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3ds Max Design 2011 announced


kenpimentel
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Do you want us to release things incrementally? Do you think we're better off waiting until a tool is better than anything else before releasing it? Just wondering. Our policy is to get it out there and refine it. We've done this in many areas lately, Viewport Canvas is one of them.

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read the info. quick silver sounds interesting. Texture display sounds great.

 

Gotta ask though. Are you guys ever planning to upgrade the rather archaid material editor with its nominally minimum no. of slots? I really hate it.

 

 

I have been using NodeJoe (= Slate now) since its existence: it has unlimited material lists/libraries from which you can assign directly to objects in the scene and which you can load/edit in the Slate editor very easily. It took me some time to get used to, especially since the editor takes a lot of screen space, but after that I never went back. Hopefully it will be possible to integrate different Slate layout presets in the standard Max UI presets. That way you can make a preset with a Slate material lists/libraries window for fast material assignment. The only thing I'm (still) missing in NodeJoe is the possibility to save UVW-map modifiers, so these can be assigned together with materials with the push of one button.

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Does anyone know what the new mentalray2011 features are?

 

Looking forward to a package to arrive :)

 

jhv

 

Hmmm... the Max2011 Mental Ray help files look interesting. If these features are easier to use than they were in previous versions, then this might make me start reaching for MR again.

 

I have enjoyed the light quality of irradiance particles and importons, but they have always been difficult to work with.

 

http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/mr/manual/upgrading38.html

Importance-based Final Gathering

 

The final gathering (FG) algorithm can now be used together with Importons, or even with Irradiance Particles (IP), to benefit from importance-based computations of those techniques. These combinations are enabled simply by activating both FG and Importons, or FG and IP, which were rejected in previous versions. During rendering, after Importons or IP passes have been finished, the FG points are placed in the scene. If the FG rays have to be shot around, they are not shot in a uniform way, but in the importance-driven way dictated by the Importons, or the IP map (which is used to compute in which directions to shoot more rays and in which ones less). The general outcome of enabling FG with importance-based techniques is better final quality coupled with lower rendering times.

 

 

Interactive Ray Tracing Support

 

The progressive rendering and IBL algorithms have been improved and extended with capabilities to trade speed for quality. This includes the introduction of a specialized occlusion cache to pre-compute shadowing, as well as support for approximations of controllable quality for the lighting contribution from the IBL environment. A new integration interface has been designed for the implementation of interactive rendering solutions, which allows to apply changes to the model while receiving and displaying the rendered full resolution images at interactive frame rates.

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Keep in mind that's from the updated mental ray help file. Meaning there's no guarantee that any of that is actually exposed/working in the version of mental ray that's included with 3ds Max. It's more so a guide to what has been updated to mental ray itself (like the stand alone version).

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