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re:FORM

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  1. With a new relase of 3ds Max out in the wild, it was interesting to see how well Mission Control coped with the changes... and I'm pleased to report that it did pretty well! The UI appears to hold up well within the new UI paradigm, and all the new object types are supported without any issue. Finally, as Mission Control is entirely scripted, no recompile is necessary for the new version of Max. Read the full feature-list here : http://reformstudios.com/mission-control-for-3ds-max/ Don't forget, I am also looking for beta testers, so please sign up here to take Mission Control for a spin. http://reformstudios.com/mission-con...eta-programme/
  2. I have added a feature list to the website here : http://reformstudios.com/mission-control-for-3ds-max/ I am also looking for beta testers, so please sign up here for a chance to take Mission Control for a spin. http://reformstudios.com/mission-control-beta-programme/ With a new relase of 3ds Max out in the wild, it was interesting to see how well Mission Control coped with the changes... and I'm pleased to report that it did pretty well! The UI appears to hold up well within the new UI paradigm, and all the new object types are supported without any issue. Finally, as Mission Control is entirely scripted, no recompile is necessary for the new version of Max.
  3. Sorry if this is a cross-posting, but as this script is max specific, I thought it would be better to have a thread here. Mission Control is a soon to be released commercial script for 3ds Max providing a spreadsheet editor interface to view and edit any parameter of ANY element in your scene. You can read more about what it can do here : http://reformstudios.com/mission-control-for-3ds-max/ I've released some videos to my blog showing how Mission Control could be used with RT to speed up lookdev workflows. There is also an update to the light-lister showdown, and a demo of manipulating MCG objects. http://reformstudios.com/2016/01/27/mission-control-vs-light-lister-an-update/ http://reformstudios.com/2016/01/29/mission-control-lighting-with-vray-rt/ http://reformstudios.com/2016/01/30/mission-control-lighting-with-vray-rt-part-2/ http://reformstudios.com/2016/02/01/mission-control-and-max-creation-graph-packages/ If you are interested in signing up as a beta-tester, please fill out this form http://reformstudios.com/mission-control-beta-programme/
  4. You will be pleased to hear Mission Control has entered an alpha-test phase. Bugs are being ironed out and the code is becoming far more stable. I've released some videos to my blog showing how Mission Control could be used with RT to speed up lookdev workflows. Still no audio, but I have annotated them this time! There is also an update to the light-lister showdown, and a demo of manipulating MCG objects. http://reformstudios.com/2016/01/27/mission-control-vs-light-lister-an-update/ http://reformstudios.com/2016/01/29/mission-control-lighting-with-vray-rt/ http://reformstudios.com/2016/01/30/mission-control-lighting-with-vray-rt-part-2/ http://reformstudios.com/2016/02/01/mission-control-and-max-creation-graph-packages/
  5. 3rd-party plugin support : http://patrick.reformstudios.com/2015/03/12/mission-control-for-3ds-max-support-for-3rd-party-plugin... Access to render settings : http://patrick.reformstudios.com/2015/03/12/mission-control-for-3ds-max-renderer-settings/
  6. I'm please to announce that my long-time pet project 'Mission Control' is getting closer to being ready for release! In anticipation of this, I will be presenting a series of clips showing the features and functions of Mission Control from my blog. The first of these clips is now online, so please go and check it out! It's a quick "Light-lister vs Mission Control" showdown with a scene of just 121 lights. I don't think it's unreasonable of me to suggest it's a bit of an unfair fight! http://patrick.reformstudios.com/2015/03/11/mission-control-vs-light-lister/ And here's a clip showing how Mission Control can work as a camera lister/manager.
  7. Actually, you can adjust the mullion position, rather than the glass, by changing the value in the "push" modifier in the mullions. You can do the same by adding a push modifier to the glass at the same point in the stack if you want... I'll work on a better solution for the next release.
  8. Good point... I'm surprised I forgot to add that!
  9. Hi all, I'm glad you like the script. Its still beta at the moment, but its something I plan to spend more time on when I get a chance. Feel free to post suggestions for ways to improve the script, and as always, any donations are gratefully received to pay for my beer... ahem.... development costs. happy curtainwalling. (why this kind of tool hasn't been developed by adesk I have no idea...!)
  10. Thought you guys might want to give some input on this little project I'm working on. Feel free to make suggestions on tools and interface. I've posted this on the cgtalk forum: http://forums.cgsociety.org/showthread.php?t=321945
  11. There's loads of good grass tutorials on the vray forums. http://www.chaosgroup.com
  12. Funny that, I'm also learning c4d after working on max for years.... finding it quite nice actually. Once I'd changed the keyboard shortcuts to be closer to max's I was flying. One thing I find not so good is the way it handles bevel and extrude in the poly object. It doesn't offer as much options as max's it seems. Maybe someone can correct me there?
  13. Hi Greg, Good to see you're still about! I'll be interested to hear how you get on with the build. I'm thinking of getting a dual 265 system built, but wasn't sure if its extra performance over, say a +4400, is worth the extra cost. At a very rough estimate, I'd expect the dual opteron system to render at least twice as fast as the X2 4400. Do you have a more informed p.o.v. on this estimate?
  14. Hi Greg, Good to see you're still about! I'll be interested to hear how you get on with the build. I'm thinking of getting a dual 265 system built, but wasn't sure if its extra performance over, say a +4400, is worth the extra cost. At a very rough estimate, I'd expect the dual opteron system to render at least twice as fast as the X2 4400. Do you have a more informed p.o.v. on this estimate?
  15. Nice one Nicely composited.... in the big image at the top, there's weird stuff going on with the shadows... has the original road been repainted/rendered to remove the tree shadows that run across and up the wall of the existing building? Hey... I remember back in the day, all photographs published had a credit for the photographer. Looking through BD, there's no credits anywhere..... why is this? Surely there should be an industry wide movement to have our credits put back onto the works we produce? Even if its just a tiny signiture in the corner... what do you think?
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