* No SDK Break – Plugins compiled for Max 2020 are supported in Max 2021
Full MikkT Space Support for Normal Map
Baking -Scanline Renderer can output normal map in MikkT sapce
Rendering – Normal map in MikkT space can be rendered in Scanline Renderer
Viewport – Physical Material supports MIkkt space normal map in viewport
API – Normal bump mode is now exposed as a part of 3dsMax API
New BakingToTexture
Brand new tool for baking maps and surfaces offers streamlined workflow with full queue control
Extensive renderer support including Arnold
Error validation and compatible map filtering
Faster performance
MikkT normal map baking
Override map
Extensive renderer support including OSL and Blended Box Map
Bake element viewing in VFB while baking
New Simplifed PBR Material
Two simplified frontends to Physical Material has been added, that
are intended to mimic shading models commonly used in game engines
PBR Material (Rough/Metal)
PBR Material (Spec/Gloss)
Drag and drop downloaded PBR maps straight from Windows Explorer into the Material/Maps Browser.
OSL
New dynamic UI generation – Simple Gradient and 1-of-N supports dynamic entry
Qt based custom ui support
New HDRI Environment map – Environment shader with exposure
adjustments, ground projection mode, and separation between Background
and Environment.
New HDRI Lights – Allows using a set of HDR photos of light sources as an environment map.
New Environment/Background Switcher
New Camera/Object/Spherical Projection map
New Curve(Color), Curve(Float) map – Transform an input using a
arbitrary curves. Can be used for gradients or as a color correction
tool. Each color channel is mapped individually by the curve.
New Uber Noise map – Combines many noise functions in one. Can do
classic Perlin, Fractal, Cell as well as fBm noise and multiple flavors
of Worley noise.
New Wireframe map
New 4-Point Gradient map
New Spect/Gross to Physical map
FBX export will embed OSL code
“Version” metadata support
Proper UDIM support for AssetTracker
Paths in OSL shaders can be edited in Asset Tracker
OSL compilation at startup runs on separate thread
Fixed OIIO file lock. Bitmap files used in an OSL map can now be edited outside of 3ds Max, as the file no longer locks (PU3)
Physical Material and Arnold as Default
Physical Material and Arnold as Default
Previous defaults is still available by MAX.Legacy market default
Physical material for imported model
Support PBR Wavefront MTL extention from Exocortex for Obj import
API support for 3rd party for new default
VRayMaterial to Physical Material support
CoronaMaterial to Physical Material support
Viewport
New “HDAO” mode – gives a “tighter” AO apperance revealing smaller details.
AO (when enabled) is always on, and does not disappear while navigation
New Progressive Skylight viewport menu option can turn on/off the
progressive mode (really same as the old “Skylight as Ambient” but with
the opposite polarity of the switch and a better name)
New Progressive Skylight visible option in the Per-View Presets viewport menu dialog
New slider for the fading factor in the Per-View Presets dialog
Physical Material Coating support in the viewport
Custom Per-View Settings
Synchronize with Display Mode (PU2)
Image-based lighting (IBL) is now automatic when an environment is
added to the scene. This saves time as there is no need to add a
skylight to the scene to have to enable this feature
Roughness for physical materials is now supported in the viewport in “Realistic” mode (PU2)
improved shadows supported in “Default” lighting mode (PU2)
Floating viewports (PU1) Float up to 3 viewport windows Provides more flexibility in how you work by leveraging your multiple-monitor setup Floating viewports are fully functional and can be configured separately
Rendering
Substance plugin
QT re-write of Physical Material UI to increase performance.
New 2K UV template image(color/Grayscale)
Single click map select in Slate Material Editor
Python 3
Python 3.7 integration(3.7.5,)
Python 3 is the default. Command line is -pythonver <2|3>, and env var is ADSK_3DSMAX_PYTHON_VERSION=<2|3>
3rd party Python module compilerd with different version of compiler support
Both Python 2.7( 2.7.17) and Python 3.7 interpreters are
supported.Python 2.7 can be enabled through a command line switch or
environment variable.
