3ds Max 2016

Forum for users who have migrated or are migrating to 3ds Max
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MauricioPC
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Re: 3ds Max 2016

Post by MauricioPC » 28 Apr 2015, 13:36

Since there's no harm in asking, I decided to ask the creator of MCG if the framework would allow interactive and particles support. Here's what he had to say.
Christopher Diggins wrote:Hi Mauricio, thanks! We could definitely consider making MCG interactive and adding support for particles. I would suggest adding those requests to http://3dsmaxfeedback.autodesk.com.
And while this is cool ... I would just prefer they kept Softimage with at least fixing bugs.

nodeway

Re: 3ds Max 2016

Post by nodeway » 28 Apr 2015, 13:53

Christopher Diggins wrote:Hi Mauricio, thanks! We could definitely consider making MCG interactive and adding support for particles. I would suggest adding those requests to http://3dsmaxfeedback.autodesk.com.
What? They would CONSIDER? Phuck you! it should be there from start. Piece of shit program.

luceric
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Re: 3ds Max 2016

Post by luceric » 28 Apr 2015, 15:11

Max already has widely used and supported node based particle system with pflow, so it's a totally different story then in Softimage and Maya, where the previous system is all ppg-based.

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MauricioPC
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Re: 3ds Max 2016

Post by MauricioPC » 28 Apr 2015, 17:36

luceric wrote:Max already has widely used and supported node based particle system with pflow, so it's a totally different story then in Softimage and Maya, where the previous system is all ppg-based.
Yes, but PFlow hasn't had a update in a long time, it's still single thread and there's some other problems.

But for me the most important would be that the system must be interactive.

Bullit
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Re: 3ds Max 2016

Post by Bullit » 29 Apr 2015, 21:15

Agreed, without interactivity it is huge barrier to learning.

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MauricioPC
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Re: 3ds Max 2016

Post by MauricioPC » 04 May 2015, 00:07

This modifier looks very interesting for architectural visualization.


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csaez
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Re: 3ds Max 2016

Post by csaez » 04 May 2015, 13:57

luceric wrote:Max already has widely used and supported node based particle system with pflow, so it's a totally different story then in Softimage and Maya, where the previous system is all ppg-based.
Come on... I think most ppl are expecting some level of proceduralism, and while pflow has a nodal GUI, it's just a state machine.

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