I would love to see tools in Max that allow us to clean up crappy CAD models and high poly count geometry into usable, "watertight" meshes with the click of a few buttons. Something along the lines of ZRemesher/Dynamesh, but with more options to deal with meshes that have holes or unwelded verts.
We need quick, easy align and distribute tools. The parametric array feature I already mentioned would make these less useful -- but still they have their place.
Adobe Illustrator and After Effects have very simple functional tools for handling alignment and distribution of objects. Max should have the same type of functionality.
So this is sort of the holy grail for 3d animation as far as I'm concerned. At it's most complex I'm sure it would be extremely hard to implement and grind workstations to a halt. However a simpler incarnation seems practical given today's hardware.
The idea is this: right now when we work in the viewports, we are basically manipulating a bunch of objects that have no mass or physical structure. It's like pushing air around. Any one object can intersect any other object freely. Sometimes that's good. But often it's not.
I'd like to see some live collision detection (as a toggle) where an object will no longer be able to pass through every other object. I realize this would be extremely taxing if there was loads of complex geometry in the scene. But what if you could just select a few "live" objects? One might be a point helper and the other a ground plane. The live collision toggle would make it impossible to push the point helper (pivot) "through" the ground plane. If you made a sphere or box primitive live along with the ground, then their mesh vertices would not be able to push past the ground layer. If the meshes were very detailed then max could make simpler proxy objects on the fly (similar to massfx).
Instead of making objects live piece by piece -- you could instead implement a "Limit box" (like the point cloud) or a "sphere of influence" that allows users to adjust the area where collision detection is active. Object properties could be set to keep some objects always excluded from collision calculations.
So at its most basic, this form of collision detection is the ability to make a few objects "active" or "live" and have Max prevent intersections actively. If not prevent them, then at least Max could detect intersections -- a red glow (or colored vertices) would appear near the intersection or whatever.
A step up in complexity would look at interconnectivity between objects (as in hierarchies or rigged systems) and take that into account.... such as when rotating a shoulder bone and the hand bones strike a wall.
The ultimate step up would detect skinned mesh collisions. Think about animating a character's fingers wrapping around a railing. Right now that takes a lot of careful adjustments and examining the hand from all angles. BUT if the skinned mesh's intersection with handrail could be detected/prevented when adjusting finger bones, that would be incredible (but I imagine it would still be slow). Then add adjustable deformation (based on a softness parameter) as the fingers squash against the solid surface.... but baby steps...
Initially if just basic objects could be used, including bones of a skinned mesh, it would mean real progress and we'll start to have some solidity in the viewports. No more pushing air.
Same was as in Softimage XSI, see for example here:
It provides a reference frame and gives a better idea of how much actually changed from the original state when tweaking just a little bit, back and forth.
This one is from my experience of Cinema 4D where you simply place the mouse cursor inside the spinner entry field and roll the mouse up/down to change the values. In Max the problem/s I have are (1) The teeny-weeny arrows are near impossible to select individually for changing values up or down and (2) I find I need to drag the mouse across the room to change the values by any significant amount. No doubt there's a setting for that (somewhere) but incorporating the simple "place cursor in spinner and roll mouse wheel" seems so much more intuitive and ergonomic as well.
I would like to see much of the Civil View functionality rebuilt using MCG. I suspect it would be much more flexible with the data coming in (support for all the 3ds max import types), as well as faster.
Currently in 3dsmax 2017, Autodesk Material supports only mental ray. Switching arnold or V-ray, Autodesk Material will be invisible in material editor. But what I tested with "Physical Material", it works with V-ray, Arnold. Then my idea is please convert all Autodesk Material to use with any type of renderer just like Physical Material.
Or Make the PRESETS of Wood, Concrete, Steel, Tile Floor, Roof, Smoke etc in "Physical Material". Then the user can switch to any renderer without worrying about Reassigning Material.
PS: I'm an architect. Not VFX or film production.
As per this forum post from a year ago... https://forums.autodesk.com/t5/3ds-max-shading-lig
Can we please have the substance engine in Max updated to the newer version?
Not being able to use the materials I've bought from the marketplace on is incredibly frustrating, and rendering out to flat textures in substance player defeats the point of using a substance textures.
For those of us not talented enough or equipped to use substance painter/designer ourselves - being able to buy these fantastic looking materials and have them work out the box is a massive benefit.
Chamfer mod is very useful but I want better topology like this.
In addition, sometime it makes strange UV like this kind of unnecessary connection. Please fix it.
There are a multitude of plugins, scripts, and general workflow methodologies, which help to optimize scenes, however, there is no native centralized tool to accomplish this. Therefore, I recommend the creation of a "Scene Optimization Management" panel (SOM), which utilizes a dashboard to help a user identify potential issues within a scene and provide a multitude of options for the user to optimize their scene to meet particular production goals.
This management panel should contain the following:
When i need passes requirement in my project. Sometime it take too much time to doing adding passes for different objects. Is it possible to add pass contribution option in 3Ds Max. It will give more user friendly experience for production and it will save time. If it work there is no need to jump every time to Maya.
It will easy if it support 3 party plug in like Vray.
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