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3ds Max 2010 Service Pack 1
Posted: Jul 30, 2009
Category: Autodesk 3ds Max, Hotfix, Updates
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The latest Service Pack from Autodesk for Autodesk® 3ds Max® 2010 and Autodesk®  3ds Max®  Design 2010 software includes nearly 30 fixes for issues with undo, performance, responsiveness, viewports, material workflow, and mental ray® software. Specific areas addressed are Biped, Bitmap Pager, Bitmap Proxies, Containers, Edit Poly, Interoperability, Licensing, Materials, mental ray, Particle Flow, Performance, Photometric Lights, ProOptimizer, Render To Texture (RTT), Rendering, UVW Unwrap, and Viewports.

 

Autodesk 3ds Max 2010 SP1

http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=13642460&linkID=9241178

 
Autodesk 3ds Max Design 2010 SP1
 
 
 
 
The following issues are resolved with this service pack:
Biped
  • At times, if you canceled out of the Load Figure File dialog and clicked Undo, 3ds Max/3ds Max Design could become unstable. This is resolved.
Bitmap Pager—User Interface Updates
  • Some scenes rendered slowly because of the Bitmap Pager. The option to disable the Bitmap Pager functionality is now available in the Bitmap Proxies global settings dialog.
NOTE: The scene must be reloaded for the changes to take effect.
Bitmap Proxies
  • In some circumstances the Bitmap Proxies code could be accessed before it had been properly initialized when launching the program. This would produce a program error. This has been fixed.
Containers
  • When setting an In-Place Edit rule via MAXScript, an Access Content property was not being set. This has now been corrected.
Edit Poly
  • When applying the Shell Modifier to an object with deleted faces, 3ds Max/3ds Max Design presented the following error: “Object ‹object name› has a mesh with invalid texture vertex indices - can't render.” This issue has been corrected.
General
  • The startup error encountered when running 3ds Max/3ds Max Design via Remote Desktop (RDP) has been corrected with D3D initialization.
  • When launching 3ds Max/3ds Max Design, an error could occur if the required .NET components were not installed. All .NET required components are now verified during startup.
  • When launching the 32-bit version of 3ds Max/3ds Max Design, an error could occur when the application attempted to interact with the Application Frame before it was properly initialized. This has been corrected by initializing the Application Frame before this interaction occurs.
  • Previously, starting 3ds Max/3ds Max Design after changing the Windows Regional Settings caused the software to crash. This has been resolved.
InfoCenter
  • The internal Microsoft® Windows® messaging system in InfoCenter could make 3ds Max/3ds Max Design unresponsive during CPU-intensive tasks. 3ds Max/3ds Max Design is now more responsive during CPU-intensive tasks.
Interoperability
  • Autodesk® Revit® nodes identified by metadata strings that did not begin with “Revit” were not being recognized. This was resolved so that all metadata strings that include "Revit" are recognized.
Licensing
  • When a license on a network server was in use the license server would not release the license if the machine using the license went idle. The license server now releases an idle license back to the license server. This TIMEOUT value is user definable in the LMtools license manager. See the LMtools documentation for details on setting this value.
Materials
  • In custom Material Libraries that contain bitmaps, the bitmaps would not load properly between sessions. Custom Material Libraries from MAT and MAX files now load properly.
  • When using 16-bit gray-scale Adobe® Photoshop® (PSD) files, 3ds Max/3ds Max Design would not work when using drag and drop to assign the PSD file. This error has been corrected.
  • Materials would not display correctly when assigning a material in a Multi/Sub-Object material on any model that contained three or more material IDs. Only the first and second material ID would display in the viewport. All the IDs now display properly in the viewport.
  • The Anisotropic Specular highlight in the Arch & Design material displayed in a different position in the viewport than it did when rendered. The highlight now displays correctly in both.
mental ray®
  • When using shared nodes in mental mill® and loading the resulting XMLS file into the DirectX Shader, the resulting render would not render all aspects of the material, for example Specular Highlights. Shared nodes are now properly supported.
  • When using root nodes connecting to Phenomena in mental mill, the output did not support multiple outputs for mental ray. Multiple outputs are now supported, such as when using Math_color_abs.
  • When using the Iterative rendering optimization, render elements were saved. Render elements should not have been output when using the Iterative feature.
  • When using Final Gather (FG) Interpolation mode with the Arch & Design and Double-Sided materials, some faces would render black on the flipped side. They will now render correctly. This did not occur when using FG in Brute Force mode.
  • Using double-sided materials with Multi/Sub-Object Materials could result in the process hanging. This no longer occurs.
Particle Flow
  • If the Particle View window was open when closing 3ds Max/3ds Max Design, the executable was not always ended properly and would be listed in the Task Manager. This is fixed.
Performance
  • When creating keys with Set Key and moving keys in Track View on animation rigs, performance would be degraded. This has been fixed.
  • Rendering complex scenes could cause the operating system to become unresponsive. This was due to the time interval that the software used to manage Windows messages. This interval has been increased so the operating system is more responsive in this situation.
Photometric Lights
  • When using Photometric lights with IES files, a modified color intensity value would not be kept when you reloaded a Bitmap in the Material Editor > Bitmap Parameters rollout dialog. The Photometric light now retains the correct value when reloading Bitmaps.
ProOptimizer
  • When running the 64-bit version of ProOptimizer, the optimization results were not computed as well as with the 32-bit version. The 64-bit version now optimizes correctly.
Render To Texture (RTT)
  • When using a material with the Camera Map Per Pixel feature on, a Diffuse or Color map material RTT would produce an error when outputting. This is now supported.
Rendering
  • The Render Region Outline tool was not definable on a white image and it was not possible to view its location. This is now possible.
  • When using Bitmaps in scenes, render times could increase; this degradation was more noticeable as the number of machine cores increased. This degradation in performance has been corrected.
UVW Unwrap
  • When opening the UVW Editor window, the window occasionally open minimized. This is now fixed.
Viewports
  • When viewports used Hardware Shading mode, if an object was mirrored along an axis it would turn solid black. This situation no longer occurs.
 

