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3ds Max 2010 Design

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Graphite Modeling Tools

3ds Max Design 2010 takes its renowned polygon modeling tools to a whole new level. With at least 100 new tools for freeform design and advanced polygonal modeling, the Graphite modeling tools facilitate creativity and artistic freedom. Additionally, the Graphite tools are displayed in one central location, making it easier to find the tool you need for the job. Moreover, users can customize the tool display or hide the command panel and model in Expert Mode.

In addition to the many modeling and mapping tools available in previous versions of the software, the Graphite toolkit includes a number of completely new tools for such operations as:

o Sculpting with assorted brushes

o Quick re‐topologizing

o Granular polygon editing

o Locking transforms to any surface

o Freeform creation of vertices

o Modifying and creating smart selections

o Quick drawing of surfaces and shapes

o Quick transformations

Material Explorer

The productivity‐enhancing Material Explorer revolutionizes the way artists interact with objects and materials. Users can now quickly browse all materials in the scene, and view material properties and relationships. The Material Explorer also enables them to replace materials – making it much easier to manage even highly complex scenes.

xView Mesh Analyzer

Validate your 3D models prior to export or rendering using the new xView mesh analyzer technology. Get an interactive view of where problems may lie to help you make crucial decisions. This key new tool makes testing of models and maps significantly faster

and more efficient. Users can test or query for flipped faces, overlapping faces and unwelded vertices. They can also add their own specific tests and queries.

Viewport Canvas

New in 3ds Max Design 2010 is the ability for artists to paint on a 3D model directly in the Viewport. This means artists will be able to quickly create new maps or extend existing maps using brushes, blend modes, fill, clone and erase. The Viewport also provides quick updates for changes to textures made in Adobe® Photoshop® software.

ProBooleans Enhancements

A new Quadify modifier has been added to the 3ds Max Design ProBooleans toolset that enables modelers to clean up triangles in model for better subdivision and smoothing. A new Merge Boolean operation has also been added which lets them attach an object (or multiple objects) to another while maintaining the transforms, topology and modifier stacks of each object.

UVW Unwrap Enhancements

Manipulating UV maps in the Viewport is now as easy as modeling in the Viewport thanks to a significantly expanded 3ds Max Design UVW Unwrap toolset. New features include such UV Selection tools as Growing/Shrinking Rings and Loops, and quick editing tools for aligning, spacing, and stitching UVs.

ProOptimizer

The new 3ds Max Design ProOptimizer technology is ideal for quickly and intelligently optimizing high‐poly count 3D models. It enables users to precisely control the number of faces or points their scene/model has; useful faces are removed last, so that a

selection can be reduced up to 75% without loss of detail. Scenes can be optimized in real time, or batch optimized. ProOptimizer technology maintains UV texture channel information and vertex color channel information, respects the symmetry of symmetrical

models, preserves explicit normals, and gives users the option to protect or exclude object borders.

mental mill/MetaSL Support

3ds Max Design 2010 is the first animation package to integrate the mental images powerful mental mill technology. This means that 3ds Max Design users will be able to develop, test and maintain shaders and complex shader graphs for hardware and software

rendering with real‐time visual feedback – no programming skills required. MetaSL shaders can be created using the included mental mill Artist Edition software. These shaders are completely hardware agnostic, meaning they do not need to be re‐authored for

different target platforms. mental mill supports CgFX, HLSL, and GLSL, as well as C++ for mental ray® technology and RealityServer; plus, the mental mill application programming interface (API) enables third parties to develop back‐end plug‐ins for other targets,

including special purpose processors and other software renderers.

Review Enhancements

Representing a major leap forward in viewport display, Review 3 helps take the guesswork out of rendering. It offers support for ambient occlusion, HDRI‐based lighting, soft shadows, hardware anti‐aliasing, interactive exposure control, and the revolutionary mental mill™ shader technology from mental images. Combined with prior abilities for textures, bump maps and photometric area lights – viewports give you live feedback like never before. The Viewport menu system has also been re‐designed to significantly improve the user experience. For example, you can now take advantage of the Layer Manager to control groups of lights (light banks) to quickly turn on and off lights in the viewport, similar to what you can do with the 3ds Max Design software renderer.

