Edges</a></li> <li><a href="/blogs/stevenr/symmetrical_modeling_tips_and_tricks" target="_blank">Mirror Instance / Combine Merge</a></li> <li><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=8m18s">Combine and Copy Last Pivot</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=WIeGjg5FjA4">Slide Components</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=4ZRfmDunEMg">Flatten Components</a></li> <li><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=9m6s">Convert N-Sided Face(s) to Quad (NEW)</a></strong></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=vnb85DiDE0Y">Extrude and&nbsp;Preserve&nbsp;UVs</a></li> <li><strong><a target="_blank" href="https://www.youtube.com/watch?v=iJ0RdPiaGhY&amp;feature=youtu.be">Slide Edge Loop and Preserve UVs (NEW)</a></strong></li> <li><a target="_blank" href="/blogs/cory/normal_checker">Normal Checker</a></li> <li><a target="_blank" href="https://youtu.be/5n3l5H6vVuI?t=2m17s">Delete/Collapse Edge Loop/Ring Tools</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=Pi2QNFdVrdg">Draw Split / Draw Reduce</a></li> </ul> <p><strong><span style="font-size: large;">UV Editing</span></strong></p> <ul> <li><a target="_blank" href="https://www.youtube.com/watch?v=PTRBWO1F2g8">UV Editor: Image Dimming / Wireframe Color</a></li> <li><strong><a target="_blank" href="https://youtu.be/14WIlxjhWAI?t=25m30s">UV Editor: Checker Pattern Size (NEW)</a></strong></li> <li><a href="https://www.youtube.com/watch?v=UyhwoZTrB_s">Auto&nbsp;Unwrap UVs - Intro</a></li> <li><a target="_blank" href="https://youtu.be/1ZJx3xr0xOM?t=3m49s">Auto Unwrap UVs - Unfold 3D</a></li> <li><strong><a target="_blank" href="https://youtu.be/14WIlxjhWAI?t=23m7s">Auto Unwrap UVs - Pipe Unfold (NEW)</a></strong></li> <li><a target="_blank" href="https://youtu.be/VAcZHLC5ggQ">Auto Map Multiple Meshes</a></li> <li><a target="_blank" href="https://youtu.be/5n3l5H6vVuI?t=6m50s">Nudge UVs</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=z-InxmFnPYQ">Align UV Shells</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=UV4_7JfdfSY">Clamp UVs</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=1w1LFMcdt_M">Flip / Rotate UVs</a></li> </ul> <p><strong><span style="font-size: large;">Rigging</span></strong></p> <ul> <li><a target="_blank" href="https://www.youtube.com/watch?v=egoYATyNAaA">Pose BlendShape Editor</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=F5oPTUHN-5U">Make Joints Dynamic</a></li> <li><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=10m37s">Performance Utilities (NEW)</a></strong></li> </ul> <p><strong><span style="font-size: large;">Animation</span></strong></p> <ul> <li><a target="_blank" href="https://www.youtube.com/watch?v=eYbtwEDZyXM">Mirror Animation</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=0z-bnOyOO2A">Reverse Animation</a></li> <li><a target="_blank" href="https://www.youtube.com/watch?v=YFf0DUmF8N0">Time Warp Animation</a></li> </ul> <p><strong><span style="font-size: large;">FX</span></strong></p> <ul> <li><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=11m21s">Bifrost Memory Usage / Batch Sim (NEW)</a></strong></li> </ul> <p><strong><span style="font-size: large;">Rendering</span></strong></p> <ul> <li><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=12m6s">Assign New Material for Each Selected (NEW)</a></strong></li> <li><a target="_blank" href="https://youtu.be/5n3l5H6vVuI?t=8m54s">Add Transparency Attribute</a></li> <li><a target="_blank" href="https://youtu.be/NaPmY4AkTkA?t=10m8s">Search Project for Missing Textures</a></li> <li><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=12m53s">Turtle: Render Image Sequence (NEW)</a></strong></li> <li><a href="/blogs/cory/fur_blender" target="_blank">Fur Blender</a></li> </ul> <p><strong><span style="font-size: large;">Help</span></strong></p> <ul> <li><strong><a target="_blank" href="https://youtu.be/iJ0RdPiaGhY?t=13m43s">Go To BonusTools Install Location (NEW)</a></strong></li> <li><a target="_blank" href="https://youtu.be/5n3l5H6vVuI?t=14m20s">Refresh BonusTools Menu</a></li> </ul> <p>&nbsp;</p> <p><strong><strong>BonusTools 2016 Review -&gt; <a target="_blank" href="/blogs/stevenr/are-you-ready-for-some-bonustools">BonusTools 2016</a></strong></strong></p> <p><strong>BonusTools 2015 Review -&gt; <a target="_blank" href="https://www.youtube.com/watch?v=NaPmY4AkTkA">BonusTools 2015</a></strong></p> <p><strong></strong><strong>BonusTools 2014 Review -&gt; <a target="_blank" href="https://www.youtube.com/watch?v=5n3l5H6vVuI">BonusTools 2014</a></strong></p> <hr /> <p></p> <p style="text-align: center;"><strong>Maya 2014 3dsImport plugins</strong></p> <p style="text-align: left;">The 3dsImport plugin is included in the 2016 installation.&nbsp; However it was inadvertantly left out of the 2014 installation.&nbsp; You can get the precompiled plugins for that version here... <strong></strong></p> <p style="text-align: center;"><a href="/userdata/blogs/stevenr/Downloads/3dsImport-bundle.zip">Mac - 3dsImport plugin (2014)</a></p> <p style="text-align: center;"><a href="/userdata/blogs/stevenr/Downloads/3dsImport.zip">Window - 3dsImport plugin (2014)</a></p> <hr /> <p style="text-align: center;"><strong>Legacy BonusTools Installers<br /></strong></p> <p>BonusTools installers for older versions of Maya (pre-2014) can still be found on the Area -&gt; <a target="_blank" href="/downloads/index/plugins/8/views/">Legacy Maya BonusTools Installers</a>.&nbsp; Keep in mind that older versions will not contain all of the tools that were added in later releases.</p> <hr /> <p><strong><span style="font-size: large;"><br /></span></strong></p>Mon, 02 May 2016 20:31:43 UTChttp://area.autodesk.com/blogs/stevenr/bonustoolsThe PoolroomJennifer Watters<p><em><strong>This post is shared by Paul Kind, Indie Evangelist on the Autodesk Games team. In this project, Paul uses ShaderFX and lighting in Stingray to create a luxurious environment rich with textures of wood, leather, marble and more.</strong></em></p> <p><em><strong>Follow Paul kind on Twitter (<a href="https://twitter.com/PaulKind3D" target="_blank">@PaulKind3D</a>) &nbsp;or on his <a href="https://www.twitch.tv/paulkind3d" target="_blank">Twitch channel</a> to get more Stingray and Maya fun!</strong></em></p> <hr /> <p><em><strong><img src="/userdata/blogs/gamedev/Figure_1_-_Poolroom_Pool_Table.png" width="640" height="284.4" style="display: block; margin-left: auto; margin-right: auto;" /></strong></em></p> <p class="p1" style="text-align: center;"><em>Figure 1: Poolroom Pool Table</em></p> <p class="p1">The goal of the poolroom project was to create a truly rich environmental experience with Stingray. I wanted to break away from the antiseptically clean and uncomfortable modern look. I wanted an environment I would feel at home with, not one that a movie star would buy for sheer resale value from another movie star. I also wanted the challenge of working with natural and texturally rich materials. Not white on white, as is generally the case.</p> <p class="p1"><img style="vertical-align: middle; display: block; margin-left: auto; margin-right: auto;" src="/userdata/blogs/gamedev/Figure_2_-_Poolroom_Clock.png" alt="Figure 2 : Poolroom Clock To this end, I started looking for cozy but luxurious spaces on google and eventually came across a nice reference photo I could work with. Warm rich woods, lots of games, a bar, and well... those all speak to me. For better or worse, I felt this room was one I would personally feel comfortable in. So I took on the challenge of re-creating that environment in 3D inside Stingray." width="640" height="282.4" /></p> <p class="p1" style="text-align: center;"><em>Figure 2: Poolroom Clock</em></p> <p class="p1">To this end, I started looking for cozy but luxurious spaces on google and eventually came across a nice reference photo I could work with. Warm rich woods, lots of games, a bar, and well... those all speak to me. For better or worse, I felt this room was one I would personally feel comfortable in. So I took on the challenge of re-creating that environment in 3D inside Stingray.</p> <p class="p1"></p> <h2 class="p1"><b style="line-height: 1.5em;">The challenges</b></h2> <p class="p1">The poolroom gave me some major challenges. Some I knew would be trouble from the start, but some I didn&rsquo;t realize until I started rendering lightmaps. Most of my difficulties came down to handling materials properly.</p> <p class="p1"><img style="vertical-align: middle; display: block; margin-left: auto; margin-right: auto;" src="/userdata/blogs/gamedev/Figure_3_-_Poolroom_Bar.png" width="640" height="284.8" /></p> <p class="p1" style="text-align: center;"><i>Figure 3: Poolroom Bar</i></p> <p class="p1"><i><br /></i></p> <h2 class="p1"><b>Coming to grips with physically based shaders</b></h2> <p class="p2">This was my first real stab at using physically based shading (PBS). Although physically based shading is similar in many regards to traditional texturing, it has its own set of tricks and gotchas. I actually had to re-do the scenes materials more than once as I learned the proper way to do things.</p> <p class="p2">For example, my scene was predominantly dark woods. With dark woods, you really have to be sure you get the albedo material in the correct luminosity range or you end up with difficulties when you light the scene. In my first attempts, I found my light being just eaten up by the darkness of the wood&rsquo;s color map. I kept cranking up the light Intensities, but this would flood the scene and lead to harsh and broken light bakes.</p> <p class="p2"><img src="/userdata/blogs/gamedev/Figure_4_-_Arcade_Game.png" width="640" height="284.4" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p class="p1" style="text-align: center;"><i>Figure 4: Arcade Game</i>&nbsp;</p> <p class="p1">Eventually, once I understood the effect of the color map&rsquo;s luminosity and got the values in line, I started getting great results with normalized light intensities. My lighting began responding favorably with deep, rich lightmap bakes. When you get the physical properties of the materials right, Stingray&rsquo;s light baker is both fast and very good. But I can&rsquo;t stress enough: with PBS, you must ensure that your luminosity values are accurate.</p> <h2 class="p2"><b><br /></b></h2> <h2 class="p2"><b>Reference photo was HDR</b></h2> <p class="p1">When I was building out the scene and trying to mimic the reference photo&rsquo;s lighting, I realized that the original image was made using some high-dynamic range techniques. I couldn&rsquo;t seem to get the same level of exposure and visual detail in the shadowed areas of my scene.</p> <p class="p3"><img src="/userdata/blogs/gamedev/Figure_5_-_Before_Ambient_Fills.png" width="640" height="350" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p class="p3" style="text-align: center;"><i style="line-height: 1.5em;">Figure 5: Before Ambient Fills</i></p> <p class="p1"><i><img src="/userdata/blogs/gamedev/Figure_6_-_After_Ambient_Fills.png" width="640" height="350" style="display: block; margin-left: auto; margin-right: auto;" /></i></p> <p class="p1" style="text-align: center;"><i>Figure 6: After Ambient Fills</i></p> <p class="p2">Because of this, I had to do some pretty fun trickery with my scene lighting. In the end, I got it by placing some subtle, non-shadow casting lights in key areas to bring up the brightness a little in those areas.</p> <p class="p2"><img style="vertical-align: middle; display: block; margin-left: auto; margin-right: auto;" src="/userdata/blogs/gamedev/Figure_7_-_Soft_Controlled_Lighting.png" width="640" height="350" /></p> <p class="p1" style="text-align: center;"><i>Figure 7: Soft Controlled Lighting</i></p> <p class="p1">All in all, the scene took a lot of lighting work to get just right. I have to say that I was very happy with how closely I was able to match the lighting, given that the original photo was HDR.</p> <p class="p1"></p> <h2 class="p2"><b>Lived-in but not dirty</b></h2> <p class="p1">The last big challenge was also related to materials. I had to find that fine balance of a room that is clean and tidy but also obviously lived-in. So often I find environment work feels unnaturally smooth and clean, which can destroy the belief of the space. I really wanted my scene to break through the uncanny valley and feel real.</p> <p class="p1">I handled this mostly by creating some very simple grunge maps, and applying them to the roughness maps using a simple custom shader. This was easy to build in Stingray&rsquo;s node-based shader graph:</p> <p class="p2"><img src="/userdata/blogs/gamedev/Figure_8_-_Simple_RMA_style_shader_with_tiling_and_grunge_map_with_adjustment.png" width="640" height="287.2" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p class="p1" style="text-align: center;"><i>Figure 8: Simple RMA style shader with tiling and grunge map with adjustment.</i></p> <p class="p1">I have this shader set up so I can control the tiling of the color map, normals and other textures. The grunge map, on the other hand, is sampled using UV coordinates from the lightmap channel. This helps to hide the tiling over large areas like the walls, because the grunge value that gets multiplied in to the roughness is always different each time the other textures repeat.</p> <p class="p1">Balancing the grunge properly was the biggest challenge here, but in the end, some still shots even get me doing a double-take. When that happens, I know I&rsquo;m doing well. I also posted progress along the way on my Facebook page &mdash; when I had friends saying, &ldquo;whoa, when can I come visit?&rdquo; I knew I was nailing it.</p> <p class="p1"></p> <h2 class="p3"><b>3D modeling</b></h2> <p class="p2"><img src="/userdata/blogs/gamedev/Figure_9_-_Record_Player_Model_in_Maya_LT.png" width="640" height="350" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p class="p1" style="text-align: center;"><i>Figure 9: Record Player Model in Maya LT</i></p> <p class="p1">I don&rsquo;t have much that&rsquo;s special to say about the 3D modeling process. I simply modeled all my assets the same way anyone would. Attention to detail is really the trick, and making sure that I created hand-made lightmap UVs for every object was critical to ensure the best light baking. Otherwise it was just simple modeling.</p> <p class="p1"><i><img src="/userdata/blogs/gamedev/Figure_10_-_Poolroom_Model_in_MayaLT.png" width="640" height="350" style="display: block; margin-left: auto; margin-right: auto;" /></i></p> <p class="p1" style="text-align: center;"><i>Figure 10: Poolroom Model in MayaLT</i></p> <p class="p1">One thing to note, however, is that I only used 3D tools that came with the Stingray package, except for Substance Designer and a little Photoshop. I did the entire scene&rsquo;s modeling in MayaLT. Sometimes people think cheap is not good, but I believe this proves otherwise. MayaLT is incredible. I am super happy with the results and speed at which you can work with it. Best of all, it&rsquo;s part of the package, so no additional costs.</p> <p class="p1"></p> <h2 class="p2"><b>Material design</b></h2> <p class="p1">Laying out the materials in the scene was pretty straightforward for the most part. At one point, I experimented with using more species of wood, but the different parts of the room started to feel disconnected. I started removing materials from my list, and eventually when I ended up with only a small handful the room came together as you see it<span style="line-height: 1.5em;">.</span></p> <p class="p1"><span style="line-height: 1.5em;"><img src="/userdata/blogs/gamedev/Figure_11_-_Record_Player_Material_Design_in_Substance.png" width="640" height="350" style="display: block; margin-left: auto; margin-right: auto;" /></span></p> <p class="p1" style="text-align: center;"><i>Figure 11: Record Player Material Design in Substance</i></p> <p class="p1">I guess something else I should mention is performance shaders. Stingray comes with a great, flexible standard shader, but I wanted to eke out every little bit of performance I could on this scene while keeping the quality very high. Without much trouble, I created a library of my own purpose-built shaders (like the one mentioned earlier). I used these for various tasks. Simple colors, RMA (roughness-metallic-ambient occlusion), RMA-tiling shaders and a few others came together really quickly. From this handful of shaders, I was able to increase performance while simplifying my design process. I find it comforting how Stingray deals with shaders, it's is just very easy to iterate and save a version. Much better usability than other systems I have tried.