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PBR Viewport Shader/Environment

PBR Viewport Shader/Environment

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.

 

 

68 Comments
Wolf-Man
Advocate

There has been no significant development of 3ds max for the past 10 years. Its almost like the management policy is to sit back and acquire plugins. The Graphite modelling tools were an acquisition of poly-boost for example. After 10 years Auto-desk come up with Slate Material Editor and a Parametric Wood Shader.............

Autodesk can't think of their own innovative ideas because they don't use 3ds max on a daily basis in a pressure filled Production. Think of what Blur Studio has to **** out in 1-2 months. AD is just not under that kind of pressure and they don't even use 3ds max like that. It's pressure an fear that force you to come up with innovative ideas. Autodesk have no fear whatsoever.

We users have to submit ideas to this forum and then wait years to see if its even been considered. We want better tools so we can focus more on creation rather than fighting the technology. 

I really wish the best for 3ds max. Hope one day it will be as good as it deserves to be. I'm can't move away from Autodesk but I'll be using Maya from now on.

Anonymous
Not applicable
Yes, everyone aeems to be moving in that direction [maya] unfortunately ive
got 20+ years on max since ver 1.0 at blur. Hard to switch even though ive
used maya too.
Wolf-Man
Advocate

Incredible ! All your years at Blur...that's awesome!. Blur have been a huge inspiration to me since 2005. I salute you and your years of experience at Blur. The core reason I have stuck with 3ds max is because I always wanted to work at Blur. This is as far as I could push with 3ds Max https://www.artstation.com/artwork/glDXe

I researched Blur Studio so thoroughly and know they work to crazy deadlines yet always push out top quality stuff.

 

Next year I will be converting to Maya which is a more robust pipeline tool for VFX. You don't need as many plugins just to make it work and the general workflow is far superior. X-Gen is so good, even with all the bugs it has. And Ornatrix for Maya is better than for Max. Ornatrix for Maya is also superior to the Fibermesh to OX workflow.

I feel sorry for the people at Blur because their pipeline seems very old and reliable but will probably need to change in the next couple of years to Maya. They probably still use XSI and 3ds max version 2016.

I wish I could give you a video tutorial on how to do the same stuff at Blur but with Maya. For ages I have been a Max user trying to work at Blur. But now I'm switching to Maya - spending time Customising Maya to be similar to Max. 

 

Unfortunately, the writing is on the wall when it comes to 3ds Max. You can't recover for 10+ years of pure neglect. The pipeline I'm joining next year was engineered by former Animal Logic guys. It uses Maya, Renderman, USD pipeline. I think last year some dudes from Blur dropped in to check it out.

 

I get the feeling that the neglect of 3ds max, death of XSI will force companies like blur to change to Maya.

 

Nice to have met you here on the forums

Steve

Anonymous
Not applicable
There are still a lot of people who use max. I wouldn't put the nails in
the coffin quite yet... that said even if Autodesk decided to discontinue
max Tim would probably just buy it.
I was at blur for a few years in the late 90s. When you're a kid the grass
is always greener...hind sight is 20 20.

Looks like your work is solid. You just need to focus on one skill
(characters, environments, whatever) and build a portfolio. They are
always looking for people who can hit the ground running.
Wolf-Man
Advocate

I hope Tim buys 3ds max and XSI - that would be sick 😄


Thanks for the advice. I wont give up on Blur and I don't feel my time with 3ds max was wasted at all. Ill keep pushing my portfolio along.

mralexnice
Observer

If Autodesk cancels 3ds Max, I swear to god, me and my coworkers are done with Autodesk forever. I used XSI on Tron Legacy and a few other films, and then they just pulled the plug. I'm still annoyed at Autodesk for buying an amazing piece of software and then just canceling it.

 

To this day, I've been using 3dsMax since 3ds Dos on films. The ILM environments department, and hundreds of other companies do as well. I don't even want to think about some business school executive looking at max and thinking about trimming the fat.  It already feels like they're killing it with "Death by a thousand papercuts"

 

Do not cancel 3ds Max Autodesk! Don't even talk about it!!!

Lunaley
Participant

I really agree that we definitely need a viewport like EEVEE in max!! When I compare the 3ds max viewport with the one from Blender I rlly don´t know why Autodesk isn´t able to add a realtime PBR viewport to max.. to a program, that costs thousands of dollars per year whereas Blender is completely free!!! 

