3DS MAX Design
Project Helix, Point Cloud Tools for Autodesk® 3ds Max® 2010
Jul 14th
I am pleased to announce the first Autodesk Labs project for 3ds Max, a technology preview enabling display and rendering of 3D laser scanning/LiDAR data sets with Autodesk® 3ds Max® 2010 & 2011 and Autodesk® 3ds Max® Design 2010 & 2011. With the 3ds Max Point Cloud Tools you can import reference data that has been captured from various 3D scanning devices and use as a snapping reference for modeling workflows, or simply apply a material and render the point cloud using the mental ray renderer. We anticipate seeing a wide variety of use cases for this technology preview and have already seen users load up to 1 billion points within the viewport.
The Point Cloud Tools for 3ds Max and 3ds Max Design allows you to:
- Import .PTS format point cloud data into 3ds Max or 3ds Max Design scenes (release 2010 & 2011)
- Display the point cloud data in the 3ds Max viewport with a variety of rendering options and levels of detail
- Render point clouds using the mental ray rendering option
- Slice point clouds into pieces using geometric display volumes
- Export multiple clouds or parts of clouds to a new .PTS files
- Snap to specific points within the data
- Render with shadows for quick shadow studies
- Apply materials or projection map images onto the point cloud data
- Display captured per point color in viewport
- Independent LOD control for viewport and render settings
Working with 3D point cloud data is very memory intensive, we recommend at a minimum Win 7, 64bit, 8GB RAM, and a 64bit version of 3ds Max. Stability problems will increase on lower spec systems and the amount of data you can work with is dependent upon the amount of RAM in the system. Although there are a number of very functional features in the technology preview, it has not been widely tested on a range of hardware and configurations.
Stereoscopic Rendering
Jun 10th
Here is a stereoscopic render I did for a lake cabin. You’ll of coarse need a pair of stereo red/cyan glasses to enjoy the 3rd dimension.
Stereoscopy, stereoscopic imaging or 3-D (three-dimensional) imaging is any technique capable of recording three-dimensional visual information or creating the illusion of depth in an image. The illusion of depth in a photograph, movie, or other two-dimensional image is created by presenting a slightly different image to each eye. Many 3D displays use this method to convey images. It was first invented by Sir Charles Wheatstone in 1838. Stereoscopy is used in photogrammetry and also for entertainment through the production of stereograms. Stereoscopy is useful in viewing images rendered from large multi-dimensional data sets such as are produced by experimental data. Modern industrial three dimensional photography may use 3D scanners to detect and record 3 dimensional information. The 3 dimensional depth information can be reconstructed from two images using a computer by corresponding the pixels in the left and right images. Solving the Correspondence problem in the field of Computer Vision aims to create meaningful depth information from two images.
Traditional stereoscopic photography consists of creating a 3-D illusion starting from a pair of 2-D images. The easiest way to create depth perception in the brain is to provide to the eyes of the viewer two different images, representing two perspectives of the same object, with a minor deviation similar to the perspectives that both eyes naturally receive in binocular vision.
3ds Max Advanced Modeling
Jun 9th
I just attended the 3ds Max Advanced Modeling (live from Spine3D in USA) webinar and it was very good and informative.
3DATS, CGarchitect & Spine 3D have come together to form CGschool.
CGschool provides high quality training solutions for design visualization professionals. Our products and services include customized training, 3D design consultation, training books and DVDs, as well as some of the best content available in the visualization industry.
Lake Cabin Illustration
Jun 3rd
Here is a lake cabin illustration that I just completed. The model was created in 3DS MAX Design 2011 and rendered using the V-Ray render engine. If you have any technical question feel free to post them here.
Composition is one of the most misunderstood concepts in any form of artwork. It has been said that you can be the greatest painter in the world, but if you don’t know how to compose properly, your painting will fall apart and the same goes for digital art/illustrations/renders.
Like all illustrations of mine, this one started off in my head. First I decide what would make this image special and I decide on a focal point. These cabins are on a lake, very close to the water, and have windows and a deck facing the South. I like to play with contrast so I typically place my camera about 45 degrees from my light source (in plan), with the focal point being in the light. Since the cabins are on the lake facing South I know that you would see the sunrise so I took advantage of the glass on the sliding windows. I chose the sunrise in the reflection as my focal point.
To bring the viewers eye to my focal point (composition is really about moving the viewer’s eye) I placed the boat in the foreground, pointing towards my focal point. The boat was tipped slightly away from the camera so it wouldn’t bring so much attention to itself. I used yellow on the boat to help the viewer up into the image knowing the eye associates colors and the sunrise in the reflection is yellow too. The focal point is also 1/3 to the left of center and about 1/3 below center, which is were the eye is naturally drawn to in an image. I usually have my horizon lower, but I wanted at least as much blue water as blue sky (the water and sky are blue, which are complementary colors to my focal so it brings the illustration into balance).
Below are some screen grabs of my V-Ray settings:
I can comfortably say that I have never used the same settings for any 2 scenes so these settings might not work for you, but it might be a good starting point. I am running a render farm with 90Gb of RAM and 24 processors so unless you have an equivalent farm these settings might be to high for you.
Below find some Photoshop CS5 post screen grabs:
(coming soon…)
What’s Fixed in 3ds Max 2011: Customer Issues
May 27th
Sometimes the value of a new release isn’t always just the new features. Each release we target a number of what we categorize as legacy defects and most recently we have increased our development efforts to focus more on these types of customer issues. The goal is to not only make you more productive with new or improved workflows but to also reduce the impacts of application failure or things that require lengthy workarounds.
For 3ds Max 2011 we targeted a fix rate of 35% of all CERs coming in on 3ds Max 2010. At the point of shipping we had exceeded our goal and reached 37% compared to the last HF release of 3ds Max 2010, if you compare shipping release to shipping release this number is well over 45%. This doesn’t always imply that your experience will match this, actually some of you might see better results than this. We tend to focus on the larger issues impacting more people, but sometimes instability can easily be caused by things that are out of our control like custom scripts or external plugins so in those cases you might not feel much relief. However, early CER data that we are seeing reported on 3ds Max 2011 is already showing an improvement of 20-30% across all users.