</p> <p class="p1"><img src="/userdata/blogs/gamedev/Figure_12_-_Shader_Library.png" width="640" height="207" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p class="p1" style="text-align: center;"><i>Figure 12: Shader Library</i></p> <p class="p1"><i><br /></i></p> <h2 class="p2"><b>Fun stuff</b></h2> <p class="p1">Well, most game dev is hard work, the fun is at the end when you get to finally relax and see your efforts paid off. But there were definitely some really fun parts of making the poolroom.</p> <p class="p1">One was the clock. It&rsquo;s a small, almost easter-egg kind of thing, but I programmed the clock fully. Meaning, its hands move, the pendulum swings, and it also rings the hour. So if you are exploring the poolroom and it happens to be when the hour changes in your system clock, the clock in the game rings the hour for you. So two o&rsquo;clock rings two times,&nbsp; four o&rsquo;clock rings four times, etc. The half-hour always strikes once. I modeled the clock after one that my father gave me, so I put some extra love into it. It is basically exactly the clock that hangs in my living room.</p> <p class="p1"><img src="/userdata/blogs/gamedev/Figure_13_-_Clock_Model_in_MayaLT.png" width="640" height="350" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p class="p1" style="text-align: center;"><i>Figure 13: Clock Model in MayaLT</i></p> <p class="p1"><i><img src="/userdata/blogs/gamedev/Figure_14_-_Clock_Model_in_Stingray_.png" width="640" height="350" style="display: block; margin-left: auto; margin-right: auto;" /></i></p> <p class="p1" style="text-align: center;"><i>Figure 14: Clock Model in Stingray</i></p> <p class="p1">I also gave the record player some extra attention, because my good friend Mathew Harwood was kind enough to do all the audio for the project. I felt the music really set the scene, and he even worked on it over my twitch stream so we could get feedback from some people who were watching. So yeah, press <b>+</b> or <b>-</b> in the game to start and stop the record player, complete with animated tone arm. Nothing super crazy, just a nice little touch.</p> <p class="p1"><img src="/userdata/blogs/gamedev/Figure_15_-_Record_Player_in_Stingray_.png" width="640" height="350" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p class="p1" style="text-align: center;"><i>Figure 15: Record Player in Stingray</i></p> <p class="p1" style="text-align: center;"><i><br /></i></p> <h2 class="p2"><b>Community effort</b></h2> <p class="p1">One thing I found really neat about this project was that I streamed the entire creation process on my Twitch channel. I have never streamed much before this project, but it made the process much more fun. I had people to talk with, and often my viewers were helpful to me in suggesting ideas and noticing things I had not noticed. It was very collaborative and a great learning exercise for me and for my viewers. We got to learn from each other, which is the dream!</p> <p class="p1">For example, the record player likely would not have been done to the level I did it had one of my viewers not pushed me to make a really detailed player. Because of this push, it ended up being a focus of the level, and even has some animation and basic controls a user can interact with.</p> <p class="p1">Stop by my <a href="https://www.twitch.tv/paulkind3d" target="_blank">Twitch channel</a> sometime<a href="http://twitch.tv/paulkind3d"><span class="s1">&nbsp;</span></a>and say hi, I&rsquo;d love to meet you.</p>Mon, 02 May 2016 16:33:00 UTChttp://area.autodesk.com/blogs/gamedev/poolroomFixing IK solver animation editing in 3ds Max 2017MaxStation<p>When editing animation IK systems in 3dsMax 2017, the IK solver does not properly follow the end effector animation due to the TMCache setting.</p> <p>There are two way to resolve this while we are preparing a fix.</p> <p></p> <p><strong>Editing CurrentDefaults.ini:</strong></p> <ol> <li><span style="line-height: 1.5em;">Exit 3ds Max 2017</span></li> <li><span style="line-height: 1.5em;">Navigate to the file &ldquo;CurrentDefaults.ini&rdquo; (typically located in "</span><span style="line-height: 1.5em;">C:\\Users\\[username] \\AppData\\Local\\Autodesk\\3dsMax\\2017 - 64bit\\ENU\\[language]\\defaults\\MAX\\" , replace user_name with your Windows user name and language with the language indicator, for English this is en-US)</span></li> <li><span style="line-height: 1.5em;">Using a text editor such as Notepad (Select and Right-Click CurrentDefaults.ini and select Edit to open the file)</span></li> <li><span style="line-height: 1.5em;">Scroll down to the [Performance] section</span></li> <li><span style="line-height: 1.5em;">Change the value &nbsp;&ldquo;EnableTMCache=1&rdquo; to &ldquo;EnableTMCache=0&rdquo;</span></li> <li><span style="line-height: 1.5em;">In your text editor select File &gt; Save and exit the file&nbsp;</span></li> </ol> <p></p> <p>Result: You can now edit the IK as expected</p> <p></p> <p><strong>3ds Max Maxscript:</strong></p> <ol> <li><span style="line-height: 1.5em;">Launch 3ds Max 2017</span></li> <li><span style="line-height: 1.5em;">From the Scripting menu select New Script</span></li> <li><span style="line-height: 1.5em;">Paste in the following lines of code into the new Maxscript window:</span></li> </ol> <p class="code"><span style="line-height: 1.5em;">userDefaultsPath = pathConfig.appendPath (pathConfig.removePathLeaf (getdir #plugcfg)) "defaults"</span></p> <p class="code"><span style="line-height: 1.5em;"></span><span style="line-height: 1.5em;">setINISetting (userDefaultsPath + "\\\\MAX\\\\CurrentDefaults.ini") "Performance" "EnableTMCache" "0"</span></p> <ol start="4"> <li><span style="line-height: 1.5em;">From the Maxscript window select Tools &gt; Evaluate All .&nbsp;</span><span style="line-height: 1.5em;">In the Maxscript Listener window it should display &ldquo;True&rdquo;</span></li> <li><span style="line-height: 1.5em;">Select the File &gt; Save As&hellip; option and save the script for later use</span></li> <li><span style="line-height: 1.5em;">Restart 3ds Max 2017</span></li> </ol> <p></p> <p>Result: You can now edit the IK as expected</p> <p></p> <p><strong>NOTE:</strong> Do not to forget to change it back to &ldquo;EnableTMCache=1&rdquo; when the next 3ds Max update &nbsp;is available to get the full benefit of the TMCache!</p> <p></p> <p><strong>Additional Information:&nbsp;<span style="line-height: 1.5em;">What is the TMCache?&nbsp;</span></strong></p> <p>The TMCache is a new performance feature in 3ds Max 2017 for storing transformation matrices, that is, the positions and orientations of items such as controllers driven by tracks (like a position controller or by procedural controller). &nbsp;This way they don't need to be recomputed every time you visit a frame. This new feature reduces computation time which helps to improve 3ds Max 2017 performance. It also improves viewport playback when you have Real Time Playback mode off (Real Time Playback often displays fractional frames that lie between whole frame numbers, and there are too many of those to cache).</p> <p><span style="line-height: 1.5em;">In the case of the IK manager, the TMcache is not getting cleared properly when you change the end effector (goal) in 3ds Max 2017. You will need to turn off the TMcache following the instructions above in order to get the right results for IK (except in Biped, which uses its own IK system).</span></p>Thu, 28 Apr 2016 07:57:41 UTChttp://area.autodesk.com/blogs/maxstation/k3-fixing-ik-solver-animation-editing-in-3ds-max-2017Maya 2016 Ext 2 Live in New York and Atlantalfraser<p></p> <p>Register now for the New York Maya User Group meeting May 3rd at the Autodesk office. &nbsp;</p> <p></p> <p><a href="http://nymayausersgroup.blogspot.com/?_sm_au_=iVVHJJN30SPvR4WM" title="register" target="_blank"><img src="/userdata/blogs/lee/NY.JPG" width="750" height="419" /></a></p> <p></p> <p>The following week on May 12th we'll be in Atlanta for the Flame User Group hosted by Turner Studios. &nbsp;We'll not only take a look at Maya but also Flame and talk&nbsp;<span style="line-height: 1.5em;">about all the cool things that happened at NAB.</span></p> <p></p> <p><a href="https://www.eventbrite.com/e/flame-maya-user-group-tickets-24628122377?invite=&amp;err=29&amp;referrer=&amp;discount=&amp;affiliate=&amp;eventpassword=" title="register" target="_blank"><img src="/userdata/blogs/lee/atlanta.JPG" width="750" height="236" /></a></p>Wed, 27 Apr 2016 16:07:35 UTChttp://area.autodesk.com/blogs/lee/maya-2016-ext-2-live-in-new-york-and-atlantaMaya 2016 Extension 2 - Symmetrical Modeling ImprovementsSTLR<p></p> <p class="MsoNormal">Judging by the number of views that my last blog post had, modeling in Maya continues to be a hot topic.<span style="mso-spacerun: yes;">&nbsp; </span>So in an effort to ride the wave I&rsquo;ve put together a second modeling review that focuses specifically on Symmetrical Modeling.<span style="mso-spacerun: yes;">&nbsp; </span>If you&rsquo;ve been following the last few releases you probably know that we have made some pretty significant improvements to symmetrical modeling workflows in Maya.<span style="mso-spacerun: yes;">&nbsp; </span></p> <p class="MsoNormal">In Maya 2015 we added support for basic things like Preselection Highlighting and Soft Select.<span style="mso-spacerun: yes;">&nbsp; </span>We also added a new integrated Topological Symmetry mode and we added basic support for selection based modeling operations like Bevel and Extrude.<span style="mso-spacerun: yes;">&nbsp; </span>For a review of what we did in 2015 check this out -&gt;<span style="mso-spacerun: yes;">&nbsp; </span><strong><a target="_blank" href="https://youtu.be/TJTC0YCrylo?t=1m17s">Maya 2015 Symmetrical Modeling</a></strong></p> <p class="MsoNormal">In Maya 2016 we added support for &ldquo;partial symmetry&rdquo;.<span style="mso-spacerun: yes;">&nbsp; </span>We also added some basic support for some of the interactive tools like MultiCut and TargetWeld (although not complete.) <span style="mso-spacerun: yes;">&nbsp;</span>You can see some of these in action here -&gt; <strong><a target="_blank" href="https://youtu.be/WJchCWqR_vY?t=22m49s">Maya 2016 Symmetrcial Modeling</a></strong></p> <p class="MsoNormal">Now in Maya 2016 Ext 2 we have really focused on rounding out the modeling tools and workflows to the extent that Maya has now become a fully symmetrical modeling toolset. <span style="mso-spacerun: yes;">&nbsp;&nbsp;</span>This includes complete support for interactive tools such as Multi-cut, Connect, Insert Edge Loop, Offset Edge Loop in all symmetry modes.<span style="mso-spacerun: yes;">&nbsp; </span>It also includes support for Make Live along with Quad Draw for symmetrical retopology workflows.<span style="mso-spacerun: yes;">&nbsp; </span>Additionally we have combined older tools such as Mirror Geometry and Mirror Cut into and single consolidated tool.<span style="mso-spacerun: yes;">&nbsp; </span>Lastly we&rsquo;ve added a new Symmetrize mode for UV Editing.</p> <p style="text-align: center;" class="MsoNormal"><strong>Maya 2016 Extension 2 - Symmetrical Modeling Workflows</strong></p> <p style="text-align: center;" class="MsoNormal">https://www.youtube.com/watch?v=gBn9JoL-Qk0</p> <hr /> <p style="text-align: left;" class="MsoNormal">For a comprehensive review of every single modeling related update in Maya 2016 Extension 2 you can go here...</p> <p style="text-align: center;"><strong>Maya 2016 Extension 2</strong></p> <p style="text-align: center;"><a target="_blank" href="https://www.youtube.com/watch?v=AHN8Qzermhk"><strong>Comprehensive Review of Modeling and UV Editing Improvements </strong></a></p> <p style="text-align: center;"><a target="_blank" href="https://www.youtube.com/watch?v=AHN8Qzermhk"> <strong>(No Audio)</strong></a></p>Tue, 26 Apr 2016 16:06:15 UTChttp://area.autodesk.com/blogs/stevenr/maya-2016-extension-2---symmetrical-modeling-improvementsRunning 3ds Max 2017 in a virtual machineMaxStation<p>An interesting point from the <a href="http://www.autodesk.com/3dsmax-readme-2017-enu">3ds Max 2017 Release Notes</a><span style="line-height: 1.5em;">:</span></p> <p style="padding-left: 30px;">When running with no GPU (including under Virtual Machines) 3ds Max 2017 must be launched with the -vxw commandline parameter.</p> <p style="padding-left: 30px;">For Example:&nbsp;<br />3dsmax.exe &ndash;vxw</p>Fri, 22 Apr 2016 09:44:09 UTChttp://area.autodesk.com/blogs/maxstation/n316-running-3ds-max-in-a-virtual-machineIf 3ds Max 2017 doesn&#039;t want to installMaxStation<p>If at the end of the install everything gets marked with a red cross, like so:</p> <p><img src="/userdata/blogs/maxstation/nicolas/3dsmax2017installfail.png" width="800" height="600" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p></p> <p>You're probably hitting a 1603 or 1619 error against the Dotnet 4.6, you can check that in the installation log file (3dsMax_2017_Setup.log in your temp folder, just enter %temp% as the path in Windows Explorer).</p> <p class="code">Rollback<span class="Apple-tab-span" style="white-space: pre;"> </span>.NET Framework Runtime 4.6<span class="Apple-tab-span" style="white-space: pre;"> </span>Faile<span style="line-height: 1.5em;">d</span><span class="Apple-tab-span" style="line-height: 1.5em; white-space: pre;"> </span><span style="line-height: 1.5em;">Installation aborted, Result=1619</span></p> <p><span style="line-height: 1.5em;">Digging deeper in the Dotnet log file shows that it needs to reboot, but it can't because the installer is telling it not to reboot...</span></p> <p></p> <p><strong>Solution</strong></p> <p>Reboot your machine and run the setup again at which point it will run successfully (as Dotnet was installed and you just did the reboot it wanted).</p>Thu, 21 Apr 2016 10:30:14 UTChttp://area.autodesk.com/blogs/maxstation/n316-if-3ds-max-2017-doesn039t-want-to-installStingray 1.2.5 VR Demop1ut0nium<p>This year makes my 5th trip to GDC with Autodesk. Prior to that, I worked GDC for Scaleform for four years. And prior to that, I attended GDC as an indie developer, pitching my own game Cleric circa 2003. So, I've had the distinct privelage of having attended GDC for 10 years! Wow! On this 10th anniversary, I did a session on creating VR content using Stingray and Oculus.</p> <p>I packed up my Oculus DK2, my Dell workstation laptop (thanks Dell!) and my GoPro and headed off to San Francisco. The session went really well, was well attended, and seemed to be appreciated by those in attendance, but it wasn't recorded. So, I've got a bonus for you guys this week. You can watch the session (recorded after the fact) below.</p> <p><strong>Demo Specifications:</strong></p> <ul> <li><span style="line-height: 1.5em;">Stingray Engine 1.2.5</span></li> <li><span style="line-height: 1.5em;">Oculus DK2 + 0.8 runtime</span></li> </ul> <p></p> <h2>Procedural Content Using 3ds Max &amp; MCG</h2> <p>For this demo, we used a procedural roller coaster created using the Max Creation Graph (MCG) feature in 3ds Max 2016 (<a href="/blogs/chris/max-creation-graph-the-year-in-review">http://area.autodesk.com/blogs/chris/max-creation-graph-the-year-in-review</a>). Louis Marcoux (<a href="/blogs/louis">http://area.autodesk.com/blogs/louis</a>) created the MCG graph that creates a roller coaster track procedurally using just a spline, and uses MAXScript to create an animated camera that follows the track. You can see a short video showing the development of the MCG roller coaster on YouTube (<a href="https://www.youtube.com/watch?v=TF_RvIjQZoc">https://www.youtube.com/watch?v=TF_RvIjQZoc</a>).</p> <p>To learn more about what is new in the Max Creation Graph for 3ds Max 2017 check out the MCG Blog (<a href="/blogs/mcgblog/whats-new-in-mcg-2017">)http://area.autodesk.com/blogs/mcgblog/whats-new-in-mcg-2017</a>.</p> <p></p> <p>https://www.youtube.com/watch?v=0nUUZRhz92E</p>Tue, 19 Apr 2016 19:11:00 UTChttp://area.autodesk.com/blogs/matthew/stingray-125-vr-demoMaya 2016 Extension 2 - Technical Modeling ImprovementsSTLR<p>It's that time of year again.