Author Topic: 3dsmax 2019 4 New features!  (Read 16040 times)

2018-03-20, 08:17:02
Reply #15

Nejc Kilar

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Its hard for me to nitpick in favor of AD but to be fair the latest release was 2018.4 wasn't it? So basically this was is another release 3-4 months after that one. The yearly release cycle is non in place afaik.

That said, the subscription prices just went up for 5 EUR. At least for me, lol.
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2018-03-20, 19:20:16
Reply #16

maru

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When procedural wood map is your highlight feature...
One more time I can insert one of my favorite memes ever.

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2018-03-21, 11:27:07
Reply #17

maru

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Ok, this actually looks pretty interesting:

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2018-03-21, 11:46:11
Reply #18

NicolasC

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When procedural wood map is your highlight feature...
One more time I can insert one of my favorite memes ever.



ahahhahahha excellent !
Nicolas Caplat
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2018-03-21, 12:01:54
Reply #19

pokoy

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I guess the addition OSL slips under the radar for most (it's slightly under-presented in the announcements) but it's actually a super powerful thing:

- code your own texture maps
- code your own things that do things with maps - blends, scatterers, coordinate transforms, color transforms
- all compiled with a click of a button and instant update in IR
- easy to keep track of - install by putting .osl files in the OSL plugin folder, create your own subfolders in there and Max automatically adds these as subcategories in the OSL map category
- OSL shaders can either load from disk or be stored within the OSL map in the scene, total user control here
- works with any renderer that supports Max shading context (Vray/Corona work fine)

Actually, most of the maps that don't lookup geometry or scene nodes can be rewritten to be purely OSL. Some things like node lookup are working with certain limitations, that way you can build interesting things like a A-B gradient that will read positions of scene objects for A and B and lets you move the gradient by moving these nodes, without touching UVs or having to update the shader.

There are plenty of use cases for OSL and the possibilities are crazy good. It's NOT meant to cast rays so certain things are not possible, but anything that creates and maps a pixel can be done. It's safe to expect a LOT of user generated OSL content once it's out there. The implementation is really good, convenient and well thought out, let's see what else they'll add to it.
« Last Edit: 2018-03-21, 14:00:10 by pokoy »

2018-03-21, 12:57:51
Reply #20

clemens_at

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i was so positive when i saw the 3ds max ideas forum and really thought that they will actually implement stuff.
how can a procedural wood map even make it as a feature compared to - lets say - tear off viewport.
 
i am baffled.

2018-03-21, 13:40:50
Reply #21

PROH

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Hi. Just watched Zap's video about OSL, and Woow... This is BIG! Pretty sure there'll be tons of usefully stuff coming out of this.

And the best part is, that it's supported by Corona out of the box :)

Edit: See it here: https://www.fxguide.com/quicktakes/3ds-max-integrates-osl-gdc-day-1/
« Last Edit: 2018-03-21, 14:07:56 by PROH »

2018-03-21, 14:41:27
Reply #22

davemahi

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I can't believe my beloved corona forum is just a Max bashing forum now.  Sure the marketing people at Autodesk suck, but lets not try to act like Max has no good updates. Here is a list if your interested. max has never had so many updates in as long as I can remember. And a lot on this list are great for a lot of people. I really can't understand why so many people care about what Max gets, if they don't even use or plan to switch apps.

2018.1
Model Assist
Scene converter improvements
Arnold Renderer (that’s a pretty big one)
New MCG Operators
3Ds Max Interactive
Lot’s of Fixes and tweaks

2018.2
3Ds Max Batch
MAXScript improvements
Freehand Spline
Spline Influence Modifier
Spline mirror Modifier
Spline Morph Modifier
Spline Overlap Modifier
Spline Relax Modifier
Optimize Spline Modifier
Influence Helper
Path Deform Modifier (Complete overhaul)
Normalize Spline Modifier (Complete overhaul)
Other Minor Spline-related improvements – 2019 builds upon that with realtime animatable Spline Booleans, spline-end capping and twist improvements.
Lot’s of Fixes and tweaks

2018.3
Fluids (huge new feature)
Motion Fields and core-level motion vectors support
Arnold Update
Lot’s of Fixes and tweaks

2018.4
3Ds Max interactive Updates
Fluid Updates
3Ds Max Batch updates
Scene Converter updates
Importer improvements
Lot’s of Fixes and tweaks

2018-03-21, 14:44:01
Reply #23

romullus

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And the best part is, that it's supported by Corona out of the box :)
And the worst part is, that probably there won't be Corona's own OSL shader for those, who not gonna upgrade :[
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2018-03-21, 17:50:04
Reply #24

melviso

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Osl texture maps. That's a cool feature.
Are these types of textures resolution independent?

I have been looking into creating dynamic textures while using handpainting as a base. I am experimenting with it atm. I am also wondering about vector image maps as textures rather than raster. Does Corona support svg texture files in anyway? Unfortunately Blender doesn't support vector images. So I am currently looking at a workflow to create very high texture maps stored in some sort of vector format?

Why don't we have some sort of independent resolution format for textures in cgi?

2018-03-22, 07:27:17
Reply #25

gandhics

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What does the new OSL map bring to the artist who can’t/don’t want to code?
http://cganimator.com/3dsmax-2019-osl-map/

2018-03-22, 08:54:21
Reply #26

Frood

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Does Corona support svg texture files in anyway?

You can just use standard Vector Map from max - works good with Corona since many related bugs were fixed.  Supports svg/ai/pdf and hey *.pat (pattern) files. Try a standard acad.pat as source and be surprised by one of the most underrated features of max.


Good Luck



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2018-03-22, 10:45:42
Reply #27

Rimas

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Does Corona support svg texture files in anyway?

You can just use standard Vector Map from max - works good with Corona since many related bugs were fixed.  Supports svg/ai/pdf and hey *.pat (pattern) files. Try a standard acad.pat as source and be surprised by one of the most underrated features of max.


Good Luck

WHY DID I NOT KNOW OF THIS BEFORE?! O_O

Also OSL looks cool, but I hope I won't have to take up programming as a hobby now to make use of it. Kinda not my thing. I make pictures, not write calculations.
A morning of awkwardness is far better than a night of loneliness...

2018-03-22, 10:51:34
Reply #28

melviso

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You can just use standard Vector Map from max - works good with Corona since many related bugs were fixed.  Supports svg/ai/pdf and hey *.pat (pattern) files. Try a standard acad.pat as source and be surprised by one of the most underrated features of max.
Good Luck

Thanks for the info, Frood. I have been thinking since procedural maps are resolution independent. Why not handpainted vector maps. I do think there is some downside to this. So I will experiment with creating a workflow based around this. The aim is to create very high res maps specific to assets and the 3d scene. 

2018-03-22, 11:16:33
Reply #29

romullus

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It looks like OSL brings everything i ever dreamt about maps and materials in 3ds max. It's a shame it came that late.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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