With every release meeting the CER goal gets harder and harder to meet, but since implementing the system in 3ds Max we have met or exceeded the same 35% goal every release. Over time this has equated to few and fewer common CER crash reports (buckets), and thus why it’s important we get as much information as possible. Please see this previous post from Ken about how you can help contribute.
We are not only setting a goal of being more responsive to these issues but also trying to be more transparent about the issues we are resolving. The following list contains Defect ID numbers and corresponding descriptions for fixed legacy issues found previously in older releases of 3ds Max. These issues were reported by customers, beta testers, QA and the CER system but don’t include all of the CER fixes previously mentioned. A legacy defect is defined as something that was working in a previous release and due to unforeseen circumstances shipped as not working in a later release. Most commonly these are the issues that you might feel as if have been around awhile.
| Defect ID | Summary | Feature Area |
|---|---|---|
| 1175852 | SKIN: MAX CRASHES WHEN TRYING TO OVERWRITE A WRITE-PROTECTED ENV FILE. | ANIMATION |
| 1179315 | CRASH: ANIMATION LAYERING: CRASH AFTER NEW SCENE WITH KEEP OBJECTS AND HIERARCHY | ANIMATION |
| 1180230 | ROLLOUT SWITCHING WITH ONLOSTFOCUS EVENT CAN CAUSE CRASH (AS SHOWN BY PARAMETER EDITOR) | ANIMATION |
| 1184801 | BIPED XTRA ROTATE TO THE OPPOSITE DIRECTION | ANIMATION |
| 1192624 | BIPED = ADDING XTRAS TO BIPED BREAKS LOADING OF .BIP FILE | ANIMATION |
| 1195995 | SCENE STATES DON’T PROVIDE ANIMATION LAYER FUNCTIONALITY | ANIMATION |
| 1198245 | LEGACY: KEYS NEED TO BE SET IN BASE LAYER FOR ARMS AND LEGS TO BE RETARGETED PROPERLY. | ANIMATION |
| 1202746 | POINT CACHE NTH SAMPLES DOESNT WORK PROPERLY WRONG POSITION | ANIMATION |
| 1206149 | BIPED : KEYS SHIFT-CLICK IS BREAKING THE BIPED | ANIMATION |
| 1209980 | PARAMETER WIRING: PARAMETER WIRE SUBCONTROLLERS LOST AFTER GARBAGE COLLECTION | ANIMATION |
| 1210247 | CRASH : BIPED : SELECT REFERENCE BIPED MAKES MAX CRASH | ANIMATION |
| 1214532 | CER: BIPED: MAXMOTIONCLIPMASTER : GETNUMCLIPASSOCIATIONS | ANIMATION |
| 1224156 | ATTACH ON MESH/POLY WITH VERTEX ANIMATION LOSES ANIMATION | ANIMATION |
| 1225407 | BIPED INITIALIZES IT’S MAXSCRIPT CONSTRUCTS DURING A VIEWPORT REDRAW | ANIMATION |
| 1225409 | TRACKVIEW: KEY PROPERTIES DIALOG BOX DISPLAY DEFECT | ANIMATION |
| 1234154 | MODIFIER MORPHER: CRASH AFTER FILE>RESET | ANIMATION |
| 1237823 | CER: BIPMASTERCREATIONMANAGER : CREATEBIPED | ANIMATION |
| 1241106 | SPRING CONTROLLER REFERENCES SELF-OBJECT BY OBJECT NAME | ANIMATION |
| 1243417 | POINTCACHE DOESN’T RECORD / CRASHES OVER A CERTAIN MESH SIZE | ANIMATION |
| 1283666 | BIPED: MAXSCRIPT LIMITS FOR TRACKSELECTION | ANIMATION |
| 1288563 | CER: TRACKVIEW NODES HANDLE REFERENCES INCORRECTLY | ANIMATION |
| 1291353 | CER: CRASH IN ANIMPROPERTYLIST::FINDPROPERTY | ANIMATION |
| 1303002 | PARAMETER BLOCK CORRUPTION OF STRING RESOURCE ID POINTER IN 64 BIT ENVIRONMENTS. | ANIMATION |
| 1203210 | CRASH: CLOTH: CRASH WITH MESHER AND PARTICLE FLOW | CLOTH |
| 1206831 | CLOTH: CRASH: ENABLING FORCE UNC PATH CAUSES CRASH TO DESKTOP | CLOTH |
| 1207062 | AUTOMXS: REQUEST MAXSCRIPT SUPPORT FOR GARMENT MODIFIER AND SEVERAL SMALL DEFECTS. | CLOTH |
| 1212262 | CRASH: CLOTH: CRASH TURNING OFF GARMENT MAKER MOD | CLOTH |
| 1227686 | PROBLEM WITH CLOTH SIMULATION WHEN THE PATH TO 3DSMAX.EXE IS LESS THAN 32 CHARACTERS | CLOTH |
| 1235453 | CRASH CAUSED BY MAKE TEAR OF CLOTH | CLOTH |
| 1242538 | CLOTH: CRASH WITH TEAR | CLOTH |
| 1295172 | GARAMENT MAKER: CRASH USING MAXSCRIPT | CLOTH |
| 1203902 | CER: CORE _NA_ RESTORE – NO MATCHING SYMBOL _NA_ _NA_ : | CORE |