PySide2 was updated to 5.12.5 for both Python2 and Python3
MAXScript global variables can be created from Python through pymxs.
New items can be added to MAXScript arrays and dictionaries directly from Python.
improved handling of passing parameters (arguments) by reference (as opposed to by value) to pymxs APIs
ability to pass functions to callbacks.addScript() as opposed to passing their names as a string
Python 3 Alert Mode (PU2) Will assist in preparing for the Python
2.7 to 3 transition. With mode enabled, users will be informed of
exactly which scripts needs to be updated. Both users and automated tool
are easily detected as warnings are logged to the MAXScript Listener,
the 3ds Max system log file (Max.log) and the console when running 3ds
Max Batch.”
New Weighted Normal Modifier
Improves the shading of models by altering the vertex normals to be
perpendicular to larger flat polygon and generates explicit normals for
meshes better and faster than ever
Area/Angle/Largest Face based
Full control over smoothing and blending values.
Hard edge detection by smoothing group/UV/edge angle
Snap to Largest Face (face aligned normals) – allows for coplanar
faces contribute to the weighting. When active it will snap the normal
to the face with the highest weight, among the faces sharing that
particular normal vector based upon the detected hard edges. This option
can be used in combination with Area and Angle weighting
Using the existing UV seams (and channel) – as an additional hard
edge detection option to generate smoothing results for weighted
normals.
New Installer
Supports online and offline installation. Simpler and faster.
Material Library installation is optional
Explicit Normal Preservation
Editable Poly – Detach to Clone, Detach to Element, Detach to Element as clone, Clone to Object, Clone to element, Attach
Edit Poly – Detach to Clone, Detach to Element, Detach to Element as Clone, Clone to Object, Clone to element, Attach
Editable Mesh – Detach to Object, Detach to Element, Clone to Object, Clone to Element
Edit Mesh -Detach to Object
XForm modifier Preserve Normals option – ensures that normals are maintained when the XForm has a negative scale.
Performance
Accelerated the data structure for AnimHandles speed up on Max
loading, scripts that deal with large scenes, interacting/loading large
scenes, working with many animatable things, etc
Modernization of TrackView utilizing new AnimHandle data structure. Faster and more stable TrackView
Speed up selection of object while TV open by caching all animatables of a scene
Improved multithreading of asset resolution on scene file load,
implemented multithreading of asset resolution on scene file save, and
disabled asset resolution on hold and autobackup
Improved selection performance with many instances
Intersectray has been reworked. Subsequent raycasts are now multithreaded and can be up to ~3x faster (depending on CPU)
Deleting helpers with many object selected faster (PU3)
Further optimization of duplicate message (PU3) The new
improvements accelerate all message propagation in Max, which should
improve overall interactive and playback speeds. This optimization gives
us many small gains (roughly 20% of message costs), so results will
vary. Should be noticeable on bigger or very complex scenes
Optimization of duplicate message (PU2) 3ds Max now avoids
sending duplicate messages to plug-ins using the 3ds Max referencing
system. This improves performance in many areas of the software,
including: Creating keys, Trackview, Slate UI, File Reset
List controller evaluation is now 15X faster with average weight on or off (PU2)
Better handling of REFMSG_CHANGE for TrackView to prevent unnecessary TrackView update caused by non-scene object (PU1)
Modeling
Improved hit detection when using Swift Loop
improved the distribution of Vertex Paint, improved the efficiency
of the calculation, and apply blending between approaches when a brush
overlaps only some of the vertices of a particular face. This should now
allow vertex painting to be applied more consistently to an object
Bitmap sampling for the Edit UV window has been multi-threaded to help improve bitmap file loading times
Fixed performance issue with Snap in scenes with Body Objects
Fixed TextPlus performance with lots of text
Improvements to selection when using backface culling, which make it
easier to select what you need and avoid accidental selections (PU2)
Editable Poly Command panel display further speed up (PU1)
Doubleclick element selection (PU1) faces, vertices, segments,
etc. Supports Editable Poly, Editable Spline, EditSpline and EditPoly
modifiers, Unwrap UVW Editor. It also supports modifier hotkeys to
add/subtract selection and works in Maya Interaction mode
Nearest Preview Selection (PU1) When SubObj preview selection is
enabled in EditPoly, the nearest edge/vertex will be highlighted and
selected when clicking. When shaded – only the front facing/visible
items will be highlighted and selected. This also disables ‘ctrl’ paint
selection behavior to avoid changing hotkey behavior in preview mode
Chamfer
The triangulation of the chamfer output has been updated to produce
better non-concave results when applied to faces with concave/co-linear
vertices.
