Didn't need a new thread about this video since we already know all of this... but you guys did a good job, listened to the complaints and stuff and really delivered. Hopefully no setbacks for the release dates
Didn't need a new thread about this video since we already know all of this... but you guys did a good job, listened to the complaints and stuff and really delivered. Hopefully no setbacks for the release dates
re: skinning
There were no performance improvements there. We're researching some things as we speak - but don't have expectations this is improved in 2012.
Yea that's a great video and matches my experience with it. The realistic lighting is really accurate to the point when I'm laying out the lighting for an environment I'm not rendering the scene after every tweak, it's saving a bunch of time.
As for the skinned mesh deformation speed, for me there is a slight noticeable improvement but that quickly disappears if the scene gets heavy or the number of frames in the timebar is more than 100, or the curve editor is open, so I'm still stuck rendering previews like I've always done.
Speaking of previewing frames, it would be in credibly helpful if max showed render previews in ram player and allowed it to scrub back and forth through frame by frame. The default preview option "media player" is horrible at this, so is quicktime which max won't use. If we can't get a decent viewport speed on meshes at least give us a quick playback option with the features we need...
I'm using max 2010, too. It's been frustrating, I've been making a scene over the past week, and the slowness has absolutely killed me. Making morphs was a pain the ass. But if that video in the first link is any indicator, I might be moving to 2011 soon. I got the demo for 2011, and that was just plain awful. I hated what they did with the material editor too (not saying it was"bad" just I hated it)
So thanks for the link, I'll be getting the demo when I can, and checking performance.
I'm using max 2010, too. It's been frustrating, I've been making a scene over the past week, and the slowness has absolutely killed me. Making morphs was a pain the ass. But if that video in the first link is any indicator, I might be moving to 2011 soon. I got the demo for 2011, and that was just plain awful. I hated what they did with the material editor too (not saying it was"bad" just I hated it)
So thanks for the link, I'll be getting the demo when I can, and checking performance.
Aparently Grant will also give out his scene so we can compare the older versions for ourselves .
re: skinning
There were no performance improvements there. We're researching some things as we speak - but don't have expectations this is improved in 2012.
Cheers Ken, I think that performance increase is more than enough to keep me happy for some time
[HP] That drives me nuts aswell. I get this with the ribbon, caddies and the scene explorer. I find myself not using them anymore because i got so sick of how slow they were. Aparently these things are 'Just in time compiled' so they compile on demand as you load them. I cant imagine how thats a good thing from a user perspective
Wonder how long it'll take for MassFX to become a full solution in addition to the rigid bodies it can do right now. Also is it GPU accelerated PhysX or a CPU only solution?
re: perna
Go ahead and rip. We don't want everyone thinking this release is too good to be true. It has some warts too.
re: mRigids
Is not currently GPU accelerated. Nvidia is showing a public demo of GPU accelerated PhysX solver, but we haven't announced any plans around this (nor are we likely to announce anything).
re: mRigids
We are in a long-term joint development effort with Nvidia, so go ahead and get that GPU...
BTW, one of the beta users created like 25,000 spheres and simulated them bouncing in a box sort of like you'd expect from a fluid. It took 1+ hr to solve the animation, but the fact you could do it with 25K objects in the max viewport is promising.
Yeah Its really frustraiting ;p Everyone says its so awesome and mortals have to wait till April (thats what i heard might be mistaken). I hope that thx to performance AND UVW improvements I won't need to use modo for uving...Much love for modo , hate changing apps though.
Ahh thanks for that I forgot you guys set that up.
So far it hasn't been suggested other than "quicktime support". So I submitted it and the response has been the typical response when the issue is raised "do these hack fix work around things, that really don't work, oh and don't expect it to work as needed out of the box"
Yeah, it looks very promising, I have downloaded the trial and reinstalled windows so I got a good clear platform to start from. Going to be interesting to see how it is, since I have been sticking with Max 9 because 2010 just was a laggy pain to work with. Same with Photoshop, the newer versions is just getting way to heavy to work with, hope they come out with a proper 2012 version as well.
re: mac
Which virtualization sw do you use and why does it suck? Parallel's seems to be doing a pretty good job with their latest sw.
Using parllels.. It does do a great job in allowing me to use max, but it is not native. Plus when trying to use it with unity in the Mac there is always an extra step of getting it from the vm to the host computer and not unity.
With a native version of max, I can just save and see my changes live in unity
Wow all those advanced features, but alas NO FILLET! all I wanna do is be able to select edges and add a fillet of a size i choose, and even edges that blend from one radius to another. The chanfer don't cut it. Anyone use the nPower plug in? is it any good? What is the resulting mesh like? is it quads? etc....
Replies
There were no performance improvements there. We're researching some things as we speak - but don't have expectations this is improved in 2012.
As for the skinned mesh deformation speed, for me there is a slight noticeable improvement but that quickly disappears if the scene gets heavy or the number of frames in the timebar is more than 100, or the curve editor is open, so I'm still stuck rendering previews like I've always done.
Speaking of previewing frames, it would be in credibly helpful if max showed render previews in ram player and allowed it to scrub back and forth through frame by frame. The default preview option "media player" is horrible at this, so is quicktime which max won't use. If we can't get a decent viewport speed on meshes at least give us a quick playback option with the features we need...
So thanks for the link, I'll be getting the demo when I can, and checking performance.
Aparently Grant will also give out his scene so we can compare the older versions for ourselves .
Cheers Ken, I think that performance increase is more than enough to keep me happy for some time
[HP] That drives me nuts aswell. I get this with the ribbon, caddies and the scene explorer. I find myself not using them anymore because i got so sick of how slow they were. Aparently these things are 'Just in time compiled' so they compile on demand as you load them. I cant imagine how thats a good thing from a user perspective
Go ahead and rip. We don't want everyone thinking this release is too good to be true. It has some warts too.
re: mRigids
Is not currently GPU accelerated. Nvidia is showing a public demo of GPU accelerated PhysX solver, but we haven't announced any plans around this (nor are we likely to announce anything).
MassFX is looking to be fantastic though, so hats off to the team on that.
We are in a long-term joint development effort with Nvidia, so go ahead and get that GPU...
BTW, one of the beta users created like 25,000 spheres and simulated them bouncing in a box sort of like you'd expect from a fluid. It took 1+ hr to solve the animation, but the fact you could do it with 25K objects in the max viewport is promising.
http://draster.com/component/page,shop.product_details/flypage,software-flypage/product_id,18/option,com_virtuemart/
It will make it a little easier for you.
Yeah Its really frustraiting ;p Everyone says its so awesome and mortals have to wait till April (thats what i heard might be mistaken). I hope that thx to performance AND UVW improvements I won't need to use modo for uving...Much love for modo , hate changing apps though.
Which virtualization sw do you use and why does it suck? Parallel's seems to be doing a pretty good job with their latest sw.
So far it hasn't been suggested other than "quicktime support". So I submitted it and the response has been the typical response when the issue is raised "do these hack fix work around things, that really don't work, oh and don't expect it to work as needed out of the box"
If you want pre-frame scrubbing back and forth out of the box without hack fixes and crazy work arounds, give it a vote.
https://autodesk.uservoice.com/forums/80695-publicgeneralfeaturerequests/suggestions/1681877-better-animation-preview-playback?ref=title
YES! Grabbing it now.
Once you get it, it might be helpful to review our write up on what's new.
/shameless plug
http://www.polycount.com/2011/03/01/3dsmax-2012-thoughts-and-impressions/#more-5584
With a native version of max, I can just save and see my changes live in unity