| 1227030 | CER: CRASHING ON UNLOADING RTMAXDLL | CORE |
| 1240627 | CER: CRASH IN LIGHT PARAMETER BLOCK ACCESSOR | CORE |
| 1240956 | CER: CRASH ON STARTUP IN D3DWINDOW::RESTORESTATE | CORE |
| 1245703 | CER: CRASH RELEASING OLE OBJECT ON SHUTDOWN | CORE |
| 1249892 | CER: UNCLEAN CLOSES CAUSED BY A SESSION LOGOFF | CORE |
| 1254538 | CER: POSSIBLE DEAD FACE IN MNFACE LEADS TO CRASH. | CORE |
| 1259199 | CER: CRASH IN D3DWINDOW | CORE |
| 1261450 | CER: CRASH WHILE REDRAWING VIEWPORT | CORE |
| 1261490 | CER: STRANGE BITARRAY CRASH AS IT CALLS INCORRECT METHOD | CORE |
| 1273745 | CER: TAB CLASS CAN’T ALLOCATE MORE THAT 2G IN X64 | CORE |
| 1273801 | CER: INTEGER OVERFLOW WHILE INSERTING ITEM IN TAB CAUSES CRASH | CORE |
| 1279758 | CER: REFERENCETARGET FAILS TO NULL MAKER POINTERS WHEN DELETED | CORE |
| 1295578 | CER: REFERENCE SYSTEM: DELETEREFERENCE DELETING BAD POINTER | CORE |
| 1298728 | CER: STACK OVERFLOW LEADS TO A CRASH | CORE |
| 1184750 | DWG IMPORT 64 BIT: MATERIALS DO NOT PROPAGATE PROPERLY IN MAX 64 BIT | FILE I/O |
| 1196517 | BROKEN COMBUSTION MAP INTERACTION BETWEEN MAX AND COMBUSTION | FILE I/O |
| 1199166 | TRYING TO OVERWRITE A QUICKTIME MOVIE THROUGH MAX DELETES ORIGINAL QUICKTIME MOVIE | FILE I/O |
| 1201982 | FEATURE FAILURE > FILE IMPORT DWG & FILELINK > NAMES FROM ADT OBJECTS ARE DIFFERENT BETWEEN 32 AND 64BIT VERSION OF 3DS MAX | FILE I/O |
| 1208533 | FILE I/O : CRASH WHEN LOADING TUTORIAL FILES WITHOUT SETTING PROJECT FOLDER FIRST | FILE I/O |
| 1209416 | ASSET TRACKER: DEFECT – ASSET TRACKER MODIFIES ASSET FILE NAME ,WHEN SET PATH IS PERFORMED IN BITMAP/PHOTOMETRIC PATHS UTILITY | FILE I/O |
| 1209965 | REVIT INTEROP : REVIT NODES TO BE IDENTIFIED BY ANY NODE CONTAINING REVIT | FILE I/O |
| 1221690 | CRASH ON STARTUP WHEN .NET INSTALLATION IS WRONG OR NON-EXISTENT | FILE I/O |
| 1223683 | CRASH ON STARTUP DUE TO UNINITIALIZED VARIABLE | FILE I/O |
| 1234057 | PB2 FAILS TO CHECK TYPE CONFORMACE OF LOADED PARAMS AGAINST PARAMETER DESCRIPTION | FILE I/O |
| 1239950 | CER: MAX DESIGN 2010- MODELLING TUTORIAL SCENE FILE – !CRASH ON FILE/OPEN | FILE I/O |
| 1247464 | INCONSISTENT IMPORT OPERATION | FILE I/O |
| 1250930 | REAL WORLD SCALE FOR SKP IMPORT | FILE I/O |
| 1251142 | SYSTEM SETTING AND SKETCHUP FILES | FILE I/O |
| 1255042 | PARAMBLOCK2 SYSTEM FAILS TO SKIP ASSET TYPE PARAMETERS | FILE I/O |
| 1261484 | PREFERENCES GENERAL: MISSING WORDS FOR SCENE SELECTION PREFERENCES | FILE I/O |
| 1272437 | CER: SKETCHUP IMPORT: CRASH ON IMPORT | FILE I/O |
| 1296428 | CRASH ON EXIT,RIGHT AFTER RUNNING THE FAT TEST THE AUTOMXS TEST ENGINE (WITH CER) | FILE I/O |
| 1211777 | GLOB: (EN/JA) MOUSE POINTER (CURSOR) DOES NOT WORK CORRECTLY IN “PARTICLE VIEW” WINDOW | GLOBALIZATION |
| 1221849 | TEXTURE MAPS: DOES NOT SUPPORT CHINESE PATH NAME. | GLOBALIZATION |
| 1248187 | CRASH WITH SCENE EXPLOERE WHEN USE ZENKAKU NUMERIC CHARACTER FOR OBJECT NAME | GLOBALIZATION |
| 1248192 | CRASH WITH MATERIAL EXPLOERE WHEN USE ZENKAKU NUMERIC CHARACTER FOR MATERIAL NAME | GLOBALIZATION |
| 1255020 | CAN’T IMPORT .DWG FILES IF FILE NAMES OR PATHS CONTAIN KOREAN. | GLOBALIZATION |
| 1296087 | DEFAULTMODELINGRIBBON.XAML NEEDS TO BE SAVED WITHOUT A BYTE ORDER MARK (BOM) | GLOBALIZATION |
| 1298735 | GLOB: .NET ASSEMBLY FEATURES NEED TO HAVE SATELLITE ASSEMBLIES TO DO LOCALIZATION | GLOBALIZATION |
| 1203957 | HAIR: HAIR DOESN’T FOLLOW THE SPLINE BETWEEN THE FIRST AND SECOND VERTEXES | HAIR |
| 1196027 | DEFECT: SHADOWINVIEWPORT: OBJECT DISAPPEAR WHEN ENABLE THE VIEWPORT SHADING | HARDWARE SHADERS |
| 1196039 | VIEWPORT SHADOW IS SUPPOSED TO CONSIDER OBJECTS’ BACKFACE CULL PROPERTY. | HARDWARE SHADERS |
| 1196061 | OMNI LIGHT CASTS VIEWPORT SHADOW ON THE OPPOSITE DIRECTION OF AN INSTANCE OBJECT. | HARDWARE SHADERS |
