There is some way to edit a mesh in 3ds max with weighted normals, without breaking the normals that have already been edited. The normals are broken as soon as you cut the mesh or add an edit poly in the list of modifiers.
We have done a lot of work in the recent versions to retain explicit normals. Can you explain what is causing you to lose your normal data? Also, we have a weighted normals modifier included in Max now.
In Max 2021.2 Edit Poly keeps normals, and lots of other modifiers were updated to not break normals
It's worth upgrading for the following...
1. New Bake to Texture tool in the Utility Panel. 2. New Shift Drag extrude functionality. (Ctrl + Shift for the old clone behavior.) 3. Weighted Normals. Just keep it at the top and don't worry about setting normals anymore. 4. PBR Material - It's a simplified version of the Physical Material with only common game engine features.
over on cgsoc mxs seg there a thread on this... with scripts. The principle is to copy the normals into a map channel, edit the mesh and restore the normals from the map channel and rely on the interpolation.
There are a variety of MCG's with conform / shrinkwrap functions.. though my success has been mixed.
yeah, that's why I mentioned MCG. But it's even more convoluted than Houdini. Probably a reason why nobody use it really .
Kind of same story as with shader FX. I loved it it ones it was a 3d party plugin. Simple like 2x2 and instantly understandable with lots of ready examples.
After Autodesk implementation it became almost unusable. I switched to Blender shader node editor for any shader prototyping job ( to share ideas with our HLSL programmer ) and it's like a breath of fresh air.
Kind of same story as with shader FX. I loved it it ones it was a 3d party plugin. Simple like 2x2 and instantly understandable with lots of ready examples.
After Autodesk implementation it became almost unusable. I switched to Blender shader node editor for any shader prototyping job ( to share ideas with our HLSL programmer ) and it's like a breath of fresh air.
I was using ShaderFX recently (in Max 2021) since it's the only way I've found (other then using legacy drivers) to get unfiltered textures in Max. Feels / Looks totally abandoned. Can't even tell what check boxes are checked in the nodes properties due to how buggy its UI is. -_-
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It's worth upgrading for the following...
1. New Bake to Texture tool in the Utility Panel.
2. New Shift Drag extrude functionality. (Ctrl + Shift for the old clone behavior.)
3. Weighted Normals. Just keep it at the top and don't worry about setting normals anymore.
4. PBR Material - It's a simplified version of the Physical Material with only common game engine features.
Cool. Thanks gandhics. Is it something new in 2021 too? Where it is in Max?