&nbsp; Maya 2016 Extension 2 was just announced yesterday and there is a -TON- of new stuff to talk about.&nbsp; You may typically think of an Extension as a small-ish release with just a few focused features.&nbsp; But this Extension is different.&nbsp; It's like no other you've seen in the past.</p> <p>In Maya 2016 Extension 2 we've completely redesigned Render Layers.&nbsp; We've integrated Mash for Motion Graphics.&nbsp; We've added a number of cool new rigging related workflows.&nbsp; We've updated XGen and Bifrost.&nbsp; There is soooo much to show and discuss I don't know where to begin.&nbsp; But that's kind of lie :) because I pretty much always start with the bread and butter...&nbsp; Modeling! </p> <p>Over the next few weeks and months I also plan to post videos covering a wide range of topics like the ones I mentioned above.&nbsp; In the meantime, if you want to see a complete list of features you can check out the full documentation here...</p> <p style="text-align: center;"><strong><a target="_blank" href="http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9EB2C812-0755-422A-B472-FB4BD6ACC4E2">What's New in Maya 2016 Extension 2</a></strong></p> <p>But for starters I put together a demonstration to highlight some of the most recent modeling updates.&nbsp; Here I will focus on what we are loosely calling "Technical Modeling".&nbsp; As you've hopefully noticed over the the last several releases, we have really put a lot of effort into beefing up Maya's modeling toolset and Extension 2 again includes dozens of improvements to a lot of the core modeling tools and workflows.&nbsp; This includes updates to standard tools like Bevel, Bridge, Wedge and Extrude.&nbsp; It also includes more general improvements to things like selection, transforms and pivots.</p> <p style="text-align: center;"><strong>Maya 2016 Extension 2 - Technical Modeling Improvements</strong></p> <address style="text-align: center;"><a target="_blank" href="https://www.youtube.com/watch?v=3alXksTs6HI"> </a>(Thanks to <span class="_Xbe kno-fv"><a class="fl" href="https://www.google.com/search?q=CD+Projekt+RED&amp;stick=H4sIAAAAAAAAAOPgE-LSz9U3KCxONjGLV-IGsQ2NMpKzzLK0VLKTrfSTy9L1k_NzC0pLUoviyzJTUvPTE3NTrVJSy1Jz8gtSiwBxrrkRQQAAAA&amp;sa=X&amp;ved=0ahUKEwjh2_n5lZvMAhUluoMKHe7uBlkQmxMIxgEoATAU" data-ved="0ahUKEwjh2_n5lZvMAhUluoMKHe7uBlkQmxMIxgEoATAU">CD Projekt</a> </span>for providing character from the hit game <a target="_blank" href="http://thewitcher.com/en/witcher3">Witcher 3: Wild Hunt</a>)</address><address style="text-align: center;"></address> <p style="text-align: center;">https://www.youtube.com/watch?v=3alXksTs6HI</p> <p style="text-align: left;">...and if you just can't enough of this modeling stuff then you're in luck.&nbsp; Trevor Adams (Maya Modeling Product Designer) has taken the time to put together a comprehensive review of pretty much every single modeling and UV related improvement.&nbsp; Trevor is largely responsible for all of the great modeling work that has been done in Maya over the last several years.&nbsp; If you compare modeling in Maya today to where is was just 3 years ago, it is a night and day difference.&nbsp; If you know Trevor (or ever meet him) you should definitely buy him a beer (or 3)</p> <p style="text-align: center;"><strong>Maya 2016 Extension 2: Comprehensive Review of Modeling and UV Editing Improvements </strong></p> <p style="text-align: center;"><strong>(No Audio)<br /></strong></p> <p style="text-align: center;">https://www.youtube.com/watch?v=AHN8Qzermhk</p> <p style="text-align: center;"><strong><br /></strong></p>Tue, 19 Apr 2016 17:33:30 UTChttp://area.autodesk.com/blogs/stevenr/maya-2016-extension-2-technical-modeling-improvementsWhat&#039;s New in MCG 2017mcgblog<p><img src="/userdata/blogs/mcgblog/mcg_2017_whats_new/01_splash.jpg" width="1600" height="900" /></p> <p>In this post, we&rsquo;ll be looking at what&rsquo;s new and what&rsquo;s changed in MCG 2017. We&rsquo;ve made a few changes to the operator list, so make sure you take the time to update your graphs if they contain any deprecated operators. These deprecated operators will continue to work in this version of 3ds Max, but it&rsquo;s a good idea to keep your graphs up-to-date. Here&rsquo;s an outline of what we&rsquo;ll be covering in this guide:</p> <ul> <li><span style="line-height: 1.5em;">MCG Splines and Shapes</span></li> <li><span style="line-height: 1.5em;">MCG Controllers</span></li> <li><span style="line-height: 1.5em;">New Parameter Types</span></li> <li><span style="line-height: 1.5em;">Stateless Random Number Generation</span></li> <li><span style="line-height: 1.5em;">Simulation Graphs</span></li> <li><span style="line-height: 1.5em;">Bullet Physics SDK</span></li> <li><span style="line-height: 1.5em;">Autodesk CFD Workflows and Reading CSV Data</span></li> </ul> <h2>But First: Migrate your MCGs!</h2> <p>Before we dive in, if you&rsquo;ve been authoring MCG graphs and compounds, or if you have a bunch of .mcg packages installed in 3ds Max 2016, you&rsquo;ll need to migrate these files to use them in 3ds Max 2017. To perform this migration, you have three main options:</p> <p style="padding-left: 30px;"><strong>Option 1:</strong> Manually copy the contents of your Tools and Compounds folders from your 3ds Max 2016 user directory (<em>C:\\Users\\&lt;username&gt;\\Autodesk\\3ds Max 2016\\Max Creation Graph</em>) into the 3ds Max 2017 user directory (<em>C:\\Users\\&lt;username&gt;\\Autodesk\\3ds Max 2017\\Max Creation Graph</em>).</p> <p style="padding-left: 30px;"><span style="line-height: 1.5em;"><strong>Option 2:</strong> If you only consume .mcg packages, you can simply re-install them in 3ds Max 2017 by selecting Scripting &gt; Install Max Creation Graph (.mcg) Package. You may encounter some deprecation warnings, and if you do, make sure to contact the original package author to make sure he/she updates the graph.</span></p> <p style="padding-left: 30px;"><span style="line-height: 1.5em;"></span><span style="line-height: 1.5em;"><strong>Option 3:</strong> If you&rsquo;re a hard-core MCG developer who wants to keep all his/her tools and compounds in specific directories, consider adding the paths to these directories in the 3ds Max 2017 .ini file (<em>C:\\Users\\&lt;username&gt;\\AppData\\Local\\Autodesk\\3dsMax\\2017 - 64bit\\ENU\\3dsmax.ini</em>):<br /></span><span style="line-height: 1.5em;">[MCG Compound Directories]<br /></span><span style="line-height: 1.5em;">path1=C:\\path\\to\\your\\compounds<br /></span><span style="line-height: 1.5em;">[MCG Tools Directories]<br /></span><span style="line-height: 1.5em;">path1=C:\\path\\to\\your\\tools</span></p> <p><span style="line-height: 1.5em;">Alright, now that we&rsquo;ve got migration covered, put your bath hat on, strap your goggles on tight, and get ready to dive into MCG 2017!</span></p> <h2>MCG Splines and Shapes</h2> <p>In MCG 2017, you can use the &ldquo;Output: shape&rdquo; terminal node to create procedural splines. When you evaluate or install an MCG shape tool, it&rsquo;ll appear by default under the Create tab &gt; Shapes &gt; Max Creation Graph.&nbsp;</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/02_donut_spline.png" width="871" height="414" /></p> <p>3ds Max 2017 comes with three MCG shape tools pre-installed: MCG_Donut, MCG_SinWave, and MCG_MeshEdgesToSpline, which you can find under the directory: C:\\Program Files\\Autodesk\\3ds Max 2017\\MaxCreationGraph\\Tools.&nbsp;</p> <p><span style="line-height: 1.5em;">The MCG_Donut graph shows how to use the &ldquo;CombineSplines&rdquo; operator to merge your splines together into a terminal shape. You can also extract the sub-splines contained within a shape using the &ldquo;SplineElements&rdquo; operator, which returns an array of splines.</span></p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/03_donut_graph.png" width="1600" height="882" /></p> <p>To convert a sequence of vectors into a spline, use the &ldquo;CreateSplineFromKnots&rdquo; operator. The knots correspond to the vertices through which the spline will pass. In the graph below, which you can download at the bottom of this post, we used the &ldquo;CreateSplineFromKnots&rdquo; operator to construct a helix spline consisting of small straight lines.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/04_helix_graph.png" width="1600" height="862" /></p> <p>If you have a taste for adventure, you can also try your hand at customizing the following &nbsp;MCG_CirclesOnVertices graph (which you can also download at the bottom of this post). This tool aligns circular splines to the vertices of a mesh using the TransformSpline operator. In fact, we used this graph to create the splash image at the top of this guide.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/05_circles_on_vertices.png" width="1600" height="906" /></p> <h2>MCG Controllers</h2> <p>To help you create procedural animations, MCG 2017 provides a wide range of controller output types, and comes with a collection of pre-installed MCG controller tools. You can access these tools from the Animation &gt; MCG Controllers menu. If you want to see how they were made, you can find their graph definitions under the 3ds Max installation directory: <em>C:\\Program Files\\Autodesk\\3ds Max 2017\\MaxCreationGraph\\Tools</em>. Here's the set of controller output types available in MCG 2017.</p> <p><span style="line-height: 1.5em;"><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/06_controller_types.png" width="1577" height="682" /></span></p> <p><span style="line-height: 1.5em;"></span><span style="line-height: 1.5em;">To whet your appetite for MCG controllers, we&rsquo;ll take a closer look at the &ldquo;MCG Ray to Surface&rdquo; controller. To use it, you&rsquo;ll need a minimum of three objects in your scene:</span></p> <ol> <li><span style="line-height: 1.5em;">A helper object which will act as the origin of the ray.</span></li> <li><span style="line-height: 1.5em;">An object to constrain. For a smoother workflow, make sure this object&rsquo;s forward direction points along its local positive X axis.</span></li> <li><span style="line-height: 1.5em;">A surface to which the object will be constrained.</span></li> </ol> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/07_ray_setup.png" width="1600" height="990" /></p> <p>Once your scene is ready, select the object you want to constrain, then go to Animation &gt; MCG Controllers &gt; MCG Ray to Surface Transform Constraint. You&rsquo;ll need to have an object selected to enable this menu item, otherwise it will remain greyed-out.&nbsp;</p> <p><span style="line-height: 1.5em;">When you select the &ldquo;MCG Ray to Surface Transform Constraint&rdquo; menu item, you&rsquo;ll enter a picking session. The first object you need to pick is the surface to which you want to constrain the object. The second object you need to pick is the helper from which the ray will be emitted. By default, this ray will be fired along the helper&rsquo;s negative Z axis.</span></p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/08_ray_cast.png" width="1600" height="990" /></p> <p>You can add another helper to your scene to control the orientation of the constrained object. In the image below, we used a Dummy helper as the controller&rsquo;s &ldquo;Forward Object&rdquo;.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/09_ray_fwd.png" width="1600" height="990" /></p> <p>Once your constraint is complete, you can animate the Point Helper to control the path of the object as it reacts to changes on the surface.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/10_bowl_boat_render.jpg" width="1600" height="900" /><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/11_bowl_boat_series.png" width="1600" height="150" /></p> <p>For those who are looking to use MCG controllers in their material graphs, we&rsquo;ll take a quick detour to cover the use of the &ldquo;MCG_ColorFromDistance&rdquo; Point4 controller, which you can download at the bottom of this post.&nbsp;</p> <p><span style="line-height: 1.5em;">This controller works by blending colors based on the distance between two input nodes. The &ldquo;Point4&rdquo; output type was chosen here for its compatibility with the new Physical Material&rsquo;s Base Color input. Use a &ldquo;Point3&rdquo; or a &ldquo;Color&rdquo; output type to create a controller compatible with the Standard material&rsquo;s Diffuse Color input.</span></p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/12_color_from_distance.png" width="1600" height="947" /></p> <p>To create the material graph above, make sure the &ldquo;MCG_ColorFromDistance&rdquo; controller has been correctly installed (or if you&rsquo;re building it yourself, that it has been correctly saved and evaluated), then open the material editor and drag an &ldquo;MCG_ColorFromDistance&rdquo; controller from the &ldquo;Point4 Controller&rdquo; section.&nbsp;</p> <p><span style="line-height: 1.5em;">Next, drag a Physical Material into the editor. Right-click on it, and select Show/Hide Slots &gt; Additional Params &gt; Base Color. Expand the &ldquo;Additional Params&rdquo; section on the node, and connect the output of the &ldquo;MCG_ColorFromDistance&rdquo; controller into the &ldquo;Base Color&rdquo; slot. To modify the inputs of the controller, double-click on the &ldquo;MCG_ColorFromDistance&rdquo; node. This opens a floating rollout in which you can modify the controller&rsquo;s inputs. In the image above, we used the distance between two point helpers to control the Base Color of each sphere.</span></p> <h2>New Parameter Types</h2> <p>The 2017 edition of MCG comes with an expanded set of Parameter input nodes, including the highly requested node array.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/13_new_params.png" width="1600" height="600" /></p> <p><strong>Node Array</strong> (<em>Parameter: IArray&lt;INode&gt;</em>): Use this parameter when you want to drive a procedural effect from multiple nodes in the scene. This way, you are no longer restricted to a fixed number of <em>Parameter: INode</em> inputs in your graph.</p> <p><strong>Single Array</strong> (<em>Parameter: IArray&lt;Single&gt;</em>): Use this when you require an array of decimal values as inputs to your graph. Used in conjunction with a node array, this parameter can help you assign specific influences or weights to the nodes in the array.</p> <p><span style="line-height: 1.5em;"><strong>Vector3</strong> (<em>Parameter: Vector3</em>): Use this to streamline the definition of vectors instead of relying on three separate <em>Parameter: Single</em> inputs.</span></p> <p><span style="line-height: 1.5em;"><strong>Color</strong> (<em>Parameter: Color</em>): Use this to provide a color-picker in the rollout. The resulting Vector3 represents a color in the decimal range [0.0, 0.0, 0.0] to [1.0, 1.0, 1.0] instead of an integer-based definition between [0,0,0] and [255,255,255].</span></p> <p><span style="line-height: 1.5em;"><strong>Asset</strong> (<em>Parameter: Asset</em>): Use this to provide the user with a way to browse for a valid file. The result of this parameter is a string representing the path to the selected file. Consider using this parameter to read the contents of a CSV file within your graph.</span></p> <p><span style="line-height: 1.5em;"><strong>String</strong> (<em>Parameter: String</em>): Allows the user to specify an arbitrary string. Note that you do not need to supply quotation marks to define the string in the default value box.</span></p> <p><span style="line-height: 1.5em;"><strong>Signal</strong> (<em>Parameter: Signal</em>): Not to be confused with the &ldquo;Single&rdquo; parameter, the Signal parameter provides a way to trigger a special portion of the graph on that execution cycle. The signal button was conceived to enable &ldquo;baking&rdquo; workflows. For example, you can use it in a geometry tool to &ldquo;bake&rdquo; node instances into your scene. Baking workflows can be very helpful when you want to export a procedural layout for consumption in a game engine. To give you a basic idea of how to use it, here&rsquo;s the MCG_RadialInstancer, which you can download at the bottom of this post.