0 segment Chamfer
Supports new Chamfer features in Edit Poly
Data Channel modifier support for Vertex weight channel(PU3)
Supports new Chamfer features in Editable Poly (PU2)
Vertex Chamfering (PU2)
Patch and Radial mitering (PU2)
By Weight chamfer amount type (PU1) allows you apply an absolute weight to an edge rather than interpolating between vertices
Chamfer Depth (PU1) can be set on a per-edge basis
Radius Bias (PU1) blends the chamfer size to the radius amount to help handle sharp corners
Data Channel modifier support for Edge Weight and Edge Depth (PU1)
ProSound
ProSound now supports 24-bit wav files.
Fixed ProSound issue causing audio to play at 50% volume after frame 100.
Removed 100 audio clip limit with ProSound.
Removed ProSound popup dialog when changing animation range.
ATF Import (PU3)
JT 10.5
CATIA V4 files created from CATIA V5-6R2019
New SketchUp Importer
Preserve Layers
Import Hidden Objects
ATF based new importer allows any version of SketchUp files to be
imported into 3ds Max, whereas the legacy importer can only import files
up to SketchUp 2014 (PU2)
Able to maintain compatibility with future versions (PU2)
New Hot Key Editor and Hot Key (PU1)
New Hotkey Editor tool replaces the Keyboard tab in the Customize User Interface dialog
Search for action by keywords or by current hotkey assignments
Clear current assignments and conflicts with undo history
Filter actions by current customization status, and by groups
Migrate legacy keyboard shortcut files without missing out on updates to the defaults
User hotkey settings are saved separately from defaults in a dedicated and accessible User Settings folder
Configuration selector allows easy and quick switching between hotkey sets
Core
OSL and AMG shaders will now also be loaded from the directory C:\ProgramData\Autodesk\ApplicationPlugins
All message boxes pause auto-backup, real-time animation playback,
and viewport refresh until dismissed, bringing consistency and
predictability to the user experience (PU2)
Decimal separator improvement (PU2) Users from various geographic
locations (geos), can now trust 3ds Max to use the decimal separator
symbol specified in their Windows regional settings when displaying
floating point numbers in the user interface.
standardized file extensions (PU1) file extension will be always lower case unless user specified
UI
Main menu bar contents no longer appear white and inconsistent with dark UI styling.
PU3 Upgrade Qt component version to 5.12.4
PU3 Restore Dialog on off desktop space in main window
PU2 Lock UI fix
PU2 Fixed spinners jumping when wrapping screen borders
PU1 Command panel multi column speed up include Editable Poly
Maxscript
Added ability to modify scripted attribute definitions during scene file load
Fixed MaxScript accessess python modules with wrongly capitalized identifiers (PU3)
Maxscript edittext support multiline (PU1)
Autocomplete for MAXScript (PU1) Autocomplete is now on by
default in the MAXScript editor. The new
generateAPIList<stringstream> MAXScript API makes it easier for
users to enable autocomplete for MAXScript in 3rd party editors.
