Looks like more viewport upgrades aswell. Cant understand what use a sketch render in the viewport is.. but then I guess the arch vis lads are all over that stuff.
[ame]http://www.youtube.com/watch?v=Ynr6rUOaMnE[/ame]
The top priority of the Excalibur (XBR) initiative is to re-architect the viewport system and provide dramatic improvements in performance and visual quality. Some of the possible capabilities include support for unlimited lights, soft shadows, screen-space ambient occlusion, tone-mapping, and higher-quality transparency. You also might notice the progressive refinement of image quality without blocking changes to the scene. To achieve this we've been researching advanced scene management techniques, together with multithreaded viewport scene traversal and material evaluation, the anticipated result is a smoother, more responsive workflow.
So the nitous stuff is XBR and not nailed down 2012 features. The Unlimited lights is an interesting little bit of information. Isnt this a hallmark feature of differed rendering. Which put next to improved transparency rendering makes it all the more interesting.
Yeah, I'm downloading the latest Beta release(I think I can safely say that) right now and hope to give these new features a test-drive tonight.
Autodesk have been really listening to their communities, sometimes us here at Polycount in particular it seems, and delivering new and improved features based upon this feedback. Color me impressed. I just hope it stays this way going forward.
Cool! Max is really getting good again, it seems. For those who skipped it : 2011 has some awesome realtime hardware shadows in the viewport now, and! very, very good looking realtime AO too. Good stuff!
Now if only we could force anti aliasing in the viewport again...
Cool! Max is really getting good again, it seems. For those who skipped it : 2011 has some awesome realtime hardware shadows in the viewport now, and! very, very good looking realtime AO too. Good stuff!
Now if only we could force anti aliasing in the viewport again...
Antialiasing is already an option, at least in 2010 it is. I'm not sure if they removed it in 2011 or not.
I really wonder what this new viewport graphics system will mean towards custom shaders. I have this funny feeling that Autodesk might have built it so it doesn't behave very friendly with shaders like mine. For example, the unlimited lights, transparency sorting, etc.. all only work with their hardware display of materials...
Would like to see some beta user confirm/deny this? (how do you get into that anyway??)
New UV tools, huh! Really nice, good to see Autodesk is actually listening to feedback and not just cramming the UI with useless stuff that people hates.
Wonder what they'll add to it that will render it unusable, like that stupid menu that pops up RIGHT OVER WHAT YOU ARE TRYING TO WORK ON when you are welding verts etc.
Those features shown look cool though. I like the sketch render, looks like the Street Fighter IV intro kinda.
might be the resolution of the video but that transparency sorting looked like alpha to coverage to me. would be good to have in the viewport indeed.
now on the other hand, it's probably just me but the thought of them doing something radical like reinventing the viewport rendering makes me a bit uneasy. fingers crossed that the new system works smooth right out of the box. i wouldn't bet money on that tho...
Interestingly the viewport tech is called Nitrous, Nitrous was the name of Discreets cancelled core rebuild of max.
Nitrous was nothing more than a core. it didnt have the tooling of max. but it was insanely fast and could theoretically handle billions of polygons. I wonder if the techs developed for nitrous are being used in Excalibur.
Buddy: XBR is the next best thing, the internals are being heavily restructured. TBH i find that preferable to loosing legacy support and having to learn a new app.
for those interested there is an article featuring comments by Bobo, Kees Rijnen, and Fred Ruff (Nitrous's product designer)
Those UV tools look pretty nice, what's with the blue control handles in the 2nd UV video? It looks like some kind of real-time pelt/relax method. Looks like a dark version of the ribbon as well, woot!
I really hope the performance issues are improved, notably the UI lag introduced by the ribbon and how it affected the command panel's refresh.
Ditto with everyone about the UV functionality and UI.
Out of all 3D packages Maya has been the most comforting when it comes to UV editing. Though this should definitely make amends for the lost time and lack of TLC.
I find UVing in max, especially if you write a couple of maxscripts to streamline it a bit, to be one of the most powerful out-of-the-box solutions out there. That it's getting cleaned up is real nice.
And about the alpha sorting thing. I hope there's a way to disable that. Reason being that I use Max's "broken" alpha sorting to preview how hair alpha cards will look in the engine. The broken version in the viewport tips me off to trouble areas. If Max can do it better than my engine can, then that will cause problems.
I guess I'm one of the only ones who really did enjoy unwrapping in Max... or unwrapping in general...
Yeah Max has the best UVing tools I have used and like it so much more then Maya. Sure a script or two helps but still, its a lot better then Maya where I select a face in the UV window and all faces but that selected face disappear...yeah LOVE that about Maya...
dunno the only thing i like more about mayas unwrapping is, that its not modifier based and works just right away at any time
Agreed, if you're talking about workflow, why do we have to work with uv and vert/edge/face separately by modifier? Another annoyance is getting a separate huge window just to work on the uv with lots of buttons? I know most of you have dual monitor setup, but it's not comfortable editing uv and checking seam in the viewport in 1 monitor.
