3ds Max 2016

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Hirazi Blue
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3ds Max 2016

Post by Hirazi Blue » 13 Apr 2015, 10:53

The marketing team here at the home office are calling it "The Biggest Max Ever"
http://area.autodesk.com/blogs/max/intr ... s-max-2016
Stay safe, sane & healthy!

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Mathaeus
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Re: 3ds Max 2016

Post by Mathaeus » 13 Apr 2015, 11:32

Empire strikes back... According to explanations from AD site, they added compiler for getting it 'almost' real time, multi threading also seems to be there. Not bad at all...
Imho, every ICE addict should be happy with this, as something very close to our experience, become so much wider. Or not totally sad, at least.

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MauricioPC
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Re: 3ds Max 2016

Post by MauricioPC » 14 Apr 2015, 15:56

I was taking a look again at MCG and than I did a search for some ICE tree pictures. Of course the pictures are unrelated ... but on a design and UI review ... damn the ICE tree was more sexy, concise and organized!

Image

Image

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Daniel Brassard
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Re: 3ds Max 2016

Post by Daniel Brassard » 14 Apr 2015, 16:20

Well, for organization they are pretty much equivalent IMHO.

Some of my ICEtree were uggly without creating compounds and comments to keep it organised and some compound were a scarry thing to see from the inside. The MCG has a similar look and feel (comment structure, hability to create and share compound, navigation pane, etc.)

Its not ICE as they said but its damn close. Too bad its a .Net platform.

My only negative observation is concerning the organization of the compounds and nodes. In ICE we had tabs to group things (Math, Constants, Curves, etc) I don't see it in their screen grab but let's see the final product to make a proper judgement. At least we can search based on key words.
$ifndef "Softimage"
set "Softimage" "true"
$endif

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FXDude
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Re: 3ds Max 2016

Post by FXDude » 15 Apr 2015, 03:06

"Compiled dataflow graphs" can sound really awesome but...
PiotrekM wrote:
twist mod on 40k torus: 180fps
twist mod inside creation graph on 40k torus: 3fps

custom push op built from scratch in mcg on 80k mesh --> 2fps (~80fps for built in modifier)

code generated from this graph (what lang is that?)

Code: Select all

(TriMesh mesh, Single name) => { IArray[Vector3] _0MeshVertices;// 5:MeshVertices 5897 IArray[Int32] _1Indices;// 8:Indices 5898 IArray[Vector3] _2Map;// 9:Map 5906 TriMesh _3SetMeshVertices;// 19:SetMeshVertices 5907 _0MeshVertices = MeshVertices(mesh); _1Indices = Indices(_0MeshVertices); _2Map = Map(_1Indices, (Int32 x0) => { Vector3 _0At;// 16:At 5900 IArray[Vector3] _1VertexNormals;// 4:VertexNormals 5901 Vector3 _2At;// 18:At 5902 Vector3 _3MultiplyByScalar;// 14:MultiplyByScalar 5904 Vector3 _4Add;// 3:Add 5905 _0At = At(_0MeshVertices, x0); _1VertexNormals = VertexNormals(mesh); _2At = At(_1VertexNormals, x0); _3MultiplyByScalar = MultiplyByScalar(_2At, name); _4Add = Add(_0At, _3MultiplyByScalar); _4Add; }); _3SetMeshVertices = SetMeshVertices(mesh, _2Map); _3SetMeshVertices; }
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MauricioPC
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Re: 3ds Max 2016

Post by MauricioPC » 15 Apr 2015, 03:31

More info about MCG.

http://area.autodesk.com/blogs/chrismur ... experiment

Paul Neale on MCG.
MCG will be far faster then any Max Script solution. I have rebuilt some of my modifiers with it and it is far better.

MCG is an engine written in C# and multi threaded. The flow is stored as XML and compiled when Max loads or the flow is evaluated. The UI for tools is stored as Max script but only the UI not the heavy lifting. All the calculations are taking place in the MCG engine.

Currently MCG only supports geometry, currently ;)
http://forums.cgsociety.org/showpost.ph ... tcount=120

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MauricioPC
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Re: 3ds Max 2016

Post by MauricioPC » 15 Apr 2015, 18:12

And one more cool video of MCG in action.