Maxscript edittext support multiline (PU1)
Arnold
Update to Arnold 6.0.2.1.
Help isolating materials with void or invalid connected textures
Improve the material editor preview performances
MaterialX operator updated to support material assignments
New USD procedural
New string_replace operator
Supporting the physical camera’s tilt correction and lens distortion
Controllable auto-instancing on ASS procedurals
Faster procedural initialization
Reduced noise on smooth transmissive thin-walled surfaces
Autodesk analytics program available for Windows
OpenEXR updated to version 2.4.
Better animation support UI for procedural and volume
Support normal maps space and orientation parameters
Use the Arnold’s viewport API for procedural display
Arnold GPU
New AOV and Light Groups interface
Extend the Arnold Properties modifier for cameras
OSL version of the physical sun and sky shader
Export/Import materials as .ass/.mtlx files
Expose aov_write_vector.
Arnold core 5.4.0.1. (PU3)
Arnold procedural and alembic objects now have a viewport representation (PU3)
Arnold alembic object supports layer information (PU3)
You can change render settings while in ActiveShade (PU3)
shader_override node (PU3)
Baking normal and height maps is now supported (PU3)
Users from various geographic
locations (geos), can now trust 3ds Max to use the decimal separator
symbol specified in their Windows regional settings when displaying
floating point numbers in the user interface.
hahaha I never thought I'd see the day..
(and weighted normals finally.. could it be true?)
@Wesley you can use the old RTT to bake Arnold rounded corner shader(new BTT doesn't support Arnold normal baking), but the Arnold shader is broken so the workflow is a dead end - Arnold devs know about this since last year, but I doubt they'll bother fixing it any time soon.
I posted a thread about baking using RTT a while back on here.
Also, from the list above, new Osl hdr and hdr lights aren't fully supported with Arnold GPU, and the progressive shadow slider is a hacky workaround(can't believe this is being marketed as a feature) to lessen the light/shadow flickering nightmare that is inherent in Max's viewport. Devs have no control over the ancient Microsoft shader compiler) The viewport looks decent now, but it's hacked together.
OSL on GPU renderer issue is fundamental issue of OSL being CPU based. Each GPU working renderer dev's are on solution for this. But, AFAIK, no one has complete solution yet.
Progressive shadow has nothing to do with Microsoft compiler.
@gandhics come on, Changsoo, you know what I'm talking about. The microsoft compiler(which Zap said he can do nothing about) is a massive issue when compounded with all that light/shadow flickering. It ruins the whole experience. He even said that it's all hacked together from 'legacy code archaeology' Nitrous is not future-proofed at all. This is like putting xmas decorations on a 10 year old xmas tree.
@guitarguy00 No, they haven't. I doubt they ever will. It was raised, I was told it was hard coded, end of story. This completely broken implementation is actually still marketed as a feature.
@guitarguy00 No, they haven't. I doubt they ever will. It was raised, I was told it was hard coded, end of story. This completely broken implementation is actually still marketed as a feature.
Ohhh man lol. So much faster using left click to navigate the camera instead of middle mouse button. Thanks for the confirmation, least this way I won't expect it to change ever lol.
@gandhics come on, Changsoo, you know what I'm talking about. The microsoft compiler(which Zap said he can do nothing about) is a massive issue when compounded with all that light/shadow flickering. It ruins the whole experience. He even said that it's all hacked together from 'legacy code archaeology' Nitrous is not future-proofed at all. This is like putting xmas decorations on a 10 year old xmas tree.
I'll ask dev. But, the compiler issue was OSL > HLSL comversion.
Yeah the HLSL is the compiled version of the OSL in order to get it to show in the OGS viewports. Acronym attack!
It doesn't have anything to do with the lighting. That is being generated from the HDRI environment because it's sampling different points of it over time. If you set the slider to the left, it looks flickery because it's calculating the points as fast as it can to get you the result as quick as possible. I personally like it to fade in more gradually, so I set the slider about the half way point.