</span></p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/14_radial_graph.png" width="3389" height="1028" /></p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/15_radial_workflow.png" width="1600" height="536" /></p> <h2>Stateless Random Number Generation</h2> <p>In the previous version of MCG, the random number generators came with their own set of complications; when they were placed inside a function, they were continuously re-created, causing them to generate the same random number repeatedly. You could get around this by using some &ldquo;Bind&rdquo; magic, however this wasn&rsquo;t the most intuitive option.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/16_random_box_render.jpg" width="800" height="600" /></p> <p>To maintain backwards compatibility, we didn&rsquo;t remove the previous random number generation operators, however we did add the &ldquo;RandInt&rdquo; and &ldquo;RandFloat&rdquo; operators to make random number generation more consistent and more controllable.</p> <p><span style="line-height: 1.5em;">The &ldquo;RandInt&rdquo; and &ldquo;RandFloat&rdquo; operators are implemented as fast and stateless hashing functions, which means that you need to supply a seed to control the permutation, as well as an index to obtain the &ldquo;nth&rdquo; random number in that permutation (the algorithm is nonetheless O(1)). The result of RandInt is a random 32-bit integer, and the result of RandFloat is a random floating point value between 0.0 and 1.0.</span></p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/17_random_boxes_graph.png" width="2909" height="942" /></p> <p>In the graph above, we generated three random values per vector with the RandFloat operator - one for each X, Y, and Z component. Since we only had one index to work with (i.e. the function argument), we needed to re-hash it with the RandInt operator to obtain new indices for the Y and Z components. This adds a bit of overhead, but the experience is now more consistent. Consider creating your own compounds based on RandInt and RandFloat to control your random number generation for vectors, matrices, quaternions, etc.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/18_hash_indices.png" width="1487" height="477" /></p> <h2>Simulation Graphs</h2> <p>One of the big challenges related to authoring history-dependent procedural effects such as n-body simulations and rigid body animations is to correctly synchronize the time step of the simulation with the host scene&rsquo;s representation of the current time.&nbsp;</p> <p><span style="line-height: 1.5em;">In MCG 2017, you can use the &ldquo;Is Simulation&rdquo; checkbox under Edit &gt; Graph Properties to ensure that the data stored inside your Cache operators (which you use to represent the state of your simulation) is cleared when the timeline reverts back to frame 0. Keep in mind that when you switch between two frames, if your next frame is earlier than your previous one, the simulation will re-run itself up to that point (which might appear as a slow-down when you manipulate the timeline backwards in time). Additionally, if you&rsquo;re working with an MCG simulation, it&rsquo;s usually best to disable the &ldquo;Real Time&rdquo; mode in your timeline to ensure consistency.</span></p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/19_is_simulation.png" width="816" height="638" /></p> <p>That being said, MCG simulations don&rsquo;t have to be complicated to be useful. To give you an idea of how to create a history-dependent simulation graph, we&rsquo;ve written the MCG_MeshPlotter which you can download at the bottom of this post. No fancy calculations here - we&rsquo;re just appending a vector to a growing array of vectors, and displaying that array as a spline.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/20_mesh_plotter_graph.png" width="2850" height="969" /></p> <p>The result of this tool is a plot of the progress of the center of a mesh, which is displayed as a spline. In the image below, we used it to plot the progression of a cone as it travels around a helix.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/21_mesh_plotter_viewport.png" width="1556" height="986" /></p> <p>The topic of MCG simulations leads down a very deep rabbit hole, and from our initial experiments, it has a very promising outlook. In fact, we wrote an n-body simulation purely in MCG, which we&rsquo;ll cover in more detail in a later post. Here&rsquo;s a render of our result to get your own creative juices flowing:</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/22_nbody.jpg" width="1600" height="1040" /></p> <h2>Bullet Physics SDK</h2> <p>The MCG 2017 operator list now exposes a subset of the Bullet Physics SDK. With these operators, you can simulate rigid bodies and joint constraints inside an MCG graph. We leveraged our exposure of the Bullet Physics SDK to create the MCG DOF Rotation Spring Controllers, which you can find under the Animation &gt; MCG Controllers menu.&nbsp;</p> <p><span style="line-height: 1.5em;">In the scene below, we used an MCG 3 DOF Rotation Controller to drive the animation of a wrecking ball attached to a crane. The wrecking ball you see below is controlled by an MCG controller, and also acts as a collider inside an mParticle PFlow graph to interact with the stacked boxes.</span></p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/23_bullet_physics.png" width="1565" height="988" /></p> <p>The "MCG DOF Rotation Controller" is actually a rigid spring connecting the crane and the ball. Given the large mass of the wrecking ball, a thin cylinder was used to represent the high-tension chain between the ball and the root object. In a later tutorial, we&rsquo;ll show how to use Bullet Physics in MCG to create a more flexible rope-like structure.</p> <p><span style="line-height: 1.5em;">To use the "MCG DOF Rotation Controllers", you&rsquo;ll need three objects in your scene:</span></p> <ol> <li><span style="line-height: 1.5em;">The object you want to animate.</span></li> <li><span style="line-height: 1.5em;">The convex hull representation of the object you want to animate, placed in the initial pose of your simulation.</span></li> <li><span style="line-height: 1.5em;">The object to act as the parent of the constraint.</span></li> </ol> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/24_bullet_physics_setup.png" width="1565" height="988" /></p> <p>When your scene is ready, select the object you want to animate, then go to Animation &gt; MCG Controllers &gt; MCG 3 DOF Rotation Controller. This begins a picking session. The first object to pick is the parent object of the constraint. The second object to pick is the convex hull representing your animated object. A convex hull is necessary here because the current exposure of Bullet Physics in MCG does not account for concave meshes.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/25_bullet_physics_steps.png" width="1508" height="704" /></p> <p>Once your controller is created, toggle the visibility of your convex hull to avoid overlapping faces. You can then animate the position of the parent object to affect the constrained object&rsquo;s position and rotation. Note that in addition to using Bullet Physics, this tool is implemented as a simulation graph, since it relies on the historical progression of other objects in the scene.</p> <h2>Autodesk CFD Workflows and Reading CSV Data</h2> <p>In 3ds Max 2017, we used MCG to help plot the velocity fields generated by <span style="text-decoration: underline;"><a href="http://www.autodesk.com/products/cfd/overview" target="_blank">Autodesk CFD</a></span>. Given the variety of workflows related to CFD data visualization in 3ds Max, I encourage you to consult <span style="text-decoration: underline;"><a href="http://help.autodesk.com/view/3DSMAX/2017/ENU/?guid=GUID-60975BB8-6D2C-4EE4-A48E-EAB2C418B96F" target="_blank">the documentation presented in the 2017 help guide</a></span>.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/26_cfd_render.jpg" width="800" height="600" /></p> <p>At the core of these CFD importing and visualization tools is the capability to read comma separated values (CSVs) contained in the rows of a given file via the ParseCSVData compound. In fact, if you have a CSV file containing arbitrary data you want to plot, you can use the ParseCSVData compound to extract this data and process it in MCG. For example, we used this approach to generate a map of the world based on the airport coordinates contained within a CSV file.</p> <p><img style="vertical-align: middle;" src="/userdata/blogs/mcgblog/mcg_2017_whats_new/27_airports_render.jpg" width="640" height="480" /></p> <p>As a closing thought, I hope this range of examples has convinced you that we&rsquo;ve only started scratching the surface of what MCG has to offer.&nbsp;<span style="line-height: 1.5em;">As always, I invite you to post your comments and your questions below, and to join the action on our&nbsp;<span style="text-decoration: underline;"><a href="https://www.facebook.com/groups/1611269852441897" target="_blank">MCG facebook page</a></span>.</span></p> <p><span style="line-height: 1.5em;"><strong>Download:</strong> <a href="http://areadownloads.autodesk.com/wdm/scripting_sdk/MCG_2017_Whats_New_Samples.zip" target="_blank"><span style="text-decoration: underline;">MCG_2017_Whats_New_Samples.zip</span></a></span></p> <p><strong>Instructions:</strong> Extract the .zip file anywhere on your filesystem. Copy the contained .maxtool files into your Max Creation Graph 2017 user directory (<em>C:\\Users\\&lt;username&gt;\\Autodesk\\3ds Max 2017\\Max Creation Graph\\Tools\\Downloads\\)</em>. The next time you open 3ds Max 2017, these tools will be automatically loaded and available for you to test in your scene. You can also open these files from the MCG editor to see how they were made.</p>Tue, 19 Apr 2016 16:50:42 UTChttp://area.autodesk.com/blogs/mcgblog/whats-new-in-mcg-2017Installing and running 3ds Max 2017MaxStation<p>When you install 3ds Max the only things you can do is select which components will be installed and what the base folder will be:</p> <p><img src="/userdata/blogs/maxstation/nicolas/3dsmax2017installoptions.png" width="800" height="600" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p></p> <p>When you run 3ds Max 2017 for the first time you get the option to enter a serial number, point to your network license server (in which case you don't even need to enter the serial number and product key) or start a trial:</p> <p><img src="/userdata/blogs/maxstation/nicolas/3dsmax2017installserialornetworklicense.png" width="800" height="450" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p></p> <p>After that you you get to chose between Classic or Design:</p> <p><img src="/userdata/blogs/maxstation/nicolas/classicordesign.png" width="700" height="680" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p></p> <p>A<span style="line-height: 1.5em;">nd your 3ds Max 2017 is ready to use!</span></p>Tue, 19 Apr 2016 12:01:55 UTChttp://area.autodesk.com/blogs/maxstation/n314-installing-and-running-3ds-max-2017Where to find 3ds Max 2017 in Autodesk AccountMaxStation<p>Once you're logged into <a href="https://manage.autodesk.com">Autodesk Account</a>&nbsp;you should see the 3ds Max entry near the top:</p> <p><img src="/userdata/blogs/maxstation/nicolas/autodeskaccount1.png" width="975" height="629" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p></p> <p>When you click on Downloads it will show a pop-up with the available downloads:</p> <p><img src="/userdata/blogs/maxstation/nicolas/autodeskaccount2.png" width="1115" height="895" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p></p> <p>It defaults to "Install now", if you'd like to download the installer to your machine: switch the language to the line that shows them all: "French, English, German, Japanese, Korean, Portuguese, Simplified Chinese". Then the button changes to "Download now", using "more options" you can chose between "Download now (fast)" (which uses the download manager to speed things up) or "Browser download".</p> <p><img src="/userdata/blogs/maxstation/nicolas/autodeskaccount3.png" width="1129" height="543" /></p> <p>If you use the "Browser download" option please note that you will need both files!</p> <ul> <li><span style="line-height: 1.5em;">Autodesk_3ds_Max_2017_EFGJKPS_Win_64bit_001_002.sfx.exe (1.1Gb)</span></li> <li><span style="line-height: 1.5em;">Autodesk_3ds_Max_2017_EFGJKPS_Win_64bit_002_002.sfx.exe (2.0Gb)</span></li> </ul> <p>If your browser only downloads one, disable any pop-up blockers or try a different web browser.</p>Tue, 19 Apr 2016 08:11:29 UTChttp://area.autodesk.com/blogs/maxstation/n315-where-to-find-3ds-max-2017-in-autodesk-accountMax Creation Graph: The Year in ReviewChristopher Diggins<h2>MCG &ndash; The Year in Review</h2> <p>I can't believe it's <a href="/blogs/max/introducing-3ds-max-2017"><strong>time for 3ds Max 2017 already</strong></a>!&nbsp;<span style="line-height: 1.5em;">It&rsquo;s been an exciting year for the MCG team. The <a href="/blogs/chris/introducing-max-creation-graphs">first <strong>release of the Max Creation Graph</strong></a> in April of last year a very positive reception from the 3ds Max user base, and over the year many people have created some pretty impressive tools.</span></p> <p><span style="line-height: 1.5em;"><img src="/userdata/blogs/chris/MCGUserTools.jpg" width="1053" height="685" /></span></p> <h3><span style="line-height: 1.5em;">What&rsquo;s New in MCG in 3ds Max 2017</span></h3> <p><span style="line-height: 1.5em;">Most of what is new in MCG in 3ds Max 2017 is the cumulative result of the previous work we released to Subscription customers via the two Extension releases. One feature only in 3ds Max 2017 worth calling are two new random number operators: <em>RandInt</em> and <em>RandFloat</em>. These are fast stateless random number generators that can be used safely from within a ParallelMap or ParallelCombine, to generate consistent random numbers. Thanks to Robert Bridson from the Bifrost team for his help with that! &nbsp;</span></p> <p>When we first released MCG we only provided supported for Geometry, Modifier, and MAXScript utility plug-ins. 3ds Max 2017 supports produce animation controllers and spline primitive objects. We have also started to "eat our own dogfood" and now ship several tools with 3ds Max developed with MCG including some animation controllers, CFD visualization tools, and a sample "donut" spline object. These are not intended as tutorials, but if you are interested in looking under the hood you can find the new MCG tools under &lt;maxroot&gt;\MaxCreationGraph\Tools.&nbsp;&nbsp;</p> <p>Along with the new plug-in types several new parameter types have been added: Node Array, Single (floating point) Array, Vector3, Color, Asset, String, and a Signal. These enable you to create more varied UI for your tools without having to resort to MAXScript. <span style="line-height: 1.5em;">Several new operators were also added to MCG, including the ability create Bullet Physics simulations, reading and writing of OpenVDB files, and several operators for working with Spline objects.</span></p> <p>We will be posting a more detailed technical document about the new features in MCG for 3ds Max 2017 on <strong><a href="/blogs/mcgblog">The Max Creation Graph Blog</a></strong> in the next few days, so stay posted.&nbsp;</p> <h3>MCG Tools on CreativeMarket.com</h3> <p>One noteworthy development for 3D artists this year was when <strong><a href="http://creativemarket.com/blog/2015/08/11/creative-market-goes-3d">CreativeMarket.com announced support for artists to buy and sell 3D assets</a></strong>. Among the many different kinds of <a href="https://creativemarket.com/apps/3dsmax"><strong>3ds Max resources on CreativeMarket.com</strong></a> we are also seeing <strong><a href="https://creativemarket.com/tag/mcg">MCG tools starting to appear </a></strong>as well.&nbsp;</p> <h3>MCG Group on Facebook</h3> <p>In my opinion, one of the most important developments for MCG this year, was the creation of <strong><a href="https://www.facebook.com/groups/1611269852441897/">the MCG Facebook group</a></strong>, started less than a year ago, has now grown to over 6500 members, and is actively monitored by the MCG team. This is now *the* place to go to share MCG tools and techniques, and to ask questions from the pool of experts. In the file section of the page, you can find several MCG tools posted by our members.