NNois
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Re: 3ds Max 2016

Post by NNois » 15 Apr 2015, 21:34

Rohan dalvi already said that's creation graph is useless because there is no feedback, as you have to save, then unload, then load you plugin to show the result.
Now imagine where you where if ICE don't gives you some feedback... no where.

So... What did they do for the sake of the futur of Max beside overhauled him by features ? a linux port ? a mac port ? a workflow redisgn by removing he's 90's root ? ... nothing

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MauricioPC
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Re: 3ds Max 2016

Post by MauricioPC » 15 Apr 2015, 21:40

In Houdini that would be Houdini VEX an "equivalent" of MCG?

I don't think we'll ever see ICE again. If that's the closest, it's still better than nothing. At least until when Houdini become an all around app like Max or Softimage.

nodeway

Re: 3ds Max 2016

Post by nodeway » 15 Apr 2015, 23:09

MauricioPC wrote:In Houdini that would be Houdini VEX an "equivalent" of MCG?
No. VEX is also a shading language, not just for modification of geometry. There is no equivalent of VEX in any app, including XSI. Some things can be similar, but you could say the same about Expresso in Cinema4d, which is (I think) the closest equivalent to MCG.

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MauricioPC
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Re: 3ds Max 2016

Post by MauricioPC » 15 Apr 2015, 23:18

Thanks for the answer. I asked about realtime feedback at catwalk. Let's see if somebody can explain it better.

NNois
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Re: 3ds Max 2016

Post by NNois » 15 Apr 2015, 23:32

is there any visualizers/geometry list (houdini) or "show value" (Softimage) for debugging ?

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Mathaeus
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Re: 3ds Max 2016

Post by Mathaeus » 16 Apr 2015, 01:41

NNois wrote:Rohan dalvi already said that's creation graph is useless because there is no feedback, as you have to save, then unload, then load you plugin to show the result.
Now imagine where you where if ICE don't gives you some feedback... no where.

So... What did they do for the sake of the futur of Max beside overhauled him by features ? a linux port ? a mac port ? a workflow redisgn by removing he's 90's root ? ... nothing
If this still comes from CG talk thread - he admited in next post, that he don't know anything about MCG. Only one poster (Borislav Petrov) knew some real info, but it seems he signed NDA.
Last edited by Mathaeus on 16 Apr 2015, 02:10, edited 1 time in total.

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Mathaeus
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Re: 3ds Max 2016

Post by Mathaeus » 16 Apr 2015, 01:45

FXDude wrote:"Compiled dataflow graphs" can sound really awesome but...



twist mod on 40k torus: 180fps
twist mod inside creation graph on 40k torus: 3fps

custom push op built from scratch in mcg on 80k mesh --> 2fps (~80fps for built in modifier)

code generated from this graph (what lang is that?)
Not MCG, comment is about old solutions in Max - just like all other posts in this CG talk thread. Only projections of what posters (did not) wanted to see, I'm afraid.

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FXDude
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Re: 3ds Max 2016

Post by FXDude » 16 Apr 2015, 03:48

There was talk about Ephere Lab, but unless he was outright misrepresenting, this is nothing else than MCG,
and there were other comments about somewhat sluggish deformations.

Maybe it'll get faster later,
but as a reference, any ICE deform on a 100K+ sphere runs in the 60 fps on a very regular system.
while being able to change anything without having to expose settings, recompile, and while playback is running.

And was designed (from the start) to be that fast. But too bad it doesn't work anymore.

Otherwise one of the last discussion ended on not being able to upgrade from 2013-14 ... or 15, along with also brand new licensing features.

Which the somewhat unprecedented bigness of these releases also happens to coincide with, but I can see how it can be easy to get carried away by all the flashy buzzy activity.

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MauricioPC
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Re: 3ds Max 2016

Post by MauricioPC » 16 Apr 2015, 04:21

Borislav Petrov is one of the owners of Thinkbox Software.

So if the guy who developed Krakatoa, Stoke, Genome, XMesh and Frost is happy, I can't imagine MCG being that bad.

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