I'm not saying the lighting has anything to do with the compiler, I'm saying that the overall experience of the shadow/light flickering and the long/checkerboard compiling is painful. I think we all know that Zap is doing his very best, but is also being forced to hack these things together(by his own admission) Behind all this there is still a legacy skylight and an ancient compiler that Zap has no control over.
Yeah you are talking about the HLSL compiler I guess. The OSL shaders compiling is happening when you see checkerboards. As for the skylight and lighting, I find it much better in this release. I always switched back to standard before 2021, but I really like the new changes, and that is my personal opinion. All that said, things are always changing
The AO shader for example is not the old shader. Better quality and not a progressive effect. You play your animations and it's always on.
@coven Any details you can share on the boolean improvements AD is working on (read an article saying the Max team intends to converge/streamline the boolean tools somehow)? I'm hoping we'll be seeing something like Keyhydras Lazercut built into Max at some point, but the stuff I read wasn't specific enough to get too excited for.
@PolyHertz I don’t have the details yet. But I think that Lazercut will benefit of the researches and dev from Autodesk crew. They are more on the systems and robustness. While we are working on ultra effective user experience. We should benefit from each other.
So I tried 2021 for the first time today, viewport lag was about a gazillion times worse than 2020, closed it again without even checking out the weighted normals modifier.
Meh
EDIT: So it seems Autodesk giveth, and Autodesk taketh away ..
Issue: Animation playback performance may be reduced when MikkT normal bump mode is enabled. Workaround: Enable 3ds Max native normal bump mode. MAXX-56175
Though I didn't have the impression it was limited to animation, but also selection/deselection etc
Looks like 3d max has been caught up with Blender finally. Well, almost. There is still no data transfer modifier to transfer/fix UV and normals to lods, no quick/easy bevel baking and no same easy shrink-wrap modifier without going deep into its MCG which only aliens are able to comprehend really.
Looks like 3d max has been caught up with Blender finally.
Not at all in terms of the viewport. What's been shown is far from the reality. EEVEE is still far superior, visually. Max Nitrous viewport is pretty old tech and is locked into the ancient and slow Microsoft compiler(which according to the main dev of all this work is entirely reliant on this MS compiler which Adesk have zero control over) I just spent a whole day yesterday trying to set up a PBR asset in Max 2021 and it was an absolute nightmare(I'm on beta so have seen this viewport initiative all the way through) It is still very much a beta and shouldn't have been released. Arnold lights are also still broken in the VP too. Don't let the promo fool you, the reality is a lot different. The difference in quality between Nitrous and EEVEE is still significant.
I am kind of surprised that it is so difficult to get a PBR viewport in. Everybody and their dogs have been making the switch, from what I've seen quite seamlessly ..
I will say though, the normals look good for once!
@musashidan I can see that you are still in default shading in max viewport. Did you tried : « Highquality » shading ? That is the way it should work. Also if you use OSL node with alpha in diffuse, the alpha will be added (That is a bug reported by me, should be fixed in 2021.1)
@Cathodeus Hey Massimo, you're getting confused. Standard/High Quality mode is not in the shading dropdown, it's in the one in the middle.
According to your screen grab, you are in User Defined mode.
Come on, Changsoo, you know perfectly well that user-defined is just a customised standard/high quality VP - in this case HQ. You also know perfectly well just by looking at the image that it isn't set to standard. Also, you're part of the discussion thread that these images are on in the beta forums so you know exactly what's going on here. Puzzling that you would pretend otherwise?
well something new that has been bugging me since the shortcut menu change, is the hotkey editor and scripts not showing up in the category column. I have a script that I am sure alot are familiar with. Pivot Tools that allow you to create a shortcut for toggling pivot centers for transform coordinates. Does anyone please have a solution? I know it is a simple category to group thing, but I know nothing about scripting.
I can post the script here or even supply it to anyone willing to take a look...