I´ve worked with 3ds max for years now but when I see which features were added in the last version I rlly think that´s ridiculous..

Let´s push this thread more and more so maybe our wishes will be fullfilled in the near future...

SolidSupportCAD
Enthusiast
I am already training in Blender, I hope Autodesk adapts to the market trends or I might be getting my next really expensive holidays on the 3ds max expense.
Anonymous
Not applicable

Musashidan posted a link over on PC, so I'm here to support the cause. I'm only an off and on user since 2009 but nonetheless still seen a lot of changes however real time view-port support is a feature that Max must not be caught lagging behind, if continued viability in userbase perception holds any cache worth a plugged nickle to those signing the cheques. Sad too admit although pretty **** logical state of progression, if one spares the time pondering for more than a few minutes, that as it stands at the moment the primary FOSS alternative now has Eevee in it's Swiss army knife of tricks...      

SolidSupportCAD
Enthusiast
?amen

jordan_moss
Participant

I would be much happier if this feature would be considered more than a 'consideration' as it's a huge part of the future of the application as a future competitor in the game industry. 

Without a PBR view-port you simply cannot survive as a viable application amongst other competitors that are evolving. Blender, Maya, Modo, Zbrush are all natively supporting this feature as the game industry is a huge part of the user-base of 3D applications. 

We choose to use Max over other applications usually because of it's well rounded base tool set, but other apps are slowly outperforming in that area, and providing more support to game development, so as a developer I  would hope you consider this as a huge improvement for the software over smaller changes. 

loganfoster
Advocate

Some of you might want to check out Zap Anderson's video he posted on turning on all the features of the Nitrous viewport and with the AIStandardSurface shader. I think a lot of you will be surprised that these features not only exist but have existed for a while. 

Anonymous
Not applicable

@loganfoster  Hey mate, I'm the OP of this thread and I've posted the Zap video on Polycount and linked it back here to encourage more votes. Adesk realise the importance of this and are definitely on it. This now has over 160 votes.

 

Also, Zap is using the Physical Material(his baby) in this video and also renders in Arnold as the PM is designed as a render-agnostic Uber Shader. 😄

SolidSupportCAD
Enthusiast

I am getting sick of sending clients 20 hours renders that go straight to the bin next day.

please think on the huge carbon impact, power consumption, stress and bills that creating renders means.

Implementing a hardware render such quicksilver. similar to Maya viewport2.0 would be an incredible step forward for those that need a medium quality product for reviews or low quality renders. A real game engine look sick "what you see is close enough to what you'd get" solution so we can produce 4k renders in game engine quality to make artist live another extra 10 years of their lifes XD

 

 for example:
https://www.youtube.com/watch?v=jHXatr01SfU

 

Regards.

Ruben

 

 

Tags (5)
Anonymous
Not applicable
I have a thread for this from 2 years ago with nearly 170 votes. Maybe just add your vote to that instead of creating an identical idea and wasting votes. https://forums.autodesk.com/t5/3ds-max-ideas/pbr-viewport-shader-environment/idi-p/6806116
rakotoarisoa_m
Enthusiast
I don't know what restrain autodesk to make this functionnality a lot of 3D artist are moving to blender just because of it. I was fan of Nitrous before but it seems to be outdated by others, the only reason i stay with 3DS Max is I don't want to learn again a new software, most of my friends are now on blender now and laugh at me when they see me still using 3DS. Our manager is strongly thinking about it to make the change as it is free and some designers propose it in our meetings (with quite good reasons).
Tags (1)
Anonymous
Not applicable

Any update on this autodesk? i know its in the works, but paying the price of subscription , and seeing blender coming up  with massive updates daily it feels demotivating being a 3ds max user. 
Would love a sneek peek to  keep us happy

joeaf9321
Enthusiast

Ok. I will just put my grain of salt. I just hope the Max team takes in consideration all of these requests, Max should be able to show a full PBR Viewport and also have a better interoperability with Unity and Unreal Engine. It should be able to easy connect the shaders from the game engine into the Max Viewport, so we could actually see how our models will look in our game, and at the same share files or models easily between applications (Although I think this should be in other category perhaps).

brentscannell
Autodesk
Status changed to: Accepted
 
joeaf9321
Enthusiast

Finally we got this accepted. Thanks 3ds Max Team.

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