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Indeed this is probably the feature I miss the most in 3ds Max. Even better would be to implement it similarly to what Sketchup or AutoCAD already have - i.e. being able to snap to intersection and also to an apparent intersection(but in 3D space as well, so it would work with vertices, edges and faces). I think such feature would be a huge speed improvement in modeling workflow, especially in archviz. Imagine the possibilities with Cut,QuickSlice or Extrude capable of using snap like that.
I commonly run into scenarious where this would help me out greatly, but there's just no way.
I end up having to either eyeball it, or come up with a workaround (like tweaking the "connect" tool when I know how many percent along the edge the intersection is).
Surely, there has to be a simple and reliable solution for this!
This is a very common use case for me in re-topology, or modelling from floor plans, or just for fixing mistakes.
How's this hasn't ever been incorporated is pretty remarkable, considering there are requests over 20 years ago. Unfortunately it goes to show how little users are considered. Snapping should of moved on a great deal from this basic clunky snap we have in here.
Well, I can't say how the other software packages(like Sketchup for instance) support such robust snap features internally as their source code is most probably pretty low-level and therefore not accessible. However, recently I've been learning Maya and I consider it's implementation of Snap(along with it's equivalent of Working Pivot that can be easily and quickly oriented and snapped even to sub-object selection) so much better and more pleasant to work with.
Besides that, with Multi-Cut tool in Maya you can snap either to adjustable fractions of the edge you're cutting / perpendicularly from the edge you started your cut from(or towards another edge you want to cut next) / or you can even continue your cut along that edge's direction(but only on already existing surface). While it's not as powerful as Sketchup's Draw tool with it's full-3d(and almost CAD-like) inferencing system and autoweld/make polygon function, I consider it pretty huge improvement over Cut tool in Max that also feels like it has been forgotten long time ago. It should also be probably pointed out that Multi-Cut in Maya has the functionality of Max's Quick-Slice, Quick Loop and Connect with Edge Flow tools built-in and easily accessible by pressing modifiee keys like Shift, Ctrl... . Most importantly however, in comparison to Max's Cut, Maya's Multi-Cut rarely "misses" when cutting your geo, whereas in Max it often fails to cut even pretty straight-forward topology.
I realize that Snap(and maybe Cut too) source code probably "sits very close" to the implementation of how Max works with vertices, edges, polys etc.(i.e. the core stuff, which probably also is pretty ancient) and changing/reworking it could potentially cause a lot of new issues, but I think it is high time to start working on it if Autodesk still want to sell 3ds as the prime tool for archviz. And, apart from overall neglection, Snap also seems to be falling behind in performance. Just try working with it in a polygon-heavy scene(which almost all archviz stuff is nowadays) - often it can make even simple things like zoom unbearably slow, especially when you have your scene almost finished but you have to change something in the last moment.
Autodesk owns both Maya and Max so if not anything else they at least have a template how it could be done.
The fact that no-one from Autodesk chases these issues up says everything. Try most other software forums and you would have an active dialogue with an employee / developer trying to help. Silence speaks volumes.