Exposure Lighting Analysis Improvements

Simulate the lighting in your designs with confidence—Exposure™ lighting analysis technology has been validated (see: www.autodesk.com/nrc‐exposure) by the National Research Council Canada (NRC), Canada’s leading organization for scientific research and development, and the same organization that has conducted validation studies on Radiance for lighting simulation (http://www.autodesk.com/nrc‐radiance). A feature unique to 3ds Max Design 2010, Exposure enables you to achieve more sustainable designs by analyzing how sun, sky, and artificial lighting interact with your design and exploring direct lighting effects

right in the viewport. Load complex designs and watch lighting levels adjust in the scene as colors.

Interactive Lighting Analysis

A unique and new feature of 3ds Max Design 2010 lets you analytically explore direct lighting effects with interactive results right in the viewport using the new real‐time pseudo‐color exposure control. You can use the exposure control to establish color gradations

for different light levels and then interactively adjust your lights until they give the necessary coverage. You can then use Exposure to validate the results and to factor in the impact of indirect lighting effects.

Global Quality Knobs: mental ray

Architects familiar with Revit will appreciate the addition of global quality knobs to the 3ds Max Design mental ray toolset. This new feature can be used to quickly dial up or down quality settings for shadows, glossy refractions and reflections along with image antialiasing

and indirect illumination quality.

Real‐Time Photometric Lighting and Viewport Exposure Control

For the architect who wishes to experiment with advanced lighting effects in their viewport, 3ds Max Design 2010 delivers real‐time photometric lighting and exposure control. Not only do these features support timesaving, iterative workflows, exposure control can

improve the accuracy of final renderings.

Support for High Resolution Render Output

Enhancements to the 3ds Max Design automatic memory management feature enables architects and designers to render out large, print resolution images with 32‐bit systems.

Multi‐Map Shader: mental ray

A new 3ds Max Design Multi‐Map Shader for mental ray lets users purposely assign specific color variations to a set of objects that otherwise share the same material. It can also be used to quickly randomize or assign colors to multiple objects/maps based on object IDs or Material IDs. This new capability could be used to randomize the colors of trees, leaves, crowds, or anything repetitive that could benefit from a degree of color variation.

Animation Flicker Reduction: mental ray

3ds Max Design 2010 enables users to render animation sequences in mental ray with indirect illumination calculations (Final Gather), greatly reducing or eliminating traditional flickering issues. The ability to use the Final Gather cache, and render animation sequences faster has also been improved.

Final Gather Progressive Rendering

Progressive feedback has now been added for mental ray Final Gather, helping artists to more quickly evaluate their rendering results.

Render Surface Map

3ds Max Design 2010 enables architects and designers to generate bitmaps based on the surface of the geometry (Density maps, Dust maps, SubSurface maps, and Cavity maps) that can be used as masks to blend textures. Maps can also be generated from subobject

selections and wrapped textures that are generated automatically with blended seams. These provide a good starting point for painting or layering details in bitmaps. For example, an architect might generate a Cavity grayscale bitmap where the crevices on

the object are darkest, use this as a mask to blend dirt, rust, or emphasize contours with shading.

Linear Color Space Workflow

Gamma correction has been improved to correctly handle images and textures for a physically‐accurate rendering workflow where color consistency is critical. Gamma settings now load correctly with files and propagate correctly on network rendering solutions.

Containers

The addition of the Containers toolset to 3ds Max Design facilitates collaboration and flexible workflows by enabling users to collect multiple objects into a single container when dealing with complex scenes. Related objects (e.g. sections of a city) can be placed in a

container and treated as a single element. Opening the container exposes the content while closing the container externalizes the data. Containers can be temporarily unloaded from the scene, toggling data in and out as needed to manage complexity. Such workflows can save memory, increase viewport performance and decrease load and save times. Container nodes can be translated, deleted, copied, or saved – affecting everything in the container. Containers also override object properties – so users can organize scene display using container properties without affecting layer organization (similar to a nested layer workflow). Multiple containers created by others can be referenced into a single scene ‐ enabling users to work in‐context with each other. Accessing and editing each other’s container is managed with permissions on the container – allowing flexible workflows while also imposing

constraints on what can be edited.

Enhanced Scene Explorer

With 3ds Max Design 2010, Autodesk continues to expand the functionality of the Scene Explorer and increase its level of integration with the rest of the software. This powerful scene management toolset now works with viewports, Track View, as well as the

Material Explorer. Additionally, Scene Explorer now offers improved management tools – making it easier to navigate, inspect and modify the properties of objects in a scene.

