New - Smart Extrude Adjacent faces are completely rebuilt and stitched together, matching the final visual output. No more need for time-consuming repairs on hidden faces or other geometric data resulting from extrusions.Selection Improvements Loop and ring selection is now more intuitive at various component levels. Hold Ctrl and click to add loops and limited loops. Hold Alt and click to remove loops and limited loops.New - Spline Chamfer Modifier Procedural chamfer on spline sd s modifier Use Stack Selection, Limit Effect optionsNew - Bitmap Random Tiling OSL Map Looks
up a bitmap from UV coordinates and modifies each repetition so tiling
is not evident. The shader has a mode to properly transform normal maps.
It outputs the modified UV so it can be hooked up to other Bitmap
Lookup shaders so you can apply the identical randomness, in addition,
it outputs the Random Index itself to drive downstream synchronized
modifications.New - PBR Mixer OSL Map Mixes all parameters for two sets of PBR materials.New - 1 of N (filename) OSL Map Picks one of the numerous inputs.New - Scale (color) / Scale (vector) OSL Map Multiplies a color/vector by a floatNew - MultiMixer (color)/Mix (color) / Mix (vector) OSL Map Mixes many pairs of color inputs driven by a single Mix input.New - Wireframe Creates a wireframe with a fixed width relative to rendered pixels, with a square every 1x1 unit square in UV space.Random By Index(Color) OSL Map - New Randomize Per component optionCurve OSL Map - New UV input mode optionMultithreaded Push modifier - My persona test showing 1500% speed up.New - executeScriptFile() function for Maxscript.Improved Bake to Texture map list UI.Improved zoom extents behavior for perspective viewportsFaster loading scenes with many deep OSL shading trees.A warning is displayed when collecting more than 10 materials from the scene in SME.Render
Message window - The Render message window has been redesigned to have a
QT interface with a new color scheme, copy and paste is easier and you
now have the option on whether to enable auto-scroll or not.Fixed a crash in a CAT Parent object when pressing the time warp button.Fixed the buttons to open Curve Editors for a CAT Layer displaying empty curve editors (no keys or curves). 2021.2 Helphttps://help.autodesk.com/view/3DSMAX/2021/ENU/?guid=GUID-263FADB9-DC7A-4B87-BACE-8D47280418EE2021.2 Fix listhttps://help.autodesk.com/view/3DSMAX/2021/ENU/?guid=3dsMax_ReleaseNotes_updates_2021_2_html
Yeah, cool indeed. And looks more reliable than Blender one. I use https://github.com/capnm/b8ExtrudePull Works in 2.8 but you have to clean redundant edges and vertexes after it.
I won't say anything about MCG at this moment. You could find out about things going on if you look at the roadmap or join beta. For DCM, we are still developing it. We added additional channels that it can digest recently with the edge weights and edge depth.
I won't say anything about MCG at this moment. You could find out about things going on if you look at the roadmap or join beta. For DCM, we are still developing it. We added additional channels that it can digest recently with the edge weights and edge depth.
Did I hear someone whisper "Bifrost" from the corner of the room? Have heard good things from the Maya people, don't really know what Bifrost encompasses really. I figured it was more of a focused houdini for liquids/fire etc.
Did I hear someone whisper "Bifrost" from the corner of the room? Have heard good things from the Maya people, don't really know what Bifrost encompasses really. I figured it was more of a focused houdini for liquids/fire etc.
And thanks for the reply!
Bifrost is "just" visual programming. You can do everything with it form rigging to modeling to world building. For now its only for FX, yes. Does take some more years until we see procedural modeling with Bifrost.
Yes the max version is best. And react in expected manner. Couldn’t meet a case where is doesn’t work yet. (Except the tunnels but it is known). Congratulations 🍾
@Martin I can see one case where it could be problematic. Low poly Modeling : Sometime in order to reduce the amount off poly we can extrude a long poly from one side of an object to the other side while passing trough some other stuffs. In this case we don't want the algorithm to clip the interpenetration as it would be counter optimal [more geometry].
At least here in our pipeline [where we really push optimisations, level of details, etc ...].
Edited : Realised that the case isn't covered maybe 'yet'
As someone already suggested already a couple of ways to improve the already great smart extrude of Max the most popular is for the negative extrusion to produce holes instead of currently flipped polygons and bad geometry.
Replies
They are very handy. It's cool to see this kind of things in Max.
This is me trying the feature. Try with Blender if you can do all of these.
And thanks for the reply!
Here is Smart Extrude in conjunction with working pivot.
For now its only for FX, yes. Does take some more years until we see procedural modeling with Bifrost.
Did a little test yesterday. Just as an inspiration.
https://youtu.be/109LnXiEQV8
At least here in our pipeline [where we really push optimisations, level of details, etc ...].
Edited : Realised that the case isn't covered maybe 'yet'
You can vote here on this idea : Smart Extrusion - negative direction make holes! - Autodesk Community
Anyone interested in the Smart Extrude, we'd love to have you on beta.