&nbsp;</p> <h3>MCG Tools on ScriptSpot</h3> <p>The popular scripting resource, ScriptSpot.com, now has a <a href="http://www.scriptspot.com/3ds-max/mcg"><strong>section dedicated just to MCG tools</strong></a> which by my last count had over 85 tools. Some of the most popular tools based on the votes on ScriptSpot (as of April 18th) are:&nbsp;</p> <p><strong>1. Voluminance MCG <span style="line-height: 1.5em;">by Jonathan de Blok&nbsp;</span></strong></p> <p><span style="line-height: 1.5em;"></span><a href="http://www.scriptspot.com/3ds-max/mcg/voluminance-mcg"><span style="line-height: 1.5em;">http://www.scriptspot.com/3ds-max/mcg/voluminance-mcg</span></a></p> <p><span style="line-height: 1.5em;"><img src="/userdata/blogs/chris/MCGScriptSpotCaps/voluminance_splash.png" width="629" height="378" /></span></p> <p><strong>2. MCG 32BitPatternMaker&nbsp;<span style="line-height: 1.5em;">by Vusta</span></strong></p> <p><span style="line-height: 1.5em;"></span><a href="http://www.scriptspot.com/3ds-max/mcg/mcg-32bitpatternmaker"><span style="line-height: 1.5em;">http://www.scriptspot.com/3ds-max/mcg/mcg-32bitpatternmaker</span></a></p> <p><span style="line-height: 1.5em;"><img src="/userdata/blogs/chris/MCGScriptSpotCaps/32bitpatternmaker2.jpg" width="638" height="484" /></span></p> <p><strong>3. MCG Rings&nbsp;<span style="line-height: 1.5em;">by Vusta</span></strong></p> <p><span style="line-height: 1.5em;"></span><a href="http://www.scriptspot.com/3ds-max/mcg/mcg-rings"><span style="line-height: 1.5em;">http://www.scriptspot.com/3ds-max/mcg/mcg-rings</span></a></p> <p><span style="line-height: 1.5em;"><img src="/userdata/blogs/chris/MCGScriptSpotCaps/vu_rings.jpg" width="638" height="546" /></span></p> <p><strong>4. BUR_SpinScatter&nbsp;<span style="line-height: 1.5em;">by Bathyscaph</span></strong></p> <p><span style="line-height: 1.5em;"></span><a href="http://www.scriptspot.com/3ds-max/mcg/bur-spinscatter"><span style="line-height: 1.5em;">http://www.scriptspot.com/3ds-max/mcg/bur-spinscatter</span></a></p> <p><span style="line-height: 1.5em;"><img src="/userdata/blogs/chris/MCGScriptSpotCaps/spinscatter_small.jpg" width="638" height="453" /></span></p> <p><strong><span style="line-height: 1.5em;">5. Vu_mcgRope&nbsp;</span><span style="line-height: 1.5em;">by Vusta</span></strong></p> <p><span style="line-height: 1.5em;"></span><span style="line-height: 1.5em;"><a href="http://www.scriptspot.com/3ds-max/mcg/vu-mcgrope">http://www.scriptspot.com/3ds-max/mcg/vu-mcgrope</a>&nbsp;</span><span style="line-height: 1.5em;">&nbsp;</span></p> <p><span style="line-height: 1.5em;"><img src="/userdata/blogs/chris/MCGScriptSpotCaps/vu_mcgrope.jpg" width="307" height="540" /></span></p> <p><strong>6. Brick Wall Builder&nbsp;<span style="line-height: 1.5em;">by Alaa alnahlawi</span></strong></p> <p><a href="http://www.scriptspot.com/3ds-max/mcg/brick-wall-builder">http://www.scriptspot.com/3ds-max/mcg/brick-wall-builder</a></p> <p><img src="/userdata/blogs/chris/MCGScriptSpotCaps/brick_builder.jpg" width="768" height="432" /></p> <p><strong>7. SphereClone&nbsp;<span style="line-height: 1.5em;">by Ariel_G</span></strong></p> <p><a href="http://www.scriptspot.com/3ds-max/mcg/sphereclone"><span style="line-height: 1.5em;">http://www.scriptspot.com/3ds-max/mcg/sphereclone&nbsp;</span></a></p> <p><span style="line-height: 1.5em;"><img src="/userdata/blogs/chris/MCGScriptSpotCaps/sphereclone.jpg" width="638" height="513" /></span></p> <h3>Acknowledgements</h3> <p>I want to thank everyone on the MCG Facebook page for their generous feedback, contributions, and encouragement. You are really helping guide us down an exciting journey that has only just begun. Everyone who has created a tool, given up in frustration, or even felt too overwhelmed to even try: we hear you and we will continue to work hard to respond to your needs. &nbsp;</p> <p>I also want to thank everyone on the 3ds Max team for their hard work in helping to make MCG what it is today, for providing an amazing tool to build on, and for participating in a vision for what we can do for our users now and in the future. &nbsp;</p> <h3>Special Thanks</h3> <p>I want to give a special call out to a couple people who really stood out this year for their contributions to the MCG year.&nbsp;</p> <h3>Vu Nguyen aka Vusta aka Vustarama</h3> <p>Vu has become the most prolific creator of MCG tools. He created over 60 of the tools on ScriptSpot.com and has been a huge part of the Facebook group success, helping answer countless questions. To be inspired check out some of Vu's creations check out the following:&nbsp;</p> <ul> <li><span style="line-height: 1.5em;"><a href="https://www.youtube.com/user/vustarama">Vu&rsquo;s videos on YouTube</a>:&nbsp;</span></li> <li><span style="line-height: 1.5em;"><a href="http://www.scriptspot.com/3ds-max/mcg/sort-top?search=vusta">Vu&rsquo;s free tools on ScriptSpot</a> &nbsp;</span></li> <li><span style="line-height: 1.5em;"><a href="http://creativemarket.com/vusta">Vu&rsquo;s store on CreativeMarket.com</a> &nbsp;</span></li> </ul> <h3>Jean-Thierry Roy: the MCG team QA</h3> <p>A relative recent addition to the 3ds Max team this year was our QA specialist Jean-Thierry Roy. JT is very active on the Autodesk Forums and the MCG Facebook page responding to questions, and tracking defects.&nbsp;<span style="line-height: 1.5em;">JT has also embarked on a number of interesting adventures with MCG that he has been <a href="https://www.youtube.com/user/Yrreihtnaej/featured"><strong>documenting on YouTube</strong></a> and posting on the <strong><a href="https://www.facebook.com/groups/1611269852441897/files/">MCG Facebook group (in the files section)</a></strong>.&nbsp;</span><span style="line-height: 1.5em;">One tool JT created that really stood out for me was a general Physics simulation tool called </span><a href="http://www.youtube.com/watch?v=c3s1lUDd_zA" style="line-height: 1.5em;"><strong>Bullet World</strong></a><span style="line-height: 1.5em;">. This tool enables you to select multiple objects in a scene that will interact together in a physics simulation. &nbsp;&nbsp;</span></p> <p>https://www.youtube.com/watch?v=piwBenIpptg</p> <h3>Martin Ashton: aka MCG Martin&nbsp;</h3> <p>Martin Ashton (who goes by &ldquo;MCG Martin&rdquo; on Facebook) is the man behind the <a href="/blogs/mcgblog"><strong>Max Creation Graph Blog</strong></a> this year. If you haven't seen his blog yet, you should. Martin has a real flair for creating top notch tutorials in a form that are clear, accurate, helpful, inspiring, and fun!&nbsp;</p>Mon, 18 Apr 2016 16:03:58 UTChttp://area.autodesk.com/blogs/chris/max-creation-graph-the-year-in-reviewIntroducing 3ds Max 2017eperlberg<p>It's been a year since we announced and shipped 3ds Max 2016. In that year, the 3ds Max development team has been working overtime to bring you another great release of 3ds Max. Again, you have been given early access to some of the tools with 2 Extensions. For those who are not aware, extensions are available as an added benefit to our Subscription customers to give you access to the new features early. For 2017, the branding department gave us a new badge, but don&rsquo;t let the &ldquo;Smiley 3&rdquo; fool you, this release of 3ds Max has some serious new features and upgrades with over 1,950 <a href="http://3dsmaxfeedback.autodesk.com/forums/80695-general-feature-requests">3ds Max Uservoice</a> votes being returned. &nbsp;Our focus was to give you tools and features to help you work more creatively and efficiently. So, we are proud to introduce some of the top features for 3ds Max 2017.</p> <p>https://youtu.be/W1w5Gk-E0Nk&nbsp;</p> <h3><strong>New Look &amp; High DPI Display Support</strong></h3> <p>The first thing you&rsquo;ll notice when you open 3ds Max 2017 for the first time is the fresh new look and feel. This update is not just using a new visual style guide, it will also scale properly to the latest High DPI displays. This gives 3ds Max 2017 the ability to successfully run on HDPI monitors and laptops while correctly applying Windows display scaling, making the UI more legible. 3ds Max 2017 is the first in a long term commitment to modernizing the user experience.</p> <p>https://youtu.be/Lb7TXBBWRek</p> <h3>Viewport performance</h3> <p>Along with the new look, there has been considerable effort done to improve viewport performance. With work done under the hood as well as a new Viewport Setting and Preference dialog, you can dial in the exact amount of performance you&rsquo;re looking for. You&rsquo;ll be able to assign these settings globally or per viewport. Here are some of the benchmarks some of our beta tester were reporting.</p> <p>For 3256 Objects - 9,000,000 polys:</p> <ul> <li>3ds Max 2014 &nbsp; &nbsp; 3ds Max 2016 &nbsp; &nbsp; 3ds Max 2017</li> <li>6-10fps &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;20-30fps &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 80-130fps</li> </ul> <p>Others report:</p> <ul> <li><span style="line-height: 1.5em;">300% improvement in Deforming Mesh performance improvement with new GPU mesh builder.</span></li> <li><span style="line-height: 1.5em;">300-500% performance improvement for navigating tens of thousands objects.</span></li> <li><span style="line-height: 1.5em;">Selecting and manipulating sub-objects is 200%-300% faster.</span></li> <li><span style="line-height: 1.5em;">Unwrap UVW can handle 10 times dense objects easily.</span></li> </ul> <p>Inspired by many of the great ideas on the <a href="http://3dsmaxfeedback.autodesk.com/forums/80695-general-feature-requests">3ds Max UserVoice</a> page, we improved performance or added functionality in dozens of areas like Viewport Material Override, Shadow caching and support a new DX11 preset. See below for a more complete list.</p> <h3>UV Mapping Updates</h3> <p>Speaking of Unwrap UVW, it has been overhauled to streamline the workflow and significantly increase performance with dense geometry and high-res maps. It&rsquo;s now easier than ever to unwrap models by defining seams point to point while previewing the edge selection, cutting and unfolding the clusters in one simple mode. Peel is immediate, with vastly improved accuracy and symmetry. Distortion can be visualized in a shaded cluster view or with new checkered maps that provide more feedback on the model. This is useful for interactive adjustments made with the new Relax paintbrush. Additionally, support has been added for multi-tile layout, as well as many workflow improvements such as access to material IDs, improved selection methods and so much more.</p> <p><img src="/userdata/blogs/max/2017/img/3dsMax2017-UnwrapUVW-Final.png" width="720" height="405" /></p> <p>https://youtu.be/YHYXgZuTVhE</p> <p>Here are some of the highlights:</p> <ul> <li><span style="line-height: 1.5em;">Dramatic Performance improvements</span></li> <li><span style="line-height: 1.5em;">New Packing Algorithm</span></li> <li><span style="line-height: 1.5em;">New Peeling based on ABF(Angle Based Flattening)</span></li> <li><span style="line-height: 1.5em;">Point-to-Point Selection Preview</span></li> <li><span style="line-height: 1.5em;">Symmetrical Geometry Selection&nbsp;</span></li> <li><span style="line-height: 1.5em;">Loop Selection and Ring Selection</span></li> <li><span style="line-height: 1.5em;">Display Only Selected Polygon in viewport</span></li> </ul> <p>UDIM support (U-Dimension)</p> <ul> <li><span style="line-height: 1.5em;">MultiTile Map</span></li> <li><span style="line-height: 1.5em;">Show Multitile in UV Dialog</span></li> <li><span style="line-height: 1.5em;">View in VIewport</span></li> <li><span style="line-height: 1.5em;">FBX Import/Export</span></li> </ul> <p>Not to steal to much thunder from the <a href="/blogs/therenderingalliance/what039s-new-for-rendering-in-3ds-max-2017">Rendering Alliance</a>'s page with it's complete look at "What's New for Rendering in 3ds Max 2017", here are some of the highlights.</p> <h3>Autodesk Raytracer Renderer (ART)</h3> <p>You can now create near photo-real images and videos with the new Autodesk Raytracer Renderer(ART). ART is a fast, physically-based renderer, ideal for design visualization workflows used in Revit&reg;, Inventor&reg;, Fusion 360&trade;, and other Autodesk applications. ART rendering in 3ds Max 2017 provides a familiar workflow and similar results for artists moving data from these applications, featuring minimalistic settings, CPU-only operation, and excellent use of image-based lighting. ART provides quick, photorealistic results for most industrial, product, and architectural exterior rendering. Thanks to support for IES and photometric lights from Revit, artists will be able to create highly accurate images of architectural scenes.</p> <p><span style="line-height: 1.5em;">Provides a fast, interactive workflow when combined with the ActiveShade window, allowing artists to quickly manipulate lights, materials, and objects, all the while seeing the results refine progressively.</span></p> <p>ART also includes an image Noise Filter that can drastically reduce render times, and improve the quality of the rendering.</p> <p><img src="/userdata/blogs/max/2017/img/3dsMax2017-ART.png" width="720" height="427" /></p> <p>[Video]https://youtu.be/tr265p-BBfY</p> <h3>Physical Material</h3> <p>The purpose of the new Physical Material is to create a base material in 3ds Max that can be supported in many modern renderers. In the past, materials built directly in 3ds Max were created to replicate unique material types; Ceramic, Car Paint, etc. and were based on 3rd party algorithms.</p> <p>In 3ds Max 2017 we introduce the new &ldquo;Physical Material&rdquo; that tries to remedy that. The material is out of the box compatible with the new ART renderer, mental ray and will be available for other renderers to use in the future.</p> <h3>Sun Positioner&nbsp;</h3> <p>The new Sun Positioner is a replacement for the legacy Daylight System and the Physical Sun &amp; Sky Environment is a replacement for the &ldquo;mr Physical Sky&rdquo;. Together, these new features provide an improved, streamlined workflow for many renderers.&nbsp;</p> <p>You will find the Sun Positioner in the Lights Command Panel where it belongs. We hope this makes it more discoverable.</p> <p>Once you&rsquo;ve placed your Sun, you&rsquo;ll notice it is an &ldquo;All-in-one&rdquo; system which will eliminate the need to switch between Modify and Motion tabs to configure settings.&nbsp;</p> <p>If your project is in an area that observes Daylight Savings Time, you can now define the date that DST starts and ends.</p> <p>We were also focused on making sure the settings were ideal for physical renderers, as there are no unnecessary settings and no duplication of settings between Physical Sun &amp; Sky and Sun Positioner - each has their own logical settings.</p> <h3>Scene Converter</h3> <p>With more rendering technologies becoming available almost every day, the Scene Converter will make moving from one renderer to another as well as to real-time engines close to seamless and consistent. Easily migrate scenes by switching out lights, materials and other features with the Scene Converter. Artists can easily customize and fine-tune the existing conversion scripts via a simple UI to create Source to Target batch conversion rules. As more rendering technologies become available, Scene Converter capabilities can be easily extended at any time via new presets from Autodesk and the user community, and the script-based converters can be fine-tuned to meet any individual needs.</p> <p><img src="/userdata/blogs/max/2017/img/3dsMax2017-SceneConverter-Final.png" width="720" height="405" /></p> <h3>Scanline</h3> <p>While we&rsquo;re on the topic of renderers, Scanline's multi-core support will now scale up to 128 cores.</p> <h3>mental ray</h3> <p>As we said before, we recognize that you have many quality rendering alternatives to choose from. This remains to this day, one 3ds Max&rsquo;s core strengths. We support and do all we can to nurture a very robust 3rd Party plugin community. For those of you that choose to go "outside the box" when it comes to renderer and would like to not install the mental ray and Iray plugins, NVIDIA&rsquo;s mental ray and Iray can be unchecked at initial install. For those that continue to look to this technology to create outstanding renderings, the installer is on by default and you will be happy to hear that mental ray now supports Global Illumination (GI) calculated on the GPU.