That said, I'm pretty happy with 2021, the only thing that is still annoying is the wrong shading for polygons IMO. It always seems faceted looking like it is all triangles even when in edit poly mode. the only solution I found was to switch drivers to dx9...
Cathodeus that kind of video at first looks helpful, but it's actually complete bullshit. Who knows what settings they used. And the render times are insane. No realtime viewport takes that long to render a regular PBR asset. they must have hit Render with a capital R.
Bleh, show me each of those with regular white/gray/chrome calibration balls instead.
That said, I'm pretty happy with 2021, the only thing that is still annoying is the wrong shading for polygons IMO. It always seems faceted looking like it is all triangles even when in edit poly mode. the only solution I found was to switch drivers to dx9...
Hey Arias, if you are working with a model with no smoothing groups, there is a Model assist mode under the fourth viewport menu [Default Shading]. Does that do what you want?
Wich Render time do you talk about ? In the shared video there is none rendertime. It is supposed to be viewport comparaison so no rendertime ... Did we watched the same video ?
I've been part of the PBR move at EA and our R&D departement at that time tested all renderer and i know that PBR itself is bullshit ... Every company, or renderer do have his own interpretation of PBR ... It is pure approximation still.
The purpose of that video show that at least user can have good result. In all viewports. In my case i rely only on our own Game engine final result. So I still need to tweak the maps anyway and i will not rely on DCC results. As long as the render is okeyish i'm fine. What Danny reported can be improved, i agree.
The max viewport is definitly better and from none previz i now have previz and that's cool !
If you fell to do the Balls comparaison do it. My friend from R&D departement at EA Criterion did it for all renderer of the market. I saw all results. I will be happy to see the Max and Blender comparaison [that is the only i didn't saw didn't existed at that time].
@Eric Chadwick You're right, this video shows nothing of the pain involved in working in 2021 and all the issues involved, that I mentioned above. I saw that video comparison last week and had to laugh. The reality is that it's a nightmare. It is still a beta with hacks and is stuck with that awful Microsoft compiler. The practicalities and UX is nowhere near as pleasant or artist-friendly as working in Blender EEVEE.
@Arias, as far as I can tell no thought was given for custom scripts in the new Hotkey editor. You just have to dig through the list and find it manually.
Try opening the script within Max's Maxscript editor and look at the name/category at the very beginning of the script and search for that in the hotkey editor.
I've been part of the PBR move at EA and our R&D departement at that time tested all renderer and i know that PBR itself is bullshit ... Every company, or renderer do have his own interpretation of PBR ... It is pure approximation still.
What it's become popular to call 'PBR' is just the implementation of the Disney shading model. Every renderer is different because the GGX microsurface/shading is slightly different(this is the reason people are excited about MaterialX) It's like any opensource implementation into the various programs, slightly different. Yes, of course the 'science' behind 'PBR' is flawed. The metallic property is a complete hack, but it's the best thing we have and is a whole lot better than the previous generation of shading/lighting we had in real-time rendering.
@musashidan I tried what you said, but that did not work, BUT I somehow by accident made it work this way. (I really am not a scriptor at all, but got lucky) Look at this script below, feel free to use. It was a copy and paste from an old script that had no author that I could find online. So props to whoever did this back way back when.
Just save the script out as whatever name suits you, reopen max, open hotkey editor and look in the Pivot Tools category (that was the same name as the original script)
macroScript UseToggle category:"Pivot Tools" tooltip:"Toggle through the 3 different coordinate modes"
Replies
Baking normals
https://www.youtube.com/watch?v=-SMLc0od_5Y
Bake to texture, from box map
https://www.youtube.com/watch?v=W7hAXK5ceDQ
Baking vertex color and mesh data
https://www.youtube.com/watch?v=GELF_HSbzD0
Baking Arnold lighting
https://www.youtube.com/watch?v=wyQPTExvmME
Baking PBR Shaders
https://www.youtube.com/watch?v=2IhYmRsKZ4Q
Autodesk is not good at marketing. 🙄
I posted a thread about baking using RTT a while back on here.