| 1196087 | MR SKY PORTAL TAKES EFFECT IN VIEWPORT WHEN NO ADDITIONAL LIGHT IS PRESENTED / FLIP LIGHT FLUX DIRECTION NOT WORK FOR VIEWPORT. | HARDWARE SHADERS |
| 1196112 | Z-FIGHTING WHEN SHOW HARDWARE MAP IN VIEWPORT | HARDWARE SHADERS |
| 1196113 | VIEWPORT INSTENSITY OF PHOTOMETRIC LIGHT WITH 1D/2D SHAPES VARIES ACCORDING TO SIZE. | HARDWARE SHADERS |
| 1196551 | BETA: HELPER OBJECTS DISAPPEAR IN VIEWPORT | HARDWARE SHADERS |
| 1197411 | AMBIENT COLOR IS NOT CONSIDERED ON ENABLING GOOD MODE. | HARDWARE SHADERS |
| 1198089 | A&D + AMBIENT ONLY = BLACK | HARDWARE SHADERS |
| 1198530 | WITH SOFT SHADOW ON ,MATERIALS WITH NON-0 SELF-ILLUMINATION IS BRIGHTER. | HARDWARE SHADERS |
| 1198673 | LEGACY: DIRECTX SHADER’S TEXTURE STRETCHES. | HARDWARE SHADERS |
| 1198676 | VIEWPORT TRANSPARENCY BEST TO NONE FAILS IF ENABLE HARDWARE SHADING. | HARDWARE SHADERS |
| 1198682 | PHOTOMETRIC LIGHT’S SHADOW COLOR DOES NOT FUNCTION IN VIEWPORT. | HARDWARE SHADERS |
| 1201745 | FACE SELECTION IS NOT RED FOR UNWRAP UVW IF HARDWARE SHADING IS ON. | HARDWARE SHADERS |
| 1202008 | HW SHADING DOUBLE GAMMA CORRECTED | HARDWARE SHADERS |
| 1202058 | BETA: BOOTCAMP: MIRRORING COUCH TURNS IT ALL BLACK IN HW SHADING | HARDWARE SHADERS |
| 1202488 | LEGACY: BETA: SYNC STANDARD MATERIAL CAUSES CRASH IN 2010 32BIT | HARDWARE SHADERS |
| 1202901 | VIEWPORT LABLE IS MISLEADING WHEN SWITCHING AO TO WIREFRAME. | HARDWARE SHADERS |
| 1203123 | LEGACY: BETA: REALTIME LIGHTING FEATURE DOES NOT SUPPORT SKYLIGHTS | HARDWARE SHADERS |
| 1203474 | LEGACY: CRASH: (FX 3500?) LOADING A FILE WITH METASL MATERIAL IN THE MATERIAL EDITOR. | HARDWARE SHADERS |
| 1205540 | LEGACY: A&D: DIRECTION OF ANISOTROPIC HIGHLIGHT IS DIFFERENT BETWEEN RENDERING AND HARDWARE MAP IN VIEWPORT | HARDWARE SHADERS |
| 1206472 | VIEWPORT TEXT DOES NOT UPDATE | HARDWARE SHADERS |
| 1207735 | LEGACY: DEFECT VIEWING OF DIRECT X MATERIAL ON VIEWPORT.(INCLUDE SHELL M) | HARDWARE SHADERS |
| 1208850 | LEGACY: HARDWARE SHADERS : COMBINATION OF XREF OBJECTS/SMOOTH AND HIGHLIGHTS/HARDWARE SHADING IN RE-OPENED FILE CRASHES MAX | HARDWARE SHADERS |
| 1211785 | VIEWPORT TONE MAPPING: THE VIEWPORT TURNS BLACK WHEN SET VIGNETTING TO ANY NONE 0 NUMBER | HARDWARE SHADERS |
| 1228335 | LEGACY: DIRECTX SHADER MATERIAL DOES NOT USE CORRECT LIGHT ON LOADING. | HARDWARE SHADERS |
| 1237849 | LEGACY: DIRECTX SHADER MATERIAL IS SUPPOSED TO RESPECT VERTEX NORMAL. | HARDWARE SHADERS |
| 1221227 | TURNING ON UAC ON VISTA OR WINDOWS 7 AND THEN LAUNCHING ZELDA BRINGS UP ERROR MESSAGE | INSTALL/UNINSTALL |
| 1225429 | CER: CRASH ON FIRST LAUNCH — PRODUCT INFORMATION IS MISSING | INSTALL/UNINSTALL |
| 1226365 | CER: CRASH ON STARTUP | INSTALL/UNINSTALL |
| 1198229 | EXPOSURE CONTROL PREVIEW DOES NOT GENERATE AN IMAGE WHEN IMAGE PRECISION IS LESS THAN MEDIUM | LIGHTING/ENV |
| 1202377 | MR DAYLIGHT SYTEM: AERIAL PERSPECTIVE IS DEFAULTING TO ON AND SHOULD BE CHANGED | LIGHTING/ENV |
| 1203955 | LIGHT METER — CALCULATE BUTTONS IN DASHBOARD VS. MODIFY PANEL DON’T HAVE THE SAME BEHAVIOR | LIGHTING/ENV |
| 1204622 | DAYLIGHT SIMULATION: CHOOSING WRONG WEATHER FILETYPE WILL BREAK THE RENDER | LIGHTING/ENV |
| 1207911 | SCENE STATES: DON’T RESPECT EV SETTINGS FOR MR PHOTOMETRIC EXPOSURE CONTROL | LIGHTING/ENV |
| 1208481 | DAYLIGHT SIMULATION: CALCULATE ALL LIGHT METERS AT CURRENT FRAME FLUSHES DATA ON ALL OTHER FRAME | LIGHTING/ENV |
| 1208801 | ENVIRONMENT MAP USE MAP CHECKBOX DOES NOT GET SAVED WITH SCENE FILE WHEN IT IS TURNED OFF | LIGHTING/ENV |
| 1214247 | EXPOSURE CONTROL: CRASH: THERE ARE 3 PLACES WHICH MAY LEAD TO CRASH IN MAXSDK/INCLUDE/TONEOP.H. THE LOGIC SEEMS WRONG. | LIGHTING/ENV |
| 1224445 | OBJECTS LIGHTS PHOTOMETRICS: INTENSITY VALUE CHANGES TO DEFAULT WHEN RELOADING IMAGE FILE IN MEDIT | LIGHTING/ENV |