OBJ Import Improvements

Improved OBJ plug‐in performance and expanded support for the OBJ file format facilitate the importing and exporting of model data between Autodesk®Mudbox® software and 3ds Max Design – as well as other third‐party 3D digital sculpting applications. Users will now be able to see if their OBJ files contain texture coordinates and smoothing groups. They will also have options for triangulating polygons on import, choosing how normals are imported and for saving presets for normal and polygon import, for future use.

Flight Studio Support

A new 3ds Max Design plug‐in enables users to import and export OpenFlight format® scenes (FLT files). Users can now load, edit and export OpenFlight scene graphs and databases from within 3ds Max Design ‐ while retaining scene graph structure and attributes. Instead of translating and losing data, 3ds Max Design can be used as an OpenFlight editor.

PFlowAdvanced

PFlowAdvanced lets users incorporate sophisticated particle effects into their scenes—perfect for creating water features, fireplaces, or other elements. It includes 14 operators new to 3ds Max Design including new precision Painting tools (for precise particle placement), the Shape Plus operator (for defining the shape of particles) and a wide range of Grouping operators (for creating subsets of particles). It also extends and optimizes the previous PFlow functionality while reducing user interface (UI) complexity, resulting in vastly improved performance and a streamlined, thoroughly 3ds Max Design workflow.

Cloth

A whole new range of cloth effects is now available to 3ds Max Design users. The cloth toolset now supports pressure settings for simulating inflated, enclosed cloth surfaces (e.g. cushions, balloons) and cloth can now be torn with variable strength and timing

(e.g. cutting, tearing and unzipping cloth). Collision objects can even be set to cut cloth when they collide. Finally, a new Inherit Velocity tool blends a new simulation with one from previous frames to create a smooth transition for staged simulations.

Hair

The 3ds Max Design Hair toolset has now been enhanced to give visualization specialists more precise control over the styling and animation of hair (often used for grass). A new Spline Deform feature enables them to add splines to a set of hairs which act as control guides so that the hairs can be posed, keyed or assigned a dynamic target – with the hair following.

ProSound

Add a new level of professionalism to presentations by adding musical scores, ambient sound and narration with the new ProSound multi‐track audio system. The new 3ds Max Design ProSound toolset enables users to add up to 100 audio tracks to their scenes and

animate the volume of each track. The technology supports both PCM and compressed audio in AVI and WAV format with up to six output channels.

Support for Locked Tracks

3ds Max Design 2010 supports the locking of any parameter that can be animated, including those with animation layers. Wires, expressions and scripts will still evaluate when locked, but they will not be editable. Vital for people working in teams, this toolset enables users to prevent team members from editing specific tracks.

Link Constraint

Support for a new Link constraint enables users to quickly animate the links between objects using the standard 3ds Max Design keyframe animation UI. The tool lets them quickly see their constrained frame numbers and access linked keyframes in the Trackbar, Dope Sheet and Curve Editor.

User Interface Refresh

The 3ds Max Design user interface has been updated to allow for task‐based workflows. As a result, key functionality becomes much more accessible when it’s needed most through context sensitive user interface components.

Adobe Photoshop Interoperability

Artists can now assign a Microsoft® DirectX® software material to an object and reference individual layers in Adobe Photoshop .psd files as a texture input, for enhanced interoperability with Photoshop. Additionally, the Viewport Canvas also offers support for

Photoshop blending modes and quick updating of textures on 3ds Max Design models.


Modificato da cecofuli

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non vorrei dirlo, ma per me hanno integrato polyboost... troppe cose lo fanno sostenere:

(*). 100 new tools for freeform design and advanced polygonal modeling, ovvero -> LINK

(*). viewport painting, ovvero -> LINK

(*). New UV tools, ovvero -> LINK

Vediamo se c'azzecco. Inoltre è un po' troppo tempo che l'autore di Polyboost non dice più nulla, quando invere era sempre molto propenso a dispensare news, upgrade e video...

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(*). Q. Will my plug‐ins from the previous version of 3ds Max work with 3ds Max Design 2010?

A. No. Autodesk 3ds Max 2009 and earlier versions of plug‐ins will need to be recompiled with Microsoft Visual C++®,

Service Pack 1 in order to be compatible with 3ds Max 2010 or 3ds Max Design 2010. In order for plug‐ins to work with

the 64‐bit versions, they will require porting to that operating system.

PORK! :(

(*). “Apple® computers based on Intel processors and running Microsoft operating systems are supported using Apple’s Boot Camp.”

