Object Properties should not be modal,
it should coexists while we are editing the scene,
having to open/close Object Properties is slowing down the workflow in Max.
This new Object Properties should be redesigned as a dockable/tab panel,
adding bone properties and hierarchy/IK properties too.
When working on an animated object that is moving quickly, it is very frustrating to have to keep updating the viewport position to track the object.
I end up having to create cameras linked to the object so that I can monitor what is happening to it. For instance imagine a character rig in a car... and i need to animate the fingers...
I have to create a camera and link it to the car and always use that camera to adjust it.
It's not that difficult -- but it would be much easier if the viewport could lock onto the object. Whether it be perspective view or top view, the viewport could have a toggle where it keeps the object in the same relative position within the frame.
Would be very useful.
Modo Meshfusion can create topology based chamfers between boolean polygonal meshes. The current boolean implementations in 3ds Max are only useful as either a starting point for modeling in combination with Quadify or Quad Chamfer To simulate rounding. However these last options only work on quite simple and mostly flat meshes.
The main code of an Autodesk alternative to Modo's MeshFusion could also re-used in for example Maya. This is the main advantage of Modo over 3dsmax and Maya at the moment (for me).
Having the ability to see modify panel at the same time as motion or hierarchy is a must now in 3ds Max.
Command Panel should be splitted into individual panels,
we should be able to dock, tab, float and duplicate those panels.
Just like Grid Fill in Blender or Quad Fill in Modo.
For a proof-of-concept maxscript implementation see Border Fill (unencrypted), and multiple others like RapidTools RapidQCap, RappaTools autoConnectBridge or Quad Cap Pro (doesn't use the curvature IIRC but identical with planar meshes).
All of them are maxscript tools and as such bound to be slow with complex meshes, plus they don't fit in the rest of UI. Having a native version would be great.
Recognizing that other ideas might be for specific executions, such as FLEX in Max, this idea is simply:
Implement a solid solution for FLUIDS (liquids, flames, smoke, etc.) in Max, regardless of how specifically this is executed.
Max lacks a core feature that is present in Houdini, is present to varying degrees of success in other competitors, and in fact is present in the FREE BLENDER software.
For Max to not have this in the core means that it has decided not to play in the VFX space in any serious way, but it also means that other industries will miss out as Autodesk refuses to recognize that fluids are even important to some in ArchViz and other industries.
Specifying the exact product to be integrated, or the exact form of integration, may be too limiting. So this idea is simply to do SOMETHING in this space, rather than continuing to ignore the many users who want this.
Max needs a robust set of sculpting tools, actual sculpting tools are not enough,
especially now that Mudbox is discontinued,
all the tools and functionality should be added to Max,
including the automatic retopo and some sort of Dynamesh.
this is also a good tool to add deformation refinement for skin and morph...
Now that Apple has discontinued QuickTime for PC, Max needs a new codec to output movie files, particularly when producing a viewport animation preview (shift-V). Any new codec would ideally need to be royalty-free, support 4k resolutions and up, and support modern HDR colour spaces. That narrows the field down to pretty much Google's VP9, read more here: https://en.wikipedia.org/wiki/VP9
H.265 would be an alternative, but as it's proprietary, there would likely be licensing issues.
Retopology tools in Max needs an update.
Some tools like Wrapit:
or Max Retopo:
- automatic realtime conform for editable poly
- draw a line that intersect and create a ring of quads with the # of polys specified
- extend a ring of polys
- quad-fill with auto topology
Blender has these kind of tools
also an automatic retopo should be added,
already requested in this idea:
Max needs an unify Node Editor where we can see, connect and edit everything. In this node editor we should be able to edit materials, particles, objects with their modifiers and controllers, hierarchy, constrains, ik, wires, expressions, environment variables...
Everything edited in a node view (see zookeeper, get some inspiration from Houdini and Modo).
It is very difficult to keep materials organized in the current Slate Material Editor. Here is a list of UI features that would improve the readability of materials to make it easier to use them and manipulate them in complex scenes.