| 1255517 | OBJECT LIGHTS PHOTOMETRICS: STRIPPING IES PATH LOSES CUSTOM PARAMETER VALUES | LIGHTING/ENV |
| 1202013 | CHANGING A BITMAP PATH RESETS THE PRE-MULITPLIED ALPHA FLAG | MATERIALS |
| 1207860 | COLOR CORRECTION MAP CLAMPS INCOMING COLORS | MATERIALS |
| 1211559 | MISSING MAPS FROM LIBRARY FILES | MATERIALS |
| 1221313 | CRASHDLC: BITMAP FORMATS: 16 BIT GREYSCALE PSD WILL CRASH MAX WHEN DRAG N DROPPED INTO MAP SLOT | MATERIALS |
| 1228501 | MAX APPEARS TO HANG WHEN USING EITHER DOUBLE SIDED ,SHELL ,TOP\BOTTOM ,COMPOSITE OR BLEND MATERIALS INSIDE OF MSOM’S. | MATERIALS |
| 1233015 | SELECT BY MATERIAL/SELECT BY NAME WON’T UPDATE THE SELECTION WHEN CHANGING FILTER | MATERIALS |
| 1233078 | CAMERA MAP IS PROJECTED FRONT AND BACK ,RATHER THAN JUST FRONT | MATERIALS |
| 1233648 | MISSING MAPS FROM .MAX LIBRARY FILES | MATERIALS |
| 1237076 | CHANGING .FX FILE’S PATH DROPS ALL THE TEXTURES | MATERIALS |
| 1238992 | CRASH USING FALLOFF MAP. | MATERIALS |
| 1280232 | INODE::SETMTL() SCALES POORLY (SEE SUPPORT CASE 1254896) | MATERIALS |
| 1202795 | CONTAINER IN-PLACE EDIT RULE NOT SET BY MAXSCRIPT | MAXSCRIPT |
| 1205802 | DON’T LOCALIZE CERTAIN STRINGS | MAXSCRIPT |
| 1207468 | MAXIMIZE VIEWPORT CALL FAILS IF ANYTHING ELSE IS CALLED AFTER IT | MAXSCRIPT |
| 1207910 | RENDERING THROUGH MAXSCRIPT WITH THE BITMAP PAGER ON DOES NOT CLEAR THE TEMP FILES ON DISK BETWEEN RENDERS WHICH CAN QUICKLY CAUSE THE DRIVE TO RUN OUT OF MEMORY. | MAXSCRIPT |
| 1208511 | FUNCTION PARAMETER PARSER WON’T ACCEPT OPTIONAL BY REFERENCE PASSING. | MAXSCRIPT |
| 1208820 | GRAB BAG: NEED METHODS FOR GETTING REFERENCES VIA MXS | MAXSCRIPT |
| 1210754 | CUI.SETAPPTITLE DOESN’T WORK ANYMORE | MAXSCRIPT |
| 1212694 | INCONSISTENT ESC KEY STATE WITH STARTOBJECTCREATION | MAXSCRIPT |
| 1213350 | CER: BEND MODIFIER MAXSCRIPT WRAPPER FAILS TO CLEAR VARIABLE ON PROPERTY ACCESS TEARDOWN. | MAXSCRIPT |
| 1238167 | FILENAMEFROMPATH RETURNS ASSET ID INSTEAD OF FILENAME | MAXSCRIPT |
| 1246377 | MAXSCRIPT COMMAND FOR NETWORK RTT HAS A FEW MISSING PARAMTERS | MAXSCRIPT |
| 1254456 | MXS : UNIQUENAME COMMAND ENHANCEMENT | MAXSCRIPT |
| 1255515 | CER: CRASH ON EXIT WITH MAXSCRIPT FLOATER WINDOW OPEN | MAXSCRIPT |
| 1256637 | MACRORECORDER GETS DISABLED WHEN ANY MAX-ASSIGNED .NET EVENTHANDLER IS TRIGGERED | MAXSCRIPT |
| 1259211 | ACCESS VIOLATION RUNNING SCRIPT | MAXSCRIPT |
| 1261078 | MAXSCRIPT DOES NOT HANDLE DOUBLE BYTE CHARACTERS WHEN THEY ARE USED AS VARIABLE NAMES. | MAXSCRIPT |
| 1267369 | INCORRECT CONTROLLER SCALE | MAXSCRIPT |
| 1269151 | UPDATE MXSDOTNET TO USE .NET 3.5 INSTEAD OF 2.0 | MAXSCRIPT |
| 1269723 | UNABLE TO CREATE AND USE 2 DIMENSIONAL ARRAYS IN .NET | MAXSCRIPT |
| 1269740 | WRONG TYPE CONVERSION IN MXSDOTNET\UTILS.CPP | MAXSCRIPT |
| 1269753 | SCALE IS WRONG AFTER MIRRORING OBJECT | MAXSCRIPT |
| 1282579 | VISUAL MAXSCRIPT EDITOR DUPLICATES MAXSCRIPT CODE LINES ON SAVE | MAXSCRIPT |
| 1286658 | USER CONFUSION : MAXSCRIPT : CHECKBOX LABEL WRAPPING | MAXSCRIPT |
| 1289747 | MAXSCRIPT DOES RECOGNISE AN EXPONENT FOR DOUBLE PRECISION LITERALS | MAXSCRIPT |
| 1292133 | “GETCLASSINSTANCES BITMAPTEX” DOESN’T FIND ALL BITMAP TEX INSTANCES | MAXSCRIPT |
| 1305396 | TYPO IN “HOW TO DEVELOP FACE CHECKER IN XVIEW” DOC | MAXSCRIPT |
| 1306195 | BROKEN LINK IN MAXSCRIPT DOCKS “ON” | MAXSCRIPT |
| 664182 | MXS: PROBLEMS WITH READING ENCRYPTED FILES WHILE RUNNING AN ENCRYPTED SCRIPT | MAXSCRIPT |
| 1159581 | SOFT SELECTION DOES STRANGE THINGS WITH 0.0 FALLOFF | MODELING |
| 1187738 | EDIT POLY CHAMFER OPERATION RESULTS IN DISTORTED VIEWPORT UV’S. | MODELING |
| 1196506 | NURBS: CRASH: EXTEND A POINT CURVE FROM THE END POINT. | MODELING |
| 1202738 | CRASH WHEN CLOSING SYMMETRY DIALOG WITH PICK OBJECT BUTTON ON | MODELING |