&nbsp;</p> <p><img src="/userdata/blogs/max/2017/img/NVIDIA_Seperate_Install-Final.png" width="392" height="38" /></p> <p>Find out all of the rendering details on the&nbsp;<a href="/blogs/therenderingalliance/what039s-new-for-rendering-in-3ds-max-2017">Rendering Alliance</a>&nbsp;blog.</p> <p></p> <p><strong>Modeling and Animation&nbsp;</strong>are important toolsets for virtually every 3ds Max artists, and these workflows get another round of updates and improvements in 3ds Max 2017.</p> <h3><span style="line-height: 1.2em;">Object Tool Enhancements</span></h3> <p>Selecting and manipulating objects has been enhanced to make modeling, animating and other tasks more efficient and creative with the help of several improvements:Working Pivot can now be accessed without having to go to the hierarchy panel. There is a new option called Pin Working Pivot. When turned on, the Working Pivot stays in the same place while other objects are selected. When toggled off, the Working Pivot resets its position once the artist makes a new selection. Edit Working Pivot has a new caddy that allows the artist to reset, accept or cancel the modifications to the Working Pivot placement.</p> <ul> <li><span style="line-height: 1.5em;">Local Align is a new feature found in the Reference Coordinate System dropdown on the main toolbar. Only applicable to the edit poly modifier and editable poly, this new axis align method allows the artist to get a more predictable result when applying different transforms to a sub object selection.</span></li> <li><span style="line-height: 1.5em;">Sub Object Pick simplifies the task of switching between different sub-object modes (vertex, edge, face and boundary) by making one hotkey shift between modes. This allows the artist to spend less time searching and more time focusing on their project. This is only for the edit poly modifier and editable poly.</span></li> <li><span style="line-height: 1.5em;">Point to Point Selection saves artists time by eliminating the need to access hidden areas and modes to select sub object elements. They can now select point to point by holding the Shift key, whereas in previous releases of Max, the artist could hold Shift and select two adjacent elements to make a loop selection. If the artist selects non-adjacent elements, they'll be selecting point to point with a preview so that they can see exactly what is being selected. This is only for the edit poly modifier and editable poly.</span></li> </ul> <p><img src="/userdata/blogs/max/2017/img/3dsMax2017-ObjectToolEnhancement-Final.png" width="720" height="405" /></p> <h3>Boolean and Hard Surface Modeling improvements</h3> <p>Create hard surface forms quicker and more efficiently with an all new set of reliable modeling tools, including updated Booleans which are now easier to work with and offer double precision for more reliable results. Adding and removing operands, as well as sorting or creating nested Booleans has also been simplified. The Bevel Profile Modifier includes the same bevel controls introduced in the TextPlus tool, allowing for artists to create their desired bevel or use the same presets in TextPlus.</p> <p><img src="/userdata/blogs/max/2017/img/3dsMax2017-HSModeling-Final.png" width="720" height="405" /></p> <p><img src="/userdata/blogs/max/2017/img/3dsMax2017-FastFormHardSurface-Final.png" width="720" height="405" /></p> <h3>Animation Productivity</h3> <p>With improvements to 3ds Max&rsquo;s Animation Productivity, we have focused on facilitating the experience for animators. Day to day tasks such as key framing, selection and key manipulation have been enhanced to help animators focus on the character&rsquo;s performance rather than the tool. We have re-designed the default layout and no matter which layout you use, it will persist between Max sessions. Again, looking for inspiration on the <a href="http://3dsmaxfeedback.autodesk.com/forums/80695-general-feature-requests">3ds Max User Voice</a> page, we&rsquo;ve added a new zoom extents mode for selected &nbsp;keys, the ability to zoom extents horizontally and vertically at the same time, and my favorite, the ability to double click a curve to select all of the keys. The Motion panel, which represents the control center of the animation rig, has been enhanced to allow direct activation of controllers in a list, controller reset, and copy/pasting between tracks. Custom Attributes have also been enhanced to allow the saving and loading of preset values, allowing the animator to quickly jump between poses. That, plus we&rsquo;ve added a dozen new key editing tools like Mirror Tangents, Nudge, Loop and Split.</p> <p><img src="/userdata/blogs/max/2017/img/3dsMax2017-AnimationProductivity-Final.png" width="768" height="263" /></p> <h3>Animation Controllers&nbsp;</h3> <p>Originally introduced as a part of our new text tools, Animation Presets allow you to capture and load animations from one object to another. &nbsp;Add the new Offset controller to add randomness. Check out <a href="https://youtu.be/zztNvcunpbU">Jose&rsquo;s video</a> to learn more.</p> <p>We&rsquo;ve also added a number of MCG animation controllers to help create your own animation tools.</p> <p><img src="/userdata/blogs/max/2017/img/3dsMax2017-AnimationMCG-Final.png" width="645" height="361" /></p> <h3>Custom Attributes Presets</h3> <p>You can now create, copy and load Custom Attribute Presets to the Attribute Holder Modifier.</p> <p><img src="/userdata/blogs/max/2017/img/3dsMax2017-CAPresets-_Final.png" width="441" height="519" /></p> <h3>Python Integration</h3> <p>3ds Max enjoys a tighter integration with several pipeline tools like Shotgun thanks to it&rsquo;s newly extended and improved Python/.NET toolset. Integrating the use of this industry standard programming language as an alternative script language for Max users opens doors to Python developers to create 3rd party plug-ins, making new pipeline tools more extensive and accessible. While not a complete list, we now have complete Maxscript exposure to Python. You can now import python scripts as the Maxscript editor and listener has Python language support. With this update, we have included all PySide libraries and load UI with the PySide Uic module. There is a simplified API for QWidget attach and full native support for parenting and docking Python tools. Watch for a deeper dive into the added functionality of Python in 3ds Max 2017 in <a href="/blogs/chris">Chris&rsquo;s Max Mayhem</a> and <a href="http://getcoreinterface.typepad.com/">Kevin&rsquo;s GetCOREInterface</a> blogs.</p> <p>In our latest extension releases, we introduced you to a few big features that will of course be included as part of 3ds Max 2017.</p> <h4><span style="text-decoration: underline;"><a href="/blogs/max/3ds-max-2016-extension-1">Extension 1</a></span></h4> <h4><span style="text-decoration: underline;"><a href="/blogs/max/3ds-max-2016-extension-2">Extension 2</a></span></h4> <p>https://youtu.be/DRuc3xsZxoM</p> <h3>Skin Weighting with Geodesic Voxel and Heatmap Skinning</h3> <p>With Geodesic Voxel and Heat Map solvers, artists are able to generate better skin weighting at a fraction of the time as compared with traditional skinning methods. These new skinning methods can be run outside of the bind pose, and even on selected areas, which makes it easier to refine weighting in particular spots. Geodesic Voxel Skinning can handle complex geometry that is not watertight and can contain non-manifold or overlapping components&mdash;as is frequently the case with real-world production meshes.</p> <p>https://vimeo.com/135685481</p> <h3>Max Creation Graph updates</h3> <p>Introduced in 3ds Max 2016, the Max Creation Graph (MCG) is a new procedural content creation tool which uses a visual node based programming environment. With it, artists can create new geometry and extend 3ds Max, all without writing a single line of code. This provides artists with new animation capabilities to author animation controllers in MCG. This will open the door to a new generation of animation tools that artists can create, modify, package and share. Now integrated are a number of additional functionality since first released. You can now use Max Creation graphs to control splines and shapes, as well as improved bitmap and polygon support. We&rsquo;ve added over 100 new operators, included OpenVDB support, included parts of the Bullet physics engine to help create physically-based simulation controllers and improved performance 200% to 500%. Learn more about MCG in&nbsp;<a href="/blogs/chris">Chris&rsquo;s Max Mayhem</a> Blog or Martin&rsquo;s <a href="/blogs/mcgblog">Max Creation Graph</a> Blog here on the area.&nbsp;</p> <h3>Text and Shape Tools</h3> <p>Adding and manipulating text to your scenes tool has never been easier with the new TextPlus. With global controls and local editing capabilities, artists can now choose the exact level of control they need for their work, from editing text objects to manipulating individual letters. 3ds Max also retains text information such as font theme, font style, and glyphs when copied from Microsoft Word documents, simplifying the 2D to 3D workflow. Add to that an extremely powerful preset system, including bevel and animation presets. Font changes, content revisions and shape updates will be reflected automatically with this new functionality.</p> <p>https://vimeo.com/135685554</p> <h3>Seamless Art-to-Engine Workflows</h3> <p>The Game Exporter allows artists to transfer many different types of data from 3ds Max into game engines: Unity, Unreal Engine and the Autodesk Stingray engine, using FBX interchange technology: models, animation takes, character rigs, textures, materials, LODs, lights, and cameras.</p> <p>Artists who download Stingray will benefit from a new Live Link between 3ds Max and the Stingray engine. For design visualization specialists who want to use an engine to bring their designs to life, Stingray offers an unprecedented level of tool interaction that drastically reduces time spent in scene creation, iteration, and testing. Live linking enables geometry and cameras to be connected between Stingray and 3ds Max, allowing artists to assess and review 3D assets and scenes in an interactive 3D environment. Modifications can also be made in 3ds Max and updates will appear in Stingray right away with a one-click workflow. ShaderFX has also been enhanced to better support the physically-based shaders when working with Stingray. Materials created in ShaderFX can easily be transferred between 3ds Max and Stingray with visual consistency in both tools.</p> <h3>Creative Market Integration</h3> <p>Creative Market is an online marketplace featuring high-quality 3D and 2D assets that artists can license and use in their own projects. Assets that have been created by other community members can be used to get started quickly, or artists can even set up their own storefronts to sell original content and earn extra money. A Creative Market search window has been added into 3ds Max, making it easy to quickly search 3D assets in-software. Artists can also set a download location and access it directly from the Creative Market dialog box in 3ds Max.</p> <h3>Send to Print Studio</h3> <p>Artists can now 3D print a design asset or creation by simply launching Print Studio directly from Autodesk 3ds Max with a single click. If the artist doesn&rsquo;t have Print Studio already installed, the new functionality will prompt them to install it.</p> <h3>Simulation Data (CFD)</h3> <p>Engineering users can now visualize their simulation data in a whole new way. Ideal for nonprogrammers, the Max Creation Graph can be used to animate simulation data in CFD, .CSV, or OpenVDB formats, apply rendering styles, apply CFD velocity fields, and animate airflow splines to make accurate data come to life. Visualize how data changes over time with the power of 3ds Max.</p> <h3>Autodesk 3ds Max asset Library</h3> <h3><span color="#707070" face="Lucida Grande, Lucida, Verdana, sans-serif" style="color: #707070; font-family: 'Lucida Grande', Lucida, Verdana, sans-serif;"><span style="font-size: 14px; font-weight: normal; line-height: 21px;">The Autodesk 3ds Max Asset Library is designed and developed to help access and manage numerous file libraries on both your local and network drives. At no additional cost to users of 3ds Max 2016 and higher, the <a href="https://apps.autodesk.com/3DSMAX/en/Detail/Index?id=6015429456303731618&amp;appLang=en&amp;os=Win64">Autodesk 3ds Max Asset Library</a> is downloaded from the Autodesk Exchange App Store and with it, you can search, see and quickly access files and then drag and drop them directly into a scene.&nbsp;</span></span></h3> <p><span color="#707070" face="Lucida Grande, Lucida, Verdana, sans-serif" style="color: #707070; font-family: 'Lucida Grande', Lucida, Verdana, sans-serif;"><span style="font-size: 14px; font-weight: normal; line-height: 21px;">Find out more in this recent <a href="/blogs/max/autodesk-3ds-max-asset-library-11">post</a>.</span></span></p> <h3>Miscellaneous</h3> <p>Of course, throughout the year, we work on a number of Small User Requested Features and little enhancements. Besides the features and benefits listed above, here are some of the things our Charter and Beta customers have been talking about. Special thanks to Changsoo Eun for compiling the list.</p> <h5>Viewports</h5> <ul> <li><span style="line-height: 1.5em;">200% Faster deforming mesh prformance (New GPU Based Mesh Builder for DX11 mode)&nbsp;</span></li> <li><span style="line-height: 1.5em;">Increased playback and interactive performance using node transform caching</span></li> <li><span style="line-height: 1.5em;">GPU backface cull for deforming object</span></li> <li><span style="line-height: 1.5em;">Shadow cache for better/faster shadow&nbsp;</span></li> <li><span style="line-height: 1.5em;">Darker Edge mode for backfacing wireframe</span></li> <li><span style="line-height: 1.5em;">New viewport navigation mode : Orbit Point of Interest</span></li> <li><span style="line-height: 1.5em;">Customizable viewport tooltips by preViewport Tooltip callback</span></li> <li><span style="line-height: 1.5em;">Per Pixel Camera Map support for nitrous</span></li> <li><span style="line-height: 1.5em;">Reorganized viewport label</span></li> <li><span style="line-height: 1.5em;">Viewport configuration presets</span></li> <li><span style="line-height: 1.5em;">Viewport material override</span></li> <li><span style="line-height: 1.5em;">Performance shader for viewport</span></li> <li><span style="line-height: 1.5em;">New DX mode</span></li> <li><span style="line-height: 1.5em;">Hidden/Frozen/Display as box object will not evaluate/load map</span></li> <li><span style="line-height: 1.5em;">Gamma corrected background playback slowdown fixed</span></li> <li><span style="line-height: 1.5em;">Viewport switching when maximized fixed</span></li> <li><span style="line-height: 1.5em;">More readable viewport label</span></li> <li><span style="line-height: 1.5em;">Thinner and shaper selection outline&nbsp;</span></li> <li><span style="line-height: 1.5em;">Viewport Statistics have been realigned for larger numbers.</span></li> </ul> <h5>Modeling</h5> <ul> <li><span style="line-height: 1.5em;">Place Pivot Surface: Direct access working pivot from quadmenu</span></li> <li><span style="line-height: 1.5em;">Mesher Particle Flow 5 million face limit removed</span></li> </ul> <h5>Modifier Stack</h5> <ul> <li><span style="line-height: 1.5em;">Copy/Paste modifiers to multiple objects at once.</span></li> </ul> <h5>Motion Panel</h5> <ul> <li><span style="line-height: 1.2em;">Empty Tracks and Assigned Controllers can be reset to their default controller type</span></li> <li><span style="line-height: 1.2em;">Controllers can by copied and pasted via the right click menu in the controller tree view</span></li> </ul> <h5>IO</h5> <ul> <li><span style="line-height: 1.5em;">.Obj poly export UV fix</span></li> </ul> <h5>Time Configuration</h5> <ul> <li><span style="line-height: 1.2em;">&ldquo;Rescale keys to whole frames&rdquo; checkbox to force quantization.