Take a look at editing uv in modo, although the tools might not be as much as in max 2012.
I don't mind unwrapping in max at all, i just thought the improvements were quite nice, however we will see Also, i need to learn some max scripting, anyone know of any basic tuts?
Not that im a current 3ds Max user, the additions looks great and all, but shouldn't the current bug fixes come before introducing more features that will likely come with there own bugs. According to there customer feedback, theres 10 pages of reported bugs that are still present. https://autodesk.uservoice.com/pages/76763-publicsmallannoyingthings?filter=recent&page=10
Not that im a current 3ds Max user, the additions looks great and all, but shouldn't the current bug fixes come before introducing more features that will likely come with there own bugs. According to there customer feedback, theres 10 pages of reported bugs that are still present. https://autodesk.uservoice.com/pages/76763-publicsmallannoyingthings?filter=recent&page=10
If you watch the XBR videos you will see that bug hunting has been number 1 priority recently. I've certainly felt a big increase in stability over the last 3 or 4 years. (the ribbon withstanding)
Cool! Max is really getting good again, it seems. For those who skipped it : 2011 has some awesome realtime hardware shadows in the viewport now, and! very, very good looking realtime AO too. Good stuff!
Now if only we could force anti aliasing in the viewport again...
Is this better than in max 2010 ?
Because in the 2010 version the viewport lighting is really nice. With soft shadows, AO etc
what i've seen of this so far looks really good. some very positive steps. it's always encouraging when large companies stop, take a step back, and actually listen to their consumer base. for a long time it's felt like autodesk were really the only kids in the playground with the tools to do what people needed, but now with a lot of open source stuff starting to make headway maybe they're realising that soon the whimpy kid on the corner might actually be stronger than he thought.
i like the idea of having a node based material editor, i think "in general" that will mean far more consistant results between max and udk for example. what i'm wondering though is the same as xoliul; what happens to custom shaders? what's the future of the 3point shader?
Yeah, it's good to see them doing all the voting stuff they are doing now. Like new features requests, annoying things, ect. I hope they actually fix/add the highest voted things to max 2012.
they wont make it into 2012. they just started that voting thing and 2012 should be out in the next few weeks - month (max tends to come out in feb/march) agree though, I've seen some pretty retarded stuff voted for though
I know they aren't decisions..... But from the ones I saw /read, people had some good suggestions to make workflow better or easier/less retarded. I know many people who want them to just start from scratch again, but that won't happen.
the smartest thing they can do is hire a fantastically talented (technical) artist to help them, instead of resorting desperate measures like surveys.
The irony is that you are exactly the kind of person they would need. Ever try contacting them to offer your services? A little 1-month trip to the Autodesk headquarters hehe, that would be sweet!
And yeah, every time a new Max is released I check if there is a way to edit the smoothed isoline cage directly, and it never happens ... meh.
Custom shaders are neglected in 2010/2011 as far as support for the new shadowing features is concerned. However, that makes sense as the important thing is to get the features in there, then implement customizability later. Whether they've actually taken it into account is another matter. 2010/2011 are making steps towards being less customizable and more forced in general. This is a terrible thing as what makes max so good is how well you can tweak it. The default setting in max are pretty much unusable across the board, and the reason why new users are turned off the app, so it's an unfortunate development.
I highly doubt that. I mentioned it to Mark already, but Autodesk just seems to keep doing this: implement features that seem fantastic at first sight, then turn out to be rotten to some degree once you get a closer look. Just think about then ribbon, the caddies and now the new viewport features. Just think about the soft shadows: they've been in for more than a year, and there is still no way whatsoever to access those with custom shaders, despite both of us notifying them about it...
Good point about them hiring a good technical artist to work with, someone that really knows what he's doing. Or even giving some experienced people from Polycount here some sort of advisor function which they actually listen to, as I hear a lot of the beta testers barely know what they're doing.
What really fucks me off about the ribbon and all the other new ui functionality is the lag. Am I alone in waiting anything up to 10 seconds to open the ribbon, a second or 2 to switch sub object level, and a the same for the caddies. Also after a couple of hours I find max grinds to a halt if the ribbon is left open.
Its got so annoying that I've begun to write mouse tools to take over from the caddies and have started making custom Quads for the Graphite tools.:poly118:
Heartless: I take it you've never done any programming :poly124:
Yeah, sorry man. I'm just being an argumentative ass. I think perhaps A&D is too top heavy to be able to rapidly develop. When you see what someone like Andrew Shpagin can do on their own it makes you wonder how things take so much time.
Replies
And some fancier pelting hmmmm...
Had nothing to do with the software, haha.
Any idea of new features there?
[ame]http://www.youtube.com/watch?v=KMwLnI6J2Z4[/ame]
Looks like more viewport upgrades aswell. Cant understand what use a sketch render in the viewport is.. but then I guess the arch vis lads are all over that stuff.
[ame]http://www.youtube.com/watch?v=Ynr6rUOaMnE[/ame]
your free to try something else. they finally seem to be listening to people, best not to complain when you get what you want.