- Copy And Paste Nodes
- Controllers Take Up Too Much Screen Space
- Straight Or Curvey Noodles
- Adding Nodes To Network
- Noodle Snapping
- Noodle Anchors
- Floating Node Creation Incremental Search Textbox
- Node Favorites
- Colored Nodes
- Node Comments
- Backdrop Nodes
- Node Search / Filter
- Dim Nodes That Are Not Upstream
Copy And Paste Nodes
We need the ability to duplicate nodes in the schematic editor.
Controllers Take Up Too Much Screen Space
A Controller in the Slate Material Editor takes up a considerable amount of space considering they're usually just a simple number.
Could we have these made smaller like this...
Not only would it take up less space in the graph, which helps navigation, but would actually make it even easier to see what controllers are hooked up to what since they are not only a different color, but a different shape.
Straight Or Curvy Noodles
Currently we only have curvey noodles, which can be difficult to read sometimes in large networks. WOuld like to see a mode where you can switch between curvy or straight noodles.
Adding Nodes To Network
When you say create a new ColorCorrection node, you should be able to place it on the noodle between a texture and a materials Diffuse map input and the ColorCorrection node gets added to the network without the need to manually hook it up. Some internal logic could be introduced to guess what inputs / outputs should be hooked up in these situations, and it would do its best guess.
When you move a node near the horizontal or vertical position of a neighboring node, the node should snap to match the vertical or horizontal position, this will allow your graphs to be a little more organized.
Sometimes noodles in a schematic editor can be too busy which makes it hard to see. A node anchor is a dummy node you place on a noodle to move the noodle along a specific path. Like if you have a noodle that crosses over top of a node, you place an anchor and then hook the noodle up to the anchor to steer the noodle around the node it was previously covering.
Floating Node Creation Incremental Search Textbox
Right now in the upper left of the Slate Material Editor, you have a "Search By Name" textbox, and as you type the name of the node you're looking for, it filters the nodes based on what you've typed. I'd like to see this go a step further where this feature is right in the middle of the node graph, accessible by hotkey, and once you click the node from the list you want, it places it where your cursor is, which allows you to more quickly place the node. The textbox would also accept wildcards like *
Many shading folk tend to use 99% the same 5-10 nodes. We need a "favorites" area in the node creation area that the user can choose their most used nodes and place them in that area to easily grab them.
Currently nodes are colored based on their type. I'd like to see the following modes that can be switched between...
Sometimes you want to leave comments on a node, reminding yourself or another team member something, like "Make sure to keep the low clamp of this noise below 0.2 or else you'll get weird results later on". Each node would have a comments field, and if the node has a comment associated with it, it can have a little talk bubble icon beside it, and hovering over the node lets you read the comment like a tool tip.
A backdrop node is really just a UI element to help visually link nodes together, or add notes to your scene. Like you put one behind all nodes in your material that contribute to the diffuse color of a material. You can stack backdrops ontop of each other. Each backdrop has a title area and you can add extra nodes inside the main area.
Node Search / Filter
We need a better way to search for nodes inside the node editor, search by node name, or node type. And also a filter, so that it only displays the nodes of a specific name or type in the view. The nodes that don't fit the current search / filter critieria could be greyed out as you type.
Dim Nodes That Are Not Upstream
Frequently you want to find all nodes that connect with your current node. Dim nodes that are not upstream will take every node that is not connected upstream to the currently selected node and dim them in the interface. That way you can immediately see what nodes are contributing to your current signal.
These features (along with the ability to group nodes) will allow you to navigate real production materials like this...
In a much nicer way...
The modifiers that we use every day, and result in heavy wait times; specifically those with the ability to add LOD. Turbosmooth, Meshsmooth, etc., need to be multithreaded. Going between levels can require a user to sit and wait while max thinks about it, using as little as 6% of the CPU.
Loooooong time limitation, please make procedural maps display in viewport correct ... we're in 2017 now. So far, the only workaround we found is to use Neil Blevins' TexMap Preview script: while it's great, it's not the ideal solution. We pay subscriptions / licenses, please fix useful things.