</span></li> </ul> <h5>Skinning</h5> <ul> <li><span style="line-height: 1.2em;">Holding SHIFT for paint/blend weights mode change</span></li> </ul> <h5>New Map Types</h5> <ul> <li><span style="line-height: 1.2em;">Color map</span></li> <li><span style="line-height: 1.2em;">Shape map (Ext 2)</span></li> <li><span style="line-height: 1.2em;">Text map (Ext 2)</span></li> <li><span style="line-height: 1.2em;">TextureObjMask map (Ext 1)</span></li> </ul> <h5>State Sets</h5> <ul> <li>Track modifier ON/OFF in viewport and render</li> <li>Expansion of Composite view to create a new node based render pass system</li> <li>-Nodes can be dragged out to more easily view your State changes</li> <li>-Nodes can be created from scratch for a more direct render pass management workflow without tracking/recording</li> <li>-Support for basic Render Parameters, ART, Vray, Object collections, Object Properties, Material Assignment</li> <li>Persistent Composite View (you no longer loose your work on close)</li> <li>Track Vray VFB checkbox for better render element support with Vray</li> <li>Camera Sequencer Lock Animation Parameter to allow for scaling camera animation when tracks are scaled</li> <li>Return of Record button by default (can be switched back in preferences)</li> <li>All docked dialogs now open in their own new tab by default</li> </ul> <h5>Alembic Updates</h5> <ul> <li><span style="line-height: 1.5em;">Performance mode support for any object</span></li> <li><span style="line-height: 1.5em;">Proper deformation export when spacewrap applied</span></li> <li><span style="line-height: 1.5em;">Any point3, float, integer support for arbitrary channel import</span></li> <li><span style="line-height: 1.5em;">UV1 animation support</span></li> <li><span style="line-height: 1.5em;">UV2+ vertex order fix</span></li> <li><span style="line-height: 1.5em;">UV channel ID preserved</span></li> <li><span style="line-height: 1.5em;">Material/Face ID preserved</span></li> <li><span style="line-height: 1.5em;">Topology changing mesh does not break material ID</span></li> <li><span style="line-height: 1.5em;">Object name preserved</span></li> <li><span style="line-height: 1.5em;">Full MXS exposure - range, nth frame exposed</span></li> <li><span style="line-height: 1.5em;">Alembic container object icon</span></li> <li><span style="line-height: 1.5em;">Alembic Performance mode Force Caching option</span></li> </ul> <h5>Scene Explorer</h5> <ul> <li><span style="line-height: 1.5em;">Remember visible/frozen state of nested layers when overridden by parent layer</span></li> <li><span style="line-height: 1.5em;">Child layer cannot be turned on when parent layer is turned off</span></li> <li><span style="line-height: 1.5em;">Nested layer sort order : layer will be at the top</span></li> <li><span style="line-height: 1.5em;">Hide/Unhide all layers button</span></li> <li><span style="line-height: 1.5em;">Freeze/Unfreeze All layers button</span></li> </ul> <div>Throughout the coarse of the year and through a number of different blogs here on the area, we will do more in-depth looks at many of the features listed above. That plus we have already started working on our next release. You may have already heard something.&nbsp;</div> <div>Thank you again to all of the 3ds Max team for making 3ds Max 2017 another amazing release! Also to the charter and beta users for their valuable input and feedback, and thanks to all of the 3ds Max community for your continued support.</div>Mon, 18 Apr 2016 16:01:59 UTChttp://area.autodesk.com/blogs/max/introducing-3ds-max-2017What&#039;s New for Rendering in 3ds Max 2017Rendering Alliance<h1>Announcing New Render Features for 3ds Max 2017</h1> <p>The Rendering team has been quite busy this past year, and we have a number of goodies for you in this latest release.</p> <p>This first blog post for 3ds Max 2017 will cover the highlights of the new features, and we&rsquo;ll be following up in coming weeks with in-depth looks at some of the major new features.</p> <p>The new features are:</p> <ul> <li><span style="line-height: 1.5em;">The Autodesk Raytracer &ldquo;ART&rdquo;: A fast, physically-based, CPU-only, renderer.</span></li> <li><span style="line-height: 1.5em;">The Physical Material: An advanced physically-based material with the advanced features users need in a modern material.</span></li> <li><span style="line-height: 1.5em;">The Scene Converter: Use this to easily and automatically upgrade legacy scenes to modern light, materials, and settings, or to convert between renderers.</span></li> <li><span style="line-height: 1.5em;">The Sun Positioner: A modern replacement for the Daylight System, it drives the new Physical Sky Environment map and provides streamlined all-in-one settings.</span></li> <li><span style="line-height: 1.5em;">The Physical Sky environment map: A render-agnostic sky that works with the new Sun Positioner.</span></li> <li><span style="line-height: 1.5em;">The Color Map: A highly-requested feature by our users. The Color map incorporates a solid color swatch, along with optional bitmap input and gamma and gain settings.</span></li> <li><span style="line-height: 1.5em;">mental ray&rsquo;s new GPU-accelerated &ldquo;Indirect Diffuse(GI)&rdquo; technology.</span></li> <li><span style="line-height: 1.5em;">Additional new options and fixes.</span></li> <li><span style="line-height: 1.5em;">Development Behind the Scenes...</span></li> </ul> <p>Let&rsquo;s start by looking at the new Autodesk Raytracer render engine.</p> <h2><span style="line-height: 1.5em;">Introducing the Autodesk Raytracer</span></h2> <p><img style="vertical-align: middle;" src="/userdata/blogs/therenderingalliance/WhatsNew2017/3d_printer_DNA003_sm.jpg" alt="DNA 3D Printer" width="1000" height="833" /></p> <h6>Image courtesy <a href="https://creativemarket.com/graphics834/503694-3D-Printer" title="Creative Market" target="_blank">Adrian Wise</a> &nbsp;</h6> <p></p> <p><span style="line-height: 1.5em;">The Autodesk Raytracer (ART) is an easy-to-use, high-performance, CPU-only, physically-based renderer. It is ideal for interactive rendering via ActiveShade, and for the production of high-end renderings for design visualization.&nbsp;</span></p> <p>The ART renderer has simple controls that make rendering physically-plausible images easy, and is ideal for any user (beginner to advanced) looking for a fast, straightforward renderer.</p> <p>ART produces images progressively, which means that you get quick (albeit noisy) feedback on your entire image instead of needing to wait for tiles to render bit by bit.&nbsp;</p> <p>The ART renderer offers unlimited rendering on your network via Backburner without additional licenses.</p> <h3>Quick Start to Using the Autodesk Raytracer</h3> <p>ART simulates the physical world, and in many ways rendering &ldquo;reality&rdquo; makes things simpler. With ART the only setting most users will need to touch is a simple &ldquo;Quality&rdquo; slider:</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/ARTRenderParams.jpg" width="300" height="110" /></p> <p>Since ART is a progressive renderer, the image starts out noisy and progressively refines over time. As it renders, ART calculates a db (noise level) value to determine how refined the image is, and will stop when it hits the desired Quality value. Higher db settings mean lower noise in your image, and a Medium setting (28db) works for many scenes. With ART there is more guessing how many iterations an image will need to reach a quality level, or complicated settings you need to understand and manage.&nbsp;</p> <h3>Quality, Time, and Iterations</h3> <p>To help you get your work done when you need it, we&rsquo;ve also added a parameter for stopping a render if it has exceeded a time value:</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/RenderTimeStop.jpg" width="335" height="80" /></p> <p>With the settings above, you get your render in 15 minutes unless the Quality (db) setting is reached earlier. Your rendering is completed when either condition (Time or Quality) is met. You can also specify Iterations as a third stop-render option.</p> <h3>ART is ideal for&hellip;</h3> <p>The ART render is outstanding for scenes lit with image-based lighting (IBL), including scenes lit with the new Physical Sky Environment. This makes the ART renderer very fast for outdoor scenes and product renders with HDR studio lighting images. Architectural interiors with daylight are ideal with ART, and for &nbsp;more complex interior solutions with a lot of indirect illumination we have an &ldquo;Advanced Path Tracing&rdquo; option to better manage those scenes.</p> <p>The ART renderer is an excellent choice for use with our interactive ActiveShade render mode, particularly with HDR-lit scenes. We&rsquo;ve put a lot of effort into making ART very interactive in ActiveShade.</p> <p>The ART renderer is ideal for artists bringing models from Revit, Inventor, and other Autodesk products. ART supports Photometric lights, Autodesk materials, Arch &amp; Design, and the new Physical material, among other things.</p> <p>Note: Setting the Render Quality value to either Min (0db) or Max will let the renderer run forever unless one of the other options are selected. This is also true if the render goes to Backburner. Generally, set Quality to &ldquo;High&rdquo; or &ldquo;X-High&rdquo; to do a pseudo-infinite render, rather than using the 0db or extreme ranges.&nbsp;</p> <h3>Speed and Smooth out your Renders with the Noise Filter</h3> <p>The ART renderer includes a &ldquo;Noise Filtering&rdquo; option, which is is an additional pass across the completed image that eliminates any remaining noise. This allows you to use lower Quality settings and still produce noise-free results.</p> <p>Noise Filtering is available on your rendered image, and separately as a Render Element.</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/RenderFilter.jpg" width="336" height="162" /></p> <p>Below is an example of a good (but noisy) image (left) and the 50% filtered results (right):</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/FilteredRenderCompare.jpg" width="640" height="360" /></p> <h6>Image by Daniel Levesque</h6> <p><span style="line-height: 1.5em;">The noise is most noticeable on the walls and areas in shadow. This technique can greatly reduce render time in scenes that are slow to resolve.</span></p> <p>The Noise Filter is also available as a Render Element, which allows you to leave your beauty render untouched and produce multiple filtered options without a time penalty.</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/ARTRenderElements.jpg" width="344" height="192" /></p> <p>Using a Render Element at 100% gives you a pure filtered image that you can then composite with your unfiltered beauty pass in Photoshop.</p> <h3>New &ldquo;Stop&rdquo; Option in the Render Progress Dialog Box (ART Only)</h3> <p>There is a new option in the Render Progress dialog box when the ART render is used:</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/ARTStop.jpg" width="374" height="237" /></p> <p>Pressing the Stop button is the same as the render reaching any of the Quality, Time or Iteration stop-rendering conditions. Unlike the Cancel button, the Stop button ends the render and saves the current file, along with any Render Elements. The renderer will go on to the next image if a sequence is being rendered. Pressing Cancel, in contrast, aborts rendering - no file is saved, and any render sequence is cancelled.</p> <h2>Introducing the Physical Material</h2> <p>The modern successor to the all-purpose &ldquo;Arch &amp; Design&rdquo; material, the new Physical Material offers a modern, layered set of features for all users, and eventually all renderers. The Physical Material is part of our move to new render-agnostic features &ndash; things that any renderer can choose to support. The Physical Material works in Scanline, Quicksilver, ART, V-Ray and mental ray at the moment. We want all renderers to support it.</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/StrawberryTeapot.jpg" width="429" height="321" /></p> <h6>Image by Zap Andersson, showing off the layered features of the Physical Material.</h6> <h3></h3> <h3>Key Features of the Physical Material</h3> <p><span style="line-height: 1.5em;">The Physical Material will have its own blog post, but here are some of the key features of the new material:</span></p> <ul> <li><span style="line-height: 1.5em;">Advanced energy-conserving material for physically-plausible results.</span></li> <li><span style="line-height: 1.5em;">It is the new default for most purposes</span></li> <li><span style="line-height: 1.5em;">No non-physical settings (samples, rays, etc) simplifies its use.</span></li> <li><span style="line-height: 1.5em;">Standard and Advanced UI modes to support a range of users and their needs,</span></li> <li><span style="line-height: 1.5em;">Modern Layered approach:</span></li> <ul> <li><span style="line-height: 1.5em;">Diffuse base layer for Fresnel-driven dielectric reflection, or metallic reflection (including a &ldquo;metalness&rdquo; level),</span></li> <li><span style="line-height: 1.5em;">Sub-Surface Scattering and Translucency,</span></li> <li><span style="line-height: 1.5em;">Emissive option.</span></li> <li><span style="line-height: 1.5em;">Clear Coat top-layer option.</span></li> </ul> <li><span style="line-height: 1.5em;">36 material templates for common finishes, and to help get you started making your own materials</span></li> <li><span style="line-height: 1.5em;">Any 3rd-pary renderers can fully support it.</span></li> </ul> <h2>Introducing the Scene Converter</h2> <p>The Scene Converter is a fast, easy way to upgrade legacy scenes to new features, or to convert scenes to use with different renderers. You can find it in the Rendering menu.</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/SceneConverter.jpg" width="804" height="476" /></p> <p>The easiest way to use the Scene Converter is to open it, then press &ldquo;Convert Scene&rdquo; in the lower-right corner. The Scene Converter loads the &ldquo;ART.ms&rdquo; preset file when launched, which upgrades your lights, materials, and render settings to the latest features in 3ds Max, including the ART renderer.</p> <p>The tree view on the right shows what is being converted (enable &ldquo;Expand all&rdquo;). You can easily edit the conversion options, or create new conversion presets for your own, from the Editor tab. For this first release we concentrated on From-&gt;To conversion scripts&nbsp;<span style="line-height: 1.5em;">(such as &ldquo;Autodesk Material to Physical Material&rdquo;)&nbsp;</span><span style="line-height: 1.5em;">for elements that ship with 3ds Max, for example the Autodesk Materials, Daylight System, A&amp;D, and Standard cameras, to name a few.</span></p> <p>The individual From-&gt;To conversions are all MAXScript files, and can be edited or created by anyone. In a future blog post we&rsquo;ll cover what it takes to make your own From-&gt;To conversion scripts.</p> <h3><span style="line-height: 1.5em;">Automatic Backup</span></h3> <p>We want to help users prevent lost data, so there are options to help them automatically back up scenes that are converted, and easily access the Hold/Fetch and &ldquo;Save As&rdquo; options:</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/BackupOptions.jpg" width="202" height="175" /></p> <p>When the Backup option is enabled, the existing scene in Max is saved (before the conversion begins) with &ldquo;_backup&rdquo; added to the name. If you want more than the one backup, use the Save As option to rename the current scene.</p> <h3>Batch Conversion</h3> <p>The Scene Converter includes several options for converting files on a drive, or are referenced in your scene:</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/BatchOptions.jpg" width="205" height="180" /></p> <p>The &ldquo;Convert Referenced Files&rdquo; option will cause the Scene Converter to look at your &ldquo;XRef Scenes&rdquo; list, open each file in turn, backup the original (if enabled), then covert and save the scene. The currently loaded preset is used to convert.</p> <p>The Convert File option allows you to select one file on your drive to convert.</p> <p>The Convert Folder option, as the name implies, will do an entire folder of Max scenes. Depending on the quantity and importance of the models, is recommended to first copy the models to a new folder and turn off the &ldquo;Backup Original Files&rdquo; option. This will be faster when there are a lot of models, and preserve the originals.