Heres the blog entry to go with the vids.
http://area.autodesk.com/blogs/shane/sneak_peek_at_xbr_graphics_in_action
So the nitous stuff is XBR and not nailed down 2012 features. The Unlimited lights is an interesting little bit of information. Isnt this a hallmark feature of differed rendering. Which put next to improved transparency rendering makes it all the more interesting.
Autodesk have been really listening to their communities, sometimes us here at Polycount in particular it seems, and delivering new and improved features based upon this feedback. Color me impressed. I just hope it stays this way going forward.
Now if only we could force anti aliasing in the viewport again...
Antialiasing is already an option, at least in 2010 it is. I'm not sure if they removed it in 2011 or not.
Would like to see some beta user confirm/deny this? (how do you get into that anyway??)
Those features shown look cool though. I like the sketch render, looks like the Street Fighter IV intro kinda.
UV unwrapping is definitely the worst part of modelling in Max in my opinion so every try at fixing it up is awesome :thumbup:
now on the other hand, it's probably just me but the thought of them doing something radical like reinventing the viewport rendering makes me a bit uneasy. fingers crossed that the new system works smooth right out of the box. i wouldn't bet money on that tho...
Nitrous was nothing more than a core. it didnt have the tooling of max. but it was insanely fast and could theoretically handle billions of polygons. I wonder if the techs developed for nitrous are being used in Excalibur.
Buddy: XBR is the next best thing, the internals are being heavily restructured. TBH i find that preferable to loosing legacy support and having to learn a new app.
for those interested there is an article featuring comments by Bobo, Kees Rijnen, and Fred Ruff (Nitrous's product designer)
http://www.maxunderground.com/archives/011007_nitrous_putting_together_the_pieces_of_a_max_core_rewrite.html
true story.
I really hope the performance issues are improved, notably the UI lag introduced by the ribbon and how it affected the command panel's refresh.
Out of all 3D packages Maya has been the most comforting when it comes to UV editing. Though this should definitely make amends for the lost time and lack of TLC.
I guess I'm one of the only ones who really did enjoy unwrapping in Max... or unwrapping in general...
And about the alpha sorting thing. I hope there's a way to disable that. Reason being that I use Max's "broken" alpha sorting to preview how hair alpha cards will look in the engine. The broken version in the viewport tips me off to trouble areas. If Max can do it better than my engine can, then that will cause problems.
Yeah Max has the best UVing tools I have used and like it so much more then Maya. Sure a script or two helps but still, its a lot better then Maya where I select a face in the UV window and all faces but that selected face disappear...yeah LOVE that about Maya...
Take a look at editing uv in modo, although the tools might not be as much as in max 2012.
https://autodesk.uservoice.com/pages/76763-publicsmallannoyingthings?filter=recent&page=10
if they can't add TRUE perfomance in viewports for Subdivision modelling... they don't add anything good for me.
If you watch the XBR videos you will see that bug hunting has been number 1 priority recently. I've certainly felt a big increase in stability over the last 3 or 4 years. (the ribbon withstanding)
Is this better than in max 2010 ?
Because in the 2010 version the viewport lighting is really nice. With soft shadows, AO etc
what i've seen of this so far looks really good. some very positive steps. it's always encouraging when large companies stop, take a step back, and actually listen to their consumer base. for a long time it's felt like autodesk were really the only kids in the playground with the tools to do what people needed, but now with a lot of open source stuff starting to make headway maybe they're realising that soon the whimpy kid on the corner might actually be stronger than he thought.
i like the idea of having a node based material editor, i think "in general" that will mean far more consistant results between max and udk for example. what i'm wondering though is the same as xoliul; what happens to custom shaders? what's the future of the 3point shader?
The irony is that you are exactly the kind of person they would need. Ever try contacting them to offer your services? A little 1-month trip to the Autodesk headquarters hehe, that would be sweet!
And yeah, every time a new Max is released I check if there is a way to edit the smoothed isoline cage directly, and it never happens ... meh.
I highly doubt that. I mentioned it to Mark already, but Autodesk just seems to keep doing this: implement features that seem fantastic at first sight, then turn out to be rotten to some degree once you get a closer look. Just think about then ribbon, the caddies and now the new viewport features. Just think about the soft shadows: they've been in for more than a year, and there is still no way whatsoever to access those with custom shaders, despite both of us notifying them about it...
Good point about them hiring a good technical artist to work with, someone that really knows what he's doing. Or even giving some experienced people from Polycount here some sort of advisor function which they actually listen to, as I hear a lot of the beta testers barely know what they're doing.
Honestly, Autodesk. You've acquired every 3D company under the sun. It took you this long to copy and paste some of their source code to improve Max?
Hopefully the UV tools are less buggy. They've caused me a ton of crashes.
Its got so annoying that I've begun to write mouse tools to take over from the caddies and have started making custom Quads for the Graphite tools.:poly118:
Heartless: I take it you've never done any programming :poly124:
and how many of those languages let you copy and paste complex code between them and press compile?
Eld: agreed totally my issue was the 'copy and paste' idea.