After 16 years of using 3dsmax, I'm one of these users being tired of new features race, instead of making 3dsmax rock-stable and fast in ALL areas.
The Color Correction Map needs a major overhaul, as currently its very limited in the kinds of operations it can perform. Below is a proposal for a brand new Color Correction map. It would allow the following maps to be replaced: ColorCorrection, Cuneyt's ColorCorrect 3rd party map, RGB Tint, RGB Multiply, Output. The map is in order of operations, so for example, any Value adjustment happens before the HSV adjustment, and the clamp happens before the remap, because they are in that order in the interface.
An input Color or Map.
Identical to the Channels dropdown in the max ColorCorrection map, allows you to reorder or swap RGBA channels.
1) Brightness, this is a multilpier to RGB, allows for numbers above 1 and negative numbers. If the input color is 0.4,0.4,0.4, and Brightness is set to 0.5, the result color will be 0.2,0.2,0.2
2) Presence is a multiplier on the alpha channel. Un-multiply Alpha: Sometimes when we get a texture it may have pre-multiplied alpha. In general, when doing a color correction, you want to do this on a non-premultiplied alpha image. So I'd like a checkbox to unmultiply the alpha.
3) Contrast with Bias for the contrast control
4) Gamma: The current gamma inside the "Advanced Lightness" area of the ColorCorrection map is actually an inverse gamma. For example, if I take a color close to midgrey and apply a gamma of 2.2, I would expect a darker value. The control in "Advanced Lightness", if set to a gamma of 2.2, makes the color brighter. Lets do a regualr gamma control.
5) Clamp: The Normalize checkbox would determine whether or not the result is then remapped to 0 to 1 space, or whether it stays at the level you've chosen. The default for Normalize should be checked.
Currently the only way to do this is to adjust the Color Map...
But this takes far more button clicks to achieve the same result, and high and low clamp spinners would also be maxscriptable, which the color map is not.
6) Remap: would take an input signal, & remap it to provided values.
So say you have an input map that goes from a value of 0 to 1
and you set your remap to 0.1 and 0.5, you would get a map whose new values are remapped to be between 0.1 to 0.5
Note, this is different from a clamp, since it doesn't cut off high and low values, you still retain all the values, it's just these now live in a different color range.
Currently the only way to do this is to adjust the Color Map...
But this takes far more button clicks to achieve the same result, and the remap spinners would also be maxscriptable, which the color map is not.
7) Bump Amount: Identical to the control in the Output Map.
1) Hue shift and Saturation shift, just like the controls in ColorCorrection map.
2) Advanced controls for HSV (Each control has an on/off switch, to let the user decide if the control is activated):
1) The Color Map curves feature from an Output map, for fine level control of your rgb channels.
2) Advanced controls for RGB (Each control has an on/off switch, to let the user decide if the control is activated):
Contains a color, a submap and a strength. The tint is just a multiplier, whatever color is set multiplies against the current reasult of the input. Strength is just a multiplier to the Tint color/map. This allows you to achieve similar results to the RGB Multiply map.
Unfortunately, when Nitrous was introduced it effectively 'broke' the 2 best viewport shaders available - 3pointshader and Xiolul - for displaying real-time/game assets.
I would like to see a native Nitrous shader aimed squarely at UE4/Unity look-dev(similar to what Modo recently introduced) Possibly a real-time environment mode in the viewport with .HDR lighting. And whereas the above mentioned shaders were previous-gen tech(diffuse/Spec) this would obviously be built for metal/rough PBR
I realise this can be set up using ShaderFX/Stingray but I find the SFX results to be pretty terrible.
We need the ability to take a set of nodes in the Slate Material Editor and group them. Grouping would mean creating a custom colored box that you could drop nodes in and out of, and then collapse these groups so you can de-clutter your material graph. This allows you to make a very complex graph very simple looking, and allows you to share groups with other projects. It needs the following features:
This sort of workflow is common in programs like Shake, Nuke, Katana, Substance Designer, etc, but we really need it as part of the base SME.
Here's an example of one of my common materials...
With grouping, this could be reduced to a readable graph that people could easily edit :)
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