Also, from the list above, new Osl hdr and hdr lights aren't fully supported with Arnold GPU, and the progressive shadow slider is a hacky workaround(can't believe this is being marketed as a feature) to lessen the light/shadow flickering nightmare that is inherent in Max's viewport. Devs have no control over the ancient Microsoft shader compiler) The viewport looks decent now, but it's hacked together.
Progressive shadow has nothing to do with Microsoft compiler.
https://polycount.com/discussion/comment/2692894#Comment_2692894
Ohhh man lol. So much faster using left click to navigate the camera instead of middle mouse button. Thanks for the confirmation, least this way I won't expect it to change ever lol.
It doesn't have anything to do with the lighting. That is being generated from the HDRI environment because it's sampling different points of it over time. If you set the slider to the left, it looks flickery because it's calculating the points as fast as it can to get you the result as quick as possible. I personally like it to fade in more gradually, so I set the slider about the half way point.
Behind all this there is still a legacy skylight and an ancient compiler that Zap has no control over.
The AO shader for example is not the old shader. Better quality and not a progressive effect. You play your animations and it's always on.
Though I didn't have the impression it was limited to animation, but also selection/deselection etc
Nitrous Max 2021
EEVEE
@Cathodeus Hey Massimo, you're getting confused. Standard/High Quality mode is not in the shading dropdown, it's in the one in the middle.
Also, you're part of the discussion thread that these images are on in the beta forums so you know exactly what's going on here. Puzzling that you would pretend otherwise?
I can post the script here or even supply it to anyone willing to take a look...
That said, I'm pretty happy with 2021, the only thing that is still annoying is the wrong shading for polygons IMO. It always seems faceted looking like it is all triangles even when in edit poly mode. the only solution I found was to switch drivers to dx9...
Bleh, show me each of those with regular white/gray/chrome calibration balls instead.
Wich Render time do you talk about ? In the shared video there is none rendertime. It is supposed to be viewport comparaison so no rendertime ... Did we watched the same video ?
I've been part of the PBR move at EA and our R&D departement at that time tested all renderer and i know that PBR itself is bullshit ... Every company, or renderer do have his own interpretation of PBR ... It is pure approximation still.
The purpose of that video show that at least user can have good result. In all viewports. In my case i rely only on our own Game engine final result. So I still need to tweak the maps anyway and i will not rely on DCC results. As long as the render is okeyish i'm fine. What Danny reported can be improved, i agree.
The max viewport is definitly better and from none previz i now have previz and that's cool !
If you fell to do the Balls comparaison do it. My friend from R&D departement at EA Criterion did it for all renderer of the market. I saw all results. I will be happy to see the Max and Blender comparaison [that is the only i didn't saw didn't existed at that time].
Try opening the script within Max's Maxscript editor and look at the name/category at the very beginning of the script and search for that in the hotkey editor.
Unreal
Test 1 - Under 1 Minute
Test 2 - Under 1 Minute (with DOF)
Test 3 - 7 Minutes
3DS Max
Test 1 - 8 Minutes
Test 2 - 24 Minutes (with DOF)
Test 3 - 13 Minutes
Blender
Test 1 - 9 to 10 Minutes
Test 2 - 7 Minutes (with DOF)
Test 3 - 39 Minutes
Modo
Test 1 - 4 Minutes
Test 2 - 15 Minutes (no support for DOF)
Test 3 - 5 Minutes
It's like any opensource implementation into the various programs, slightly different. Yes, of course the 'science' behind 'PBR' is flawed. The metallic property is a complete hack, but it's the best thing we have and is a whole lot better than the previous generation of shading/lighting we had in real-time rendering.
Just save the script out as whatever name suits you, reopen max, open hotkey editor and look in the Pivot Tools category (that was the same name as the original script)