(*). nCloth

No, this is a much enhanced version of our cloth system. I don’t know how it compares with nCloth, but I’ve been told that ours is more “out-of-the-box”, if that means anything.

(*). stereo viewports

That is another research project. 3ds Max 2010 will not have this feature.

(*). CAT/Subscription

CAT for 3ds Max 2010 will be made available on subscription after 3ds Max 2010 ships.

Since the vast majority of our customers are on subscription, CAT is available to almost everyone. Shouldn’t be that big of a deal (we hope). You know, it may seem like we can just take something, recompile it and just toss it in the box with the rest of the gear, but we freeze the release very early in the process and if a component is not ready when we freeze, then it doesn’t ship. This is how we build quality into the product at the cost of flexibility. We just weren’t given enough time to process CAT for 3ds Max 2010 and we’re not going to throw something like that into the box without being a little more thorough.


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PORK! :(

che palle! non potrebbero compilare i plugin su delle basi comuni di programmazione generale? perchè quelli dell'autoesk devono sempre cambiare le carte in tavolo?

Anche perchè, questo fatto di ricompilare blocca upgrade dei clienti perchè non si può spendere ogni hanno 200/300€ per singolo plugin solo per avere la compatibilità. Io uso ancora la 2008 perchè non mi andava di aggiornare alcuni plugin solo per questo fatto -_-

Credo che ci sia anche la volontà "dell'indotto" dell'autodesk a spingere su questa politica, altrimenti non me lo spiego proprio :huh:

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forse è la volta buona che hanno fatto delle migliorie che servono anche a noi poveri visualizzatori di architetttura al 75%

sono ottimista dai :)

sono pronto a rimangiarmi le brutte cose che ho detto su AUDK e a farmi fustigare con i tentacoli della medusa caravella

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bene bene. voglio solo vedere quanti SP serviranno per stabilizzare tutta questa roba. se non dovesse andare in crash ogni 5 minuti sarebbe davvero un bel pacchetto che giustifica la subscription.

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a me pare un ottima release.... ( a parte la scocciatura del ricompilare le plugin....anche quelle free ovviamente)

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Vediamo se ci azzecco anche qui ;) . Per me dietro al tool:

PROSOUND

ci stà una plug-in commerciale disponibile da anni (max 4 addirittura). :)

LINK

Sound Trax provides a solution to a long-standing desire amongst MAX users - integrated multi-track audio. Boomer Labs is pleased to deliver this capability for 3ds max 6, 7, 8, 9 and 2008(both w32 and x64). Only with Sound Trax can you:

* Add up to 100 audio tracks

* Animate the volume of each track

* Normalize the output audio

* Support PCM and compressed audio in AVI and WAV files with up to 6 output channels

* Backwards Playback (“Ping Pong” mode)

* Export audio to a WAV file or add it to an existing AVI

* Accurately play back audio at 1/4, 1/2, 1, 2 and 4 times speed to match viewport play rate

* Render audio to match playback speed

* Manage multiple sound effect directories

* Support audio playback during motion capture

* Use a greatly improved audio interface (including 4 fixes to 3ds max audio bugs)

* Extend MaxScript Support with 46 scriptable audio commands

* MAX 9 (win32 and x64) support (new with Version 1.31)

SoundTrax%20Main%20UI.gif

SoundTrax%20Screen.gif


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esatto mercy, questo giustificherebbe i 600 € ad anno, se no perchè mai dovrebbe essere corretto mantenerli con quei soldi e poi doversi comperare poolybost, o orionflame ? quello che ho sempre detto, a parte gli script fatti dagli utenti e messi con molta generosità a disposizione di tutti, dovrebbero essere programmi con già TUTTO e di co tutto incluso visto che non esistono da pochi anni come modo...dai dai, manca solo che riscrivano il codice e poi gli faccio un versamento opzionale di 1000 euro alla autodesk, cos' non devo stare a diventare matto con altri sftw :)

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@Ceco: secondo me le stai azzaccendo tutte e ti seguo a ruota :D

Hanno cambiato di nuovo il core e addio compatibilità dei plug...li ho sempre odiati per questa cosa e come sempre non riesco a ricredermi <_<

Uno che lavora spesso con 2-3 plug non può aggiornare finchè la casa del plug non li aggiorna...con tutti i bug e amenità che ne conseguono -_- ...........ma vaff...