 

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Posted by thhm on Aug 01, 2010 at 04:32 AM
I take it back.. it crashes whenever i do a poly extrude too! gonna try it on a simple scene, see if its plug in related..
Posted by thhm on Aug 01, 2010 at 04:26 AM
i still experience (an irritatingly) persistent crash whenever i connect edges in edit poly. luckily it saves the changes when i reload the recovered file.. but this is clearly not an acceptable workflow. i hope they work on this.
Posted by Shane Griffith on Aug 10, 2009 at 12:31 PM
sorry I didn't respond earlier, for some reason I'm not getting comments sent to my email :(

@EECYlwik can you use the link below to submit this defect and reference your post here along with any additional details? this will get our QAs looking at it.
usa.autodesk.com/adsk/servlet/item?siteID=123112&id=5600504&linkID=9241177

@hot chip I'm not sure I understand, but there was a pretty long discussion on CGtalk about this. most users would rather not have to think about memory settings when we can write applications to do this for us. I know you are used to having this control but what if you didn't need to think about this? Wouldn't that be much much easier? I think most are worrying about missing something that they don't need any longer.
Posted by EECYlwik on Aug 06, 2009 at 12:56 PM
Hey Shane,

After upgrading to SP 1 3ds Max Design crashes every time I try and stretch an animation in one of my scenes.

I installed the SP 1 on my desktop and it crashed every time I tried to stretch a specific selection set. I opened the same scene with the same selection set and keys selected and stretched the animation just fine on my laptop without SP 1 installed. I then installed SP 1 on the laptop and it crashed while trying to stretch the animation. I have also tried stretching the animation on both machines in 32 bit max (non sp-1) and it stretches fine there too.

I did make a dummy scene with the same types of keys (object transforms and material) and it stretches fine with SP1. So it must be the complexity of my scene objects and materials...

Are there any options I should be playing around with to get it to work?

P.S. -- I LOVE the new version of Max. The Multi/Sub-Map material's ability to be applied to opacity maps is a life saver for me.
Posted by hot chip on Aug 03, 2009 at 09:24 AM
Hi Shaneg,

thanks for the Serrvice Pack. I like the idea, that a project must work on all computer 32/64 Bit and mental ray have many function to optimize a render process.

My Problem...
1 auto memory limit mode (find my maximum of RAM)
2 mental ray memory limit
3 mental ray managed maps (load maps from disk when mental ray need it and remove it from the ram after the calculation)
4 conserve memory (create a .map Tempfile for Big Renderresolutions)
5 place holder object

That function are optimize the RAM. What do the BitMap Pager? 1 +3 + 4 ? And when the Bitmap Pager managed the maps, why gives the UI "mental ray managed maps". I think that is a little bit complicated.


mfg
hot chip