Max Creation Graph Samples for 3ds Max 2017

By - - 3ds Max

Now that 3ds Max 2017 is out I think we are overdue for a new Max Creation Graph sample pack!

A new sample pack of tools created with MCG, and new compounds, and demo scenes are now available as a downloadable zip hosted on the GitHub from http://github.com/ADN-DevTech/3dsMax-MCG-Samples.

Putting the samples on MCG means that at any time you can go and get the most up to date MCG tools and compounds while we can contribute to it continuously and at any time. This will be much easier than trying to track multiple MCG tools and compounds scattered across multiple blog posts. You don’t have to know anything about GitHub to get these new tools or compounds, all you need to know how to do is download a zip.

1. Download from: https://github.com/ADN-DevTech/3dsMax-MCG-Samples/archive/master.zip
2. Unzip to: %userprofile%\Autodesk\3ds Max 2017\Max Creation Graph\Tools
3. Restart 3ds Max.

If you are are familiar with using Git you can clone the GitHub repository into your "%userprofile%/3ds Max 2017/Max Creation Graph/Tools" folder and do a pull at anytime to get the latest changes.

I have been told that the tools and compounds also work with 3ds Max 2016 Extension 2 but I haven't been able to verify to what extent this is true yet. All of the sample scenes were created with 3ds Max 2017.

About the New Compounds

All of the new compounds we are releasing through this mechanism have the suffix “-ext” which is intended to prevent collision with the names of other compounds you may already have and to prevent breaking previous tools. To see all of the new compounds you can type in "*ext" in the operator list search box.

If you want to make changes to any of the compounds, I suggest cutting and pasting the graph into a new compound that you make and save locally so that it doesn't get lost.

Also while you make tools, even for your own purposes, it is always a good idea to create a new package so that your current progress, including all of the compounds it depends on, are made backed up.

The New MCG Sample Tools

The current group of samples features among other things a set of tools that work together for cloning and placement workflows this represents an evolution of some of the tools I released in the Sample Pack 2 for 3ds Max 2016. These tools were further developed for a course at Autodesk University last year and includes contributions from DreamLab.

Besides some name changes (these are no longer called "Flux" tools) an important addition has been the ability to convert the cloned mesh into multiple node instances for a more render friendly workflow. This is accessible from a button labelled "Create Nodes" in the "Cloner_Mesher" tool.

Below are some videos highlighting some of the workflows. For a more complete list of tools see: https://github.com/ADN-DevTech/3dsMax-MCG-Samples.

Procedural Cloning and Placement Workflows

The following video demonstrates using the Path_Cloner, Cloner_Transform, and Cloner_Mesher to add entourage to an urban environment:


Creating a Procedural Building by Stacking and Cloning

This next video demonstrates using Stacker, Path_Cloner, Clone_Mesher, and Reset_Origin, tools to create a procedural building driven by a spline:

Mesh Transformation Tool: An MCG Tutorial

One tool in the sample pack is a simple tool for updating the transform of mesh which can make a nice introduction into the world of graph authoring and modification:

Just the tools please

While you don't have to install any MCG packages if you download the zip or use Git, but many users may be more interested in the tools themselves and want to choose which ones they install or distribute to others. Several of the tool are already packaged in the zip for easy distribution to others, or you can download them directly from GitHub using the links provided at:

https://github.com/ADN-DevTech/3dsMax-MCG-Samples/blob/master/Packages/readme.md

.

Final Words

I want to thank Amer Yassine for providing many of the city assets for the urban entourage video. Check out his multi-part tutorial on creating city blocks in 3ds Max on the YouTube 3ds Max Learning Channel:

Thanks to Martin Coven for helping create and arrange several of the better looking scenes used in the videos and his hard work improving the various tools and workflows, so that people could use them in production.

I'd like to give a shout-out to the rapidly growing Facebook MCG community they are constantly impressing me what the things they can make MCG dom and I'm inspired by their enthusiasm and support.

A big thanks to the rest of the entire MCG development and learning team who are doing just an awesome job. I love using MCG in 2017, but I can’t wait to show you all the fun things that they have been developing lately, but I guess we just will have to wait!

Published In
Tags
  • 3ds Max
  • Film & VFX
  • Games
  • Design Visualization
4 Comments
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| 1 year ago
Cool!
| 1 year ago
hi there, are the meshes created in stacker MCG and clone MCG instances? Also is there anyway of using cloner transform on the stackerMCG or the clonerMCG without having to use the cloner mesher first?
| 2 years ago
Chris, I really would like you to fully recreate RailClone 2 with MCG in terms of parametric modelling and custom libraries. 3ds max then would become the ultimate tool
| 2 years ago
Chris, I really would like you to fully recreate RailClone 2 with MCG in terms of parametric modelling and custom libraries. 3ds max then would become the ultimate tool