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"Posted by Ken Pimentel on 07 Feb, 2009 at 07:42 AM

That’s actually the small list. I’m working on getting you the “big list” with all new features and changes. It’s really, really, long. However, the major improvements are above.

One thing that isn’t documented but will change everyone’s life is that we reworked selection/picking so that it works like you expect. Our head of development, Claude Robillard, is responsible for this as he got frustrated one day and fixed it himself!"

Solo questo vale il prezzo del biglietto! Era davvero ora... la selezione su max è la cosa che mi ha fatto andare via da questo software.. ti fa diventare matto...


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mmmmhhhhhhh

sembra interessante....... ma fra quando ci sarà?

a si... hanno detto in primavera.... scusate... ero ancora con il calendario di Next Limit.

non ho capito una cosa però....... si parla di 64bit..... SOLO 64bit o come sempre 64/32? (non che faccia molta differenza.... solo che ... il plugin di QUIDAM lo hanno solo fatto in 32bit............)

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Tutto interessante ma per assurdo è la 3ds Max 2010 Design... la quantità di tool di modellazione di sculpting, retopology, ecc..., cloth, hair, miglioramenti nello scambio con Mudbox farebbero sembrare questa release orientata non solo all'architettura/design :blink:

Non capisco davvero il senso di averle separate <_<

Quella del supporto Apple via Boot Camp potevano anche risparmiarsela però :P

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Tutto interessante ma per assurdo è la 3ds Max 2010 Design... la quantità di tool di modellazione di sculpting, retopology, ecc..., cloth, hair, miglioramenti nello scambio con Mudbox farebbero sembrare questa release orientata non solo all'architettura/design :blink:

è essattamente quanto ho pensato io, di rimando per il prodotto "game oriented" mi aspetterei quanto meno una integrazione totale con un engine fisico.

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Un'altra cosa che mi fa storcere il naso è la differenza tra le due versioni, se rimane come per la 2009 c'erano i tool di analisi illuminotecnica nella Design e l'SDK nella Max... e diciamola tutta... se rimanessero così le differenze sarebbe quantomai ridicolo. Come se nel campo dei VFX non fosse necessario avere la possibilità di misurare l'esposizione? E nell'archviz/design perchè si dovrebbe poter rinunciare a un SDK.

Capirei se la Design fosse una versione "importa, metti i materiali/luci e renderizza" ma non lo è... c'è da sperare che la Max abbia molte altre cose in più.

Altra domanda... ma l'inserimento di tool di sculpting, retopo, painting non vi pare vada un po' contro Mudbox?

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Link, parola di Dionisio ;)

Sì l'avevo letto... ma mi pare lo stesso un controsenso.

Già in casa Autodesk i software in concorrenza si sprecano, l'utente vuole un software che faccia tutto e vuole anche le funzioni che non userà mai :P

Aspetteremo da qua a due anni di vedere cosa succederà :)

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Link, parola di Dionisio ;)

prendo spunto in questo thread per non disperdere il discorso.

quando dionisio dice

"La scelta di produrre 2 versioni è stata "PER COLPA" del mercato della visualizzazione architettonica che è in grande aumento. VIZ non serviva a niente ed era uno sprecco di risorse. Autodesk vorebbe con la versione Design verticalizzare 3ds Max"

io faccio notare che nel 2002 (anno in cui mi è toccato per caso un corso di viz al politecnico), una licenza viz costava circa 1/3 - ora non ricordo con precisione - di una attuale max design, e i tools mancanti erano ben pochi.

già allora si importavano dwg e di modellava in tutta tranquillità e con lightracer e soprattutto radiosity engine chi avesse voluto, avrebbe prodotto delle discrete immagini.

un discorso orientato alla pura visualizzazione architattonica può prevedere ad esempio una versione light di max senza pflow o integrazioni di character (bones, biped...), che sia light anche nel costo della licenza.

ora io sono contentissimo di poter accedere a nuovi strumenti di sculpting e retopo, e non essere costretto a dover piegare cuscini a sassate, ma tengo a sottolineare che con quello che paghiamo per una licenza, qui nessuno ci sta regalando niente, al massimo rendono meno amara la licenza. e questo mi sta bene.

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uhm io fino ad ora mi sono trovato bene con la 7, la 9 e la 2009

inizio a pensare che se per autocad le versioni dispari sono da evitare, con 3ds lo sono le versioni pari

staremo a vedere ^_^

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