</p> <h3>Saving and Loading Material Libraries</h3> <p>Another way that you can preserve scene data is by creating material libraries, and restoring them as-needed:</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/MatLibs.jpg" width="412" height="54" /></p> <p>When you &ldquo;Overwrite all from library&rdquo;, any material in the library with the same name as a material in your scene will be overwritten with the new material. It does not confirm each material, it just does it. The library is a standard 3ds Max material library that can contain one or more materials.</p> <p>One very good use of this is to create design option material libraries with just a few needed materials, like the color of the interior and exterior of a car. You can then quickly render one option, overwrite with the next option then render, and so on.</p> <h2>Introducing the Sun Positioner and the Physical Sun &amp; Sky</h2> <p>The new Sun Positioner is an evolution of the Daylight System, and it works in conjunction with the new Physical Sun &amp; Sky Environment map. &nbsp;</p> <p>The new Sun Positioner is found along with other photometric lights in the Create tab of the Command Panel. Unlike the Daylight System, all of the controls for adjusting the sun&rsquo;s position are in the Modify tab.&nbsp;</p> <p>The Sun Positioner also doesn&rsquo;t duplicate settings found in the Physical Sky &ndash; each contains settings unique to their function. It doesn&rsquo;t include settings for non-physical renders, and will be simpler to use.</p> <p>Users of the legacy Daylight System will find familiar controls, along with one nice addition &ndash; the Daylight Savings Time settings include a Date Range that allows you to automatically adjust for DST on long sunlight studies:</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/DST.jpg" width="168" height="117" /></p> <h3>Physical Sun &amp; Sky Environment Key Features</h3> <p>The new Physical Sky includes an improved Pretham physical sky model, along with the Perez All Weather (measured) sky model. It is built to work with the new Sun Positioner to drive the environment map.&nbsp;</p> <h2><span style="line-height: 1.5em;">Introducing the Color Map</span></h2> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/ColorMap.jpg" width="332" height="171" /></p> <p>This render-agnostic Color Map features a solid color swatch, along with an optional bitmap input and Gamma and Gain settings that work on the color swatch or bitmap.</p> <p>The Color map is ideal for instancing colors between materials, for ensuring the proper gamma is applied to a swatch or map, and for making artistic adjustments to your color or map.</p> <h2>Introducing mental ray &ldquo;Indirect Diffuse (GI)&rdquo;</h2> <p>mental ray is now at version 3.14, and the UI for Global Illumination has a new option, &ldquo;Indirect Diffuse (GI)&rdquo;:</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/IndirectDiffuse.jpg" width="324" height="255" /></p> <p>This is the easy and preferred method for producing indirect illumination in mental ray, and can optionally be GPU accelerated (On by default). It should produce superior results over FG/GI, and be faster with adequate GPU(s).</p> <p>The higher the Quality setting, the more samples taken for GI, and the less noise you will see in your scene. Increasing ray depth will produce brighter and more accurate images at the expense of time. As with most things in rendering, you&rsquo;ll need to experiment to know what a particular scene may require, however this promises to be fast and easy.</p> <p>Unlike Final Gather, there is no visible pre-pass. There are no caching options, and every image is created from scratch.&nbsp;</p> <p>When the &ldquo;Enable&rdquo; is checked, both classic FG and GI options are all disabled in the UI, including caching.</p> <h2>Miscellaneous Improvements and Changes</h2> <h3>mental ray / Iray Install Option</h3> <p><span style="line-height: 1.5em;">mental ray and Iray are now an option when installing 3ds Max (enabled by default). You need to customize the install to find the option.</span></p> <p><span style="line-height: 1.5em;">This new option allows users of other renderers to not include mental ray options that won&rsquo;t pertain to them.</span></p> <h3><span style="line-height: 1.5em;">Scanline Speed Improvements</span></h3> <p>A legacy artificial limit and a defect prevented Scanline from using all cores on larger machines. Now Scanline can access up to 128 cores.</p> <h3>Material/Map Browser Changes</h3> <p>The Material/Map browser has been re-arranged a bit, with new categories added and materials/maps shifted around. This does not change how they render, just the classifications.</p> <ul> <li><span style="line-height: 1.5em;">There is a new &ldquo;General&rdquo; material category (instead of &ldquo;Standard&rdquo;), which includes the new Physical Material and other general-purpose materials.</span></li> <li><span style="line-height: 1.5em;">New &ldquo;Autodesk&rdquo; category for all Autodesk materials. They are no longer grouped under &ldquo;mental ray&rdquo;.&nbsp;</span></li> <li><span style="line-height: 1.5em;">New &ldquo;Scanline&rdquo; material category for items that should ideally only be used with Scanline, like the Standard and Architectural materials.</span></li> <li><span style="line-height: 1.5em;">The &ldquo;mental ray&rdquo; material category contains only elements that are exclusive to mental ray.&nbsp;</span></li> <li><span style="line-height: 1.5em;">New &ldquo;Scanline&rdquo; map category includes the elements you should never use in a physical renderer, like Flat Mirror.</span></li> <li><span style="line-height: 1.5em;">New &ldquo;Environment&rdquo; map category contains the new &ldquo;Physical Sun &amp; Sky Environment&rdquo; map.</span></li> <li><span style="line-height: 1.5em;">The Autodesk Point Cloud shader is in now in the &ldquo;Autodesk&rdquo; map category.</span></li> </ul> <h3>Physical Camera Exposure Control Additions</h3> <p>We&rsquo;ve added more Global controls to the Physical Camera Exposure Control to allow you better control the rendering of non-physical cameras and perspective/orthographic views. Previously you couldn&rsquo;t control White Balance and Vignetting in non-Physical Camera views, just EV.</p> <p><img src="/userdata/blogs/therenderingalliance/WhatsNew2017/PhysCamExposure.jpg" width="331" height="270" /></p> <p>The UI has also been re-arranged to better define Global settings.&nbsp;</p> <h3>DesignVIZ.ART and Max.ART Defaults</h3> <p>In the Customize-&gt;Custom UI and Defaults Switcher, there are new defaults for the ART renderer.</p> <p>The key differences in the new defaults are:</p> <ul> <li><span style="line-height: 1.5em;">ART renderer is the default</span></li> <li><span style="line-height: 1.5em;">Physical Material is the default</span></li> <li><span style="line-height: 1.5em;">Compact Material Editor samples are populated with Physical materials.</span></li> <li><span style="line-height: 1.5em;">ART always produces shadows, and shadow options are ignored.</span></li> </ul> <h2>Behind the Scenes&hellip;</h2> <p>In addition to all of the new features in 3ds Max 2017, the team has been busy working on some big initiatives behind the scenes. The first is a new Render API to help both internal and 3rd party renderers integrate with 3ds Max. We used it when integrating the Autodesk Raytracer, and are working with others to help them integrate their renderers. It simplifies the process of getting a renderer to work with 3ds Max.&nbsp;</p> <p>Another thing that opens up a lot of possibilities for the future is a new materials framework. Generally, anything we create we want to be render-agnostic, and for all renderers to be able to work with that feature. We also need to evolve the core rendering framework to support new, modern workflows, and the materials work is a big part of that. You don&rsquo;t see it, but it is used with ART and allows 3rd-party renderers to access the Physical Material, among other things.</p> <h2>Summary</h2> <p>This release has a lot of new features, and a lot of things behind the scenes that are laying the groundwork for more good things to come. I hope you will enjoy the new features 3ds Max 2017 as much as we did producing these for you!</p> <p>-<span class="Apple-tab-span" style="white-space: pre;"> </span>Jenni and the Render Team</p>Mon, 18 Apr 2016 16:01:50 UTChttp://area.autodesk.com/blogs/therenderingalliance/what039s-new-for-rendering-in-3ds-max-2017Autodesk 3ds Max Asset Library 1.1eperlberg<div class="description"> <p><strong>Autodesk 3ds Max Asset Library</strong></p> <p class="MsoNormal">Originally released a few months ago, the Autodesk 3ds Max Asset Library is designed and developed to help access and manage numerous file libraries on both your local and network drives. At no additional cost to users of 3ds Max 2016 and higher, the Autodesk 3ds Max Asset Library is downloaded from the <a href="https://apps.autodesk.com/3DSMAX/en/Detail/Index?id=6015429456303731618&amp;appLang=en&amp;os=Win64">Autodesk Exchange App Store</a> and with it, you can search, see and quickly access files and then drag and drop them directly into a scene.&nbsp;</p> <p class="MsoNormal">In case you missed it, with version 1, you can:</p> <ul> <li>Use file format Filters to display only the types of files you want to see</li> <li>Merge, Xref Scene, or Replace content in your current 3ds Max session.</li> <li>Import method for any non 3ds Max file type that is supported by 3ds Max.</li> <li>Drag and Drop images into viewports as environment backgrounds or onto objects as material diffuse maps.</li> <li>Connected to Autodesk Seek.</li> </ul> <p><img src="/userdata/blogs/max/2016/AssetLibrary_1_1_Seek1.png" height="576" width="1024" /></p> <p><strong>What's new in Version 1.1</strong></p> <p><strong>Collections<br /></strong></p> <ul> <li>You can create, share, rename, remove, and even search your own Collections of content.</li> <li>Collections can be anything that appears in the 3ds Max Asset Library from images, 3d files, to MaxScript and other tools. Content can be added at any time.</li> <li>You can share these Collections by either saving a Collection file or sending a Collection via email.</li> <li>You can import a Collection via a simple drag and drop of the Collection file into the 3ds Max Asset Library.</li> </ul> <img src="/userdata/blogs/max/2016/AssetLibraryCollections.png" height="576" width="1024" /><br /><br /> <p><img src="/userdata/blogs/max/2016/Collection.jpg" height="382" width="360" /></p> <p><strong>New Badging for fast file type indentification</strong></p> <ul> <li>We have added a badge to the thumbnail view for easy scanning of different files types.</li> </ul> <p><img src="/userdata/blogs/max/2016/DifferentBadges.PNG" height="622" width="717" /></p> <p><strong>Zip Extraction</strong></p> <ul> <li>Extracting a Zip file will create a unque folder location if a folder already exists of the same name. This will prevent potential overriding of existing files and folders.</li> </ul> <p><strong>History and Help</strong></p> <ul> <li>Search history displays last 3 searches.</li> <li>You can Check for future updates from the Help menu.</li> </ul> <p>Download it <a href="https://apps.autodesk.com/3DSMAX/en/Detail/Index?id=6015429456303731618&amp;appLang=en&amp;os=Win64">here</a>.</p> <p></p> </div>Thu, 14 Apr 2016 08:09:53 UTChttp://area.autodesk.com/blogs/max/autodesk-3ds-max-asset-library-113D Printing for Character Artists in VFX and GamesCory Mogk<p>This is one of the best talks I've seen on 3D Printing and I love how it's in the same style as VFX and Game how-to talks. Landis Fields from ILM takes you through his process through showing you some of his work and personal projects.</p> <p><iframe width="640" height="360" src="https://www.youtube.com/embed/ugwmqxpAXhA" frameborder="0" allowfullscreen=""></iframe></p>Wed, 13 Apr 2016 16:03:31 UTChttp://area.autodesk.com/blogs/cory/3d-printing-for-character-artists-in-vfx-and-gamesClosing a dialog from MAXScript revisitedMaxStation<p>There are two useful interfaces to interact with dialogs in 3ds Max and automate UI handling:</p> <ul> <li><a href="http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=__files_GUID_CA86733B_05E1_4F7E_A589_FF20E75CE094_htm">Interface: UIAccessor</a>&nbsp;</li> </ul> <p style="padding-left: 90px;">The UIAccessor Core Interface provides methods to collect data and interact with dialogs and popups in the 3ds Max User Interface. It can be used in conjunction with the Interface: DialogMonitorOPS to perform automated UI handling using a callback function.</p> <ul> <li><a href="http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=__files_GUID_60A6F37F_D8CB_4A73_BE89_1F6A8F542CE0_htm">Interface: DialogMonitorOPS</a>&nbsp;</li> </ul> <p style="padding-left: 90px;"><span style="line-height: 1.5em;">The DialogMonitorOPS Core Interface provides a callback system to monitor the 3ds Max User Interface. In conjunction with the Interface: UIAccessor it can be used to collect data and interact with dialogs and popups, for example to press the default or specific button in a pop-up dialog when running automated tasks or log data about the 3ds Max UI activities to a log file.</span></p> <p style="padding-left: 90px;"><span style="line-height: 1.5em;"><br /></span></p> <p><span style="line-height: 1.5em;">The example for opening and closing the Batch Render dialog (<a href="/blogs/maxstation/n98_closing_the_batch_render_dialog_from_maxscript">here is the previous post</a>):</span></p> <p>Opening doesn't change:</p> <p class="code">actionMan.executeAction -43434444 "4096" -- Render: Batch Render Dialog Toggle</p> <p></p> <p>The second line in closing changes from using <span class="code">windows.sendMessage</span> to using <span class="code">UIAcessor.CloseDialog</span></p> <p class="code"><span style="line-height: 1.5em;">t=windows.getChildHWND 0 "Batch Render"</span></p> <p class="code"><span style="line-height: 1.5em;">UIAccessor.CloseDialog t[1] -- previously it was&nbsp;</span><span style="line-height: 1.5em;">windows.sendMessage t[1] 0x0112 0xF060 0</span></p>Thu, 24 Mar 2016 12:53:13 UTChttp://area.autodesk.com/blogs/maxstation/n313-closing-a-dialog-from-maxscript-revisitedDate and time using TextPlusMaxStation<p>In order to create a date and time stamp I've created a number of defined variables in the 'edit value as text' dialog of TextPlus:</p> <ul> <li>seconds</li> <li>minutes</li> <li>hours</li> <li>days</li> </ul> <p>which we'll combine in the text like so: 2016-03-%[days] %[hours]:%[minutes]:%[seconds]</p> <p>For the purpose of this exercise I'll define every frame as one second. The final thing to do is to set your active frame range to something like 0 - 2864000 (so yes, this wasn't meant to be rendered, just to scrub the timeline).</p> <p></p> <p>The base formula for all of these defined vaiables is:&nbsp;offset+mod((F-mod(F,divider))/divider,maxval)</p> <p>The bit of "<span style="line-height: 1.5em;">(F-mod(F,divider))/divider" is used to convert to frames from seconds to the units you want to use. So for hours divider is set to 3600.</span></p> <p><span style="line-height: 1.5em;">That is wrapped in "mod(...,maxval) to make sure that they wrap round. For hours the maxval is set to 24.</span></p> <p><span style="line-height: 1.5em;">Where possible we'll simplify this.</span></p> <p><span style="line-height: 1.5em;"><br /></span></p> <p><span style="line-height: 1.5em;">The resulting formulas are:</span></p> <ul> <li>seconds: mod(F,60)&nbsp;</li> <ul> <li>no need to use the divider as F is defined to be in seconds</li> </ul> <li>minutes: mod((F-mod(F,60))/60,60)</li> <li>hours: mod((F-mod(F,3600))/3600,24)</li> <li>days: 16+(F-mod(F,divider))/divider&nbsp;</li> <ul> <li>not using the maxval bit as this one won't wrap</li> </ul> </ul> <p>This example is attached <a href="/userdata/blogs/maxstation/nicolas/day-time2.zip">here</a>.</p> <p></p> <p>If you need a shorter animation: set one of more of the values to 0 and divide F by the appropriate factor.</p>Thu, 17 Mar 2016 10:08:19 UTChttp://area.autodesk.com/blogs/maxstation/n312-date-and-time-using-textplus