Re: OT: Max 2009 features...

Date : Thu, 03 Apr 2008 16:40:04 +0200
To : XSI(at)Softimage.COM
From : "Stefan Kubicek" <xsi(at)tidbit-images.com>
Subject : Re: OT: Max 2009 features...
I think it comes down to the fact that it's simply cheaper to implement third party software improvements
(e.g. a new mental ray version or shaders) than developing everything from scratch.
XSI benefits from this as well extensively through Shave, Mental Ray and Syflex.


What I like in 2009 though is the Help Center search function, which ties many sources of help together.
Also, I like the concept of relaxing the UV's by keeping the button pressed until it looks right, instead of having to crank some spinner up and down for iterations and hitting a "Relax" button several times, and then still not quite hitting the desired end result. Eliminates the guesswork.


Commercial spline mapping solutions exist for quite some time, e.g. Texture Layers from www.mankua.com for 3dsmax.

As far as open ends are concerned: Max is definitely the worst example overall (It started stagnating with Version 3 imho), but even XSI shows some signs of this.

e.g. Cloth and Hair solvers "don't know each other", the same goes for fluids and rigid bodies. Now this is surely
more a technical problem rather than a design problem on which both Houdini and Maya have their own take, and apparently available middleware that's capable of that (PhysX) doesn't seem to cut for high end packages..


We have two cloth solvers in XSI. The standard version, and Syflex.
There are 2 ways to achieve soft bodies: Syflex and the old built in version.
None of them interacts with any of the other dynamics stuff like rigid bodies or fluids. (see above)


There is no central facility for handling rc or pulldown menu contents and layout. Plugins tell the registrar at load time in which menu they want to appear and that's it. No easy/user friendly way of reorganising those that I know of.
In Max you can completely customize the UI, pull down and quad menu entries with a simple drag and drop UI tool, which beats the crap out of XSI & Maya in this regard (don't know about Houdini and C4D).


Small UI inconsistencies: The left command panel has bitmap buttons to switch between Weight Paint tools, Main Tools, Palette and Scripting tools. The MCP has tabs with text instead, which looks much tidier. (ok, that's probably a bit pedantic, but it simply doesn't look consistent, and the Icons (especially the Palette icon) seem to suffer from JPG artefacts).

We're in version 6.5 now and the sculpting tools ("painting" deformations) are a joke.
Primitives don't create a default UV layout. Ok, that's no big deal with most, but you tell me how to parametrically map a torus with the given toolset. Yeah, you can create another nurbs torus and GATOR the hell out of it, but...you have to do it.


Other than that: I Love it :-)

Stef




Raffaele Fragapane wrote:

Looking into the release, thereÂs lots of mR functionality
implemented. This seems to become the biggest chunk of updates
with any of the major 3Dapp licensees. This is either because
there is nothing else to be developed (I doubt that) or because
implementing the latest mR version and keeping track of itÂs
changes takes more and more time in the development cycle,
leaving not much room to actually implement other new features.

The splineUV thing is also something a smart guy released for
Maya (using a NURBS surfaces as input) a while back, might
even have transfered over from the Maya Bonus tools, concept-wise.

*The IES lightprofile stuff and viewport display is still great.

*Softselections are about time, the implementation seems nice.


In general, regardless of the 3D app IÂm looking at, IÂd find it about time the developers find the strenght to consolidate existing functionality, update and weeding out where neccessary.

Otherwise, with age, there comes an increased risk of bogging
down and falling flat on your face...especially if thereÂs all
sorts of open ends, nuissances and whatnot building up slowly...

Cheers

tim




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