| 1202749 | UVW EDITOR WINDOW STARTS MINIMIZED ON FIRST CLICK. | MODELING |
| 1208167 | PROOPTIMIZER: OPTIMISATION RESULTS ARE WEAKER IN 64 BITS BUILD | MODELING |
| 1208864 | UNWRAP UVW>EDIT UVWS WINDOW CAN’T BE MAXIMIZED ON ANOTHER DISPLAY/MONITOR | MODELING |
| 1210723 | GRAPHITE INTEGRATION_EDIT UVWS – CUI/HOTKEY FOR RING & LOOP- STRANGE BEHAVIOR | MODELING |
| 1214862 | EDITABLE SPLINE: BOOLEAN OPERATION FAILS AFTER A FEW OPERATIONS | MODELING |
| 1217532 | MISSING IMAGE FOR RIBBON | MODELING |
| 1224139 | VERTEX ANIMATION CAUSES SOME EDITABLE POLY OPERATIONS TO BEHAVE INCORRECTLY | MODELING |
| 1226361 | CER: CRASH WHEN LOW ON MEMORY IN EDGE ADJANCY LIST | MODELING |
| 1228515 | CRASH ON TWEAK FROM UNWRAP UVW MODIFIER | MODELING |
| 1241358 | CRASH: CRASH MOVING (QUICKLY) PANEL IN RIBBON | MODELING |
| 1244843 | SUBSTITUTE: CURSOR SWITCHES TO “PICK” WHEN OVER INCOMPATIBLE OBJECT TYPES | MODELING |
| 1246386 | GRAPHITE MODELING TOOLS: TOGGLING SHOW END RESULT ON THE STACK SETS THE RIBBON?S BUTTON TO THE “OPPOSITE” STATE | MODELING |
| 1248609 | TRANSFORM TOOLBOX BUTTON IMAGES DOES NOT GET UPDATED AFTER UI THEME CHANGE. | MODELING |
| 1251449 | PROCUTTER: UV’S ON ORIGINAL STOCK SURFACES LOST | MODELING |
| 1251923 | PROCUTTER: SMOOTHING GROUPS ARE BEING LOST | MODELING |
| 1261340 | CRASH AFTER APPLYING QUADIFY MESH MODFIER | MODELING |
| 1268638 | PORBOOLEAN: DEFECT WITH THE PLANAR EDGE REMOVAL WITH PROBOOLEANS | MODELING |
| 1269789 | CER: CRASH EXTRUDING FACES | MODELING |
| 1270947 | SUG:- RIBBON – DISABLING TOOLTIPS POP-UP | MODELING |
| 1276786 | APP CRASHED WHEN CHOOSING TO DISCARD PAINT | MODELING |
| 1280178 | VIEWPORT CANVAS SAVING AS PSD CRASH | MODELING |
| 1294742 | SELECTION LOST FROM EDITABLEPOLY TO UNWRAPUVW | MODELING |
| 1295515 | VIEWPORT CANVAS AND REPAINTING WITH A BITMAP THAT AS A UNC PATH | MODELING |
| 1306748 | CREATING COLOR SWATCH IN CUSTOMIZE RIBBON CAUSES SCREEN TO FLASH BLACK | MODELING |
| 1203211 | PARTICLE FLOW: PARTICLE FLOW BIRTH SCRIPTING DEFECT | PARTICLE FLOW |
| 1227697 | OPENING PARTICLE FLOW AND SHUTTING DOWN MAX RESULTS IN A HUNG PROCESS | PARTICLE FLOW |
| 1197365 | CAN’T SAVE THE .MAXC FILE SILENTLY. | REFERENCING |
| 1201398 | CONTAINER : DEFECT ,LOADING ATTATCHED FILE CRASHES IN CONTAINER | REFERENCING |
| 1203903 | XREF OBJECTS: UNDO/REDO OF DELETED BOXGIZMO WITH ATMOSPHERICS CAUSES UNRECOVERABLE CRASH | REFERENCING |
| 1208334 | XREF SCENES DOES NOT HANDLE LIGHT PROPERLY. | REFERENCING |
| 1238743 | CONTAINER CAN BE UNLOADED WHILE EDITING IN PLACE | REFERENCING |
| 1261518 | CER: CRASH IN CONTAINER CODE. | REFERENCING |
| 1196534 | LENS EFFECTS IN VIDEO POST CRASHES MAX | RENDERING |
| 1197636 | DAYLIGHT SIMULATION: OVERLAY RENDER EFFECT SHOULD NOT ALTER ALPHA | RENDERING |
| 1200137 | CRASH: RTT CRASHES WHEN USING CAMERA MAP PER PIXEL | RENDERING |
| 1200139 | MENTAL RAY: BLOWUP RENDERING OF BACKGROUND IMAGE USING SCREEN MAPPING BROKEN WITH MR. | RENDERING |
| 1200141 | MENTAL RAY: ASSERTION ERROR WITH EXPOSURE CONTROL RENDER PREVIEW | RENDERING |
| 1200206 | MENTAL RAY: FG ANIMATION: GENERATE NOW BUTTON AND FLYOUT IS NOT IGNORING ITERATIVE MODE. | RENDERING |
| 1200247 | RENDER PRESETS PROMPT USER WITH GAMMA MISSMATCH DIALOG. | RENDERING |
| 1207195 | RENDER ELEMENTS NEW PATH VALIDATION DIALOG APPEARS EVEN WHEN RENDER ELEMENTS ARE INACTIVE | RENDERING |
| 1207839 | MENTAL RAY: WALL PAINT AND PLASTIC MATERIALS GENERATE DIFFERENT IMAGES IN TWO SUBSEQUENT , IDENTICAL RENDERS | RENDERING |
| 1207851 | MENTAL RAY: GENERATE FG NOW BUTTON IS NOT IGNORING NET RENDER | RENDERING |
| 1207854 | MENTAL RAY: VERTEX ANIMATION CAUSES SOME EDITABLE POLY OPERATIONS TO BEHAVE INCORRECTLY | RENDERING |
| 1207866 | MENTAL RAY: SETTING THE PAGE FILE PATH FOR MR’S FRAMEBUFFER TO A PATH THAT CONTAINS CURLY BRACKETS THROWS MR ERRORS AND DOES NOT CREATE THE FRAMEBUFFER. | RENDERING |
| 1207877 | MENTAL RAY: FG DRAFT SETTINGS DON’T MATCH THE DEFAULT SETTINGS WHEN THEY SHOULD | RENDERING |
| 1207906 | MENTAL RAY: GENERATING MR PROXIES FOR OBJECTS THAT HAVE THE RENDERABLE FLAG UNCHECKED IN OBJECT PROPERTIES CRASHES MR. | RENDERING |
| 1207908 | RENDER REGION OUTLINE INVISIBLE ON WHITE. | RENDERING |
| 1207915 | MENTAL RAY: SUB-SET PIXEL RENDERING CREATES A BLACK OUTLINE AROUND OBJECT WHEN USING THE MITCHELL FILER AND WHEN IN 32-BIT VFB | RENDERING |
| 1208530 | SHELL + EDITABLE POLY WITH OPEN EDGES = RENDER FAILURE | RENDERING |
| 1209089 | MENTAL RAY: GRAB BAG: SUB-SET PIXEL GIVES INNACURATE RESULTS WHEN RENDERING WITH OUTPUT SHADERS SUCH AS MOTION BLUR , GLARE , GLOW ,ETC.. | RENDERING |
| 1209346 | MENTAL RAY: PHOTOMETRIC LIGHTS AND VOLUME LIGHT ARTIFACTS | RENDERING |
| 1209353 | RAM PLAYER BANDING WITH GAMMA ENABLED | RENDERING |
| 1209359 | RENDER DIALOG HD PRESETS ARE INCORRECT. | RENDERING |
| 1212688 | QUERRING A SERVER LIST THROUGH MAXSCRIPT IS BROKEN IN 32-BIT RENOIR | RENDERING |
| 1214140 | MENTAL RAY: EXPORTING .MI FILES THAT DO NOT CONTAIN OUTPUT STATEMENTS FAIL TO SAVE AN IMAGE EVEN WITH MR FLAGS | RENDERING |
| 1220659 | BACKBURNER – 3DS MAX 2010 – ‘INCLUDE MAPS’ OPTION. | RENDERING |
| 1224448 | SCENES CONTAINING BITMAPS ARE LONGER TO RENDER THAN MAX 2008 | RENDERING |
| 1226379 | MENTAL RAY: DOUBLE SIDED MATERIAL LIT BY FG RETURNS BLACK IN THE RENDER PASS. | RENDERING |
| 1228765 | MENTAL RAY: CRASH WHEN USING PLACEHOLDERS WITH ATTACHED SCENE. | RENDERING |
| 1235282 | MENTAL RAY: RENDERING COMPLEXE SCENES ON A MULTI-CORE MACHINE CAUSES WINDOWS TO BECOME UNRESPONSIVE. | RENDERING |
| 1235567 | MENTAL RAY: OPENING THE MED AFTER CANCELING A RENDER CRASHES TO CER. | RENDERING |
| 1235891 | MENTAL RAY: THE FOLLOWING STEPS PRODUCE A CRASH WITH MENTAL RAY WHICH DOES NOT PRODUCE A CER AND RECOVERY FILE. | RENDERING |
| 1240603 | MENTAL RAY: RENDERING WITH MR AND THE ATTACHED INFO OVERLAY SCRIPT CAUSES CRASH OR HANG. | RENDERING |
| 1240606 | PASSING IN MORE THAN 256 CHARACTERS TO COMMAND LINE CRASHES MAX | RENDERING |
| 1243427 | ESCALATION: BITMAP PAGER UI EXPOSURE | RENDERING |
| 1253601 | MENTAL RAY: CHANGE FAST SSS MATERIAL DEFAULTS TO DISABLE ‘SCREEN’ MODE | RENDERING |
| 1255480 | CER: CRASH WHEN RENDERING WITH ADVANCED RAY TRACED SHADOWS | RENDERING |
| 1258344 | MENTAL RAY: CRASH WITH COMPLEX GEOMETRY SHADER & MATERIAL EDITOR | RENDERING |
| 1283591 | CER: RAYTRACING MATERIALS HANG\CRASH ON RENDER WITH SCANLINE | RENDERING |
| 1297858 | CER: MEMORY FRAGMENTATION IN CLASS TAB LEADS TO CRASH IN MESH RENDER CODE. | RENDERING |
| 1169747 | CLASS IBASEWIRECONTROL IS DUPLICATED | SDK |
| 1181669 | MESH SDK: SOME EXPORTED METHODS ARE NOT IMPLEMENTED | SDK |
| 1181671 | BEZIERSHAPE SDK: SOME EXPORTED METHODS ARE NOT IMPLEMENTED | SDK |
| 1181672 | CAMERA::RESET EXPORTED BUT NOT IMPLEMENTED | SDK |
| 1181695 | ACOLOR ,COLOR OPERATOR^ – MISSING IMPLEMENTATIONS | SDK |
| 1186068 | PARTNER PLUGINS ARE COMPILED WITH ASSERTS ON | SDK |
| 1198615 | CLEANUP: REMOVE DUPLICATE ENTRIES IN THE SDK | SDK |
| 1198618 | CLEANUP: REMOVE TYPEDEF STRUCTS AND TYPEDEF ENUMS | SDK |
| 1198619 | CLEANUP: CLASS TEMPLATE KEYWORDS ARE ON DIFFERENT LINES FROM THE CLASS DELCARATIONS | SDK |
| 1198620 | CLEANUP: REMOVE OBSOLETE MACRO’S. | SDK |
| 1198622 | CLEANUP: DEPRECATE DON’T USE THE MAKELINKEDLIST() MACRO | SDK |
| 1201315 | CLEANUP: SDK FILE: MSTSHAPE.H FILE IS COMPLETELY EMPTY | SDK |
| 1207216 | SLOW RENDER PROGRESS BAR UPDATE | SDK |
| 1209638 | CLEANUP: PUT #PRAGMA ONCE DIRECTIVES AT THE TOP OF ALL SDK HEADER FILES | SDK |
| 1212265 | CLEANUP: MAXNET_LOW.H FILE IS COMPLETELY EMPTY | SDK |
| 1212675 | DEPRECATE METHOD HARDWARELOCKID() | SDK |
| 1213323 | CER: CRASHES IN CLASS MAKEREFRESTORE | SDK |
| 1218002 | INSTRUMENTING A BUILD OF MAX UNDER BULLSEYE FAILS | SDK |
| 1218349 | ISNETWORKLICENSE AND ISEMERGENCYLICENSE INCORRECTLY DOCUMENTED | SDK |
| 1225131 | WRONG PARAMETER TYPE SENT TO FUNCTION PUBLISHED METHOD | SDK |
| 1235277 | DEPRECATE UNSUPPORTED SUPERCLASS IDS (ASSOC_CLASS_ID AND GLOBAL_ASSOC_CLASS_ID )AND INTERFACE IDS (I_REAGENT ,I_AGGREGATION) | SDK |
| 1239943 | OBSOLETE REF-TYPE PARAMS SCREW UP PB2 REFERENCES ON LOAD | SDK |
| 1239947 | REF-TYPE PARAMS IN A TAB , MARKED AS OBSOLETE ARE NOT ACCOUNTED FOR CORRECTLY | SDK |
| 1241277 | ADD METHOD TO GET LAYERMANAGER | SDK |
| 1242407 | SDK: ENHANCEMENT : SERIOUS DEFECT IN SIMPLEFACECHANNEL<T>::FACESCREATED | SDK |
| 1256606 | DBGASSERT FIRES IN REMAPDIRIMP DTOR WHEN REMAPDIR::BACKPATCH NOT CALLED BY CLIENT CODE | SDK |
| 1260801 | UPDATED MAX_API_NUM | SDK |
| 1271880 | REMOVE MULTIPLE OUTPUT RELATED INTERFACE IDS AND HELPER METHODS | SDK |
| 1282139 | SOME PLUG-INS RETURN AN EMPTY OR NULL LIB DESCRIPTION | SDK |
| 1292872 | REFERENCETARGET::DOENUMDEPENDENTSIMP DOES NOT ENUMERATE OBJECTS DERIVED DIRECTLY FROM CLASS REFERENCEMAKER | SDK |
| 1296480 | PLUG-IN WIZARD FAILS | SDK |
| 1307753 | SPLASH.DLL ERROR ON STARTUP | SDK |
| 1262080 | PROSOUND: LEAST USER RIGHTS AND PRO-SOUND: PROSOUND STORES ITS SETTINGS IN THE REGISTRY UNDER “LOCAL MACHINE” | SOUND |
| 1101350 | CER: VIEWPORT LABEL MENUS ARE UNAVAILABLE AND MAX CRASHES AFTER A CUI MENUS RESET. | UI/SELECTION |
| 1178427 | MAX STEALING FOCUS ON START-UP | UI/SELECTION |
| 1180227 | SELECTION SET LOSES FOCUS AFTER CREATING A NEW ONE | UI/SELECTION |
| 1196088 | LOOKAT IS CONFUSING SOURCE AND TARGET OBJECT WHEN USING SCENEEXPLORER TO PICK OBJECT | UI/SELECTION |
| 1196899 | OBJECTS HID BY LOD UTILITY DO NOT SHOW ITALIC FONT IN SCENE EXPLORER. | UI/SELECTION |
| 1200195 | SELECTION DIALOG: ANYTIME ANY OBJECT IS HIDDEN BY TURNING OFF THE GEOMETRY DISPLAY TOGGLE , IT BECOMES DESELECTED | UI/SELECTION |
| 1200198 | SCENE EXPLORER:SINGLE CLICK BEHAVIOR OF OPEN THE COLOR SELECTOR NEED TO CHANGE | UI/SELECTION |
| 1201935 | VIEWPORT NAVIGATION: DRAW COMPASS CUI ACTION IN THE VIEWCUBE GROUP DOESN’T WORK | UI/SELECTION |
| 1201949 | VIEWPORT NAVIGATION: WRONG UPPER AND LOWER LIMITS OF THE SW UP/DOWN FUNCTION | UI/SELECTION |
| 1201951 | VIEWPORT NAVIGATION: “LINK REPLACES OBJECT” SET TO ON , CAUSES OBJECTS TO DISAPEAR FROM VIEWPORT | UI/SELECTION |
| 1201953 | APPLICATION FRAME: FG MAP TEXT DISPLAYS DOUBLED RENDER SCENE DIALOG | UI/SELECTION |
| 1202351 | APPLICATION FRAME: COLOR IS NOT UPDATING WHEN WE LOAD A CUI SCHEME | UI/SELECTION |
| 1202731 | SELECTION DIALOG: UNHIDE BY NAME DIALOG COLUMN CUSTOMIZATION IS LOST | UI/SELECTION |
| 1202745 | UI SCHEME SWITCHING DOESN’T WORK IN XP WHEN THE RIBBON IS DOCKED ABOVE THE MAIN TOOLBAR | UI/SELECTION |
| 1202776 | SELECT FROM SCENE DIALOG CAN BE MINIMIZED/MAXIMIZED… | UI/SELECTION |
| 1202863 | SOME CHECKBOXES STATUS DO NOT PERSIST WHEN TOGGLING RIBBON ORIENTATION | UI/SELECTION |
| 1207239 | ARCH&DESIGN MATERIAL CONFICT WITH OTHER WINDOWS | UI/SELECTION |
| 1211964 | VIEWPORT NAVIGATION: VIEWPORT SLOWDOWN IN SPECIFIC SPECAPC SCENE. | UI/SELECTION |
| 1219134 | MAKE SYSTEM UNITS CONSISTENT | UI/SELECTION |
| 1221641 | MISSING TEXT IN DAYLIGHT SYSTEM CREATION DIALOG | UI/SELECTION |
| 1225107 | CTRL = SELECT ALT = DESELECT | UI/SELECTION |
| 1240591 | CER: VIEWPORT 2D TEXT DRAWING CRASH | UI/SELECTION |
| 1242545 | CUI ,APPLICATION FRAME SETTING IN CUI > COLORS PANEL ONLY AVAILABLE WHEN SCHEME = CUSTOM COLORS | UI/SELECTION |
| 1244052 | VIEWPORT NAVIGATION: PERFORMANCE DEGRADATION IS FOUND FOR SHADOW ANIMATION 4 VIEWPORT ON XP 32. | UI/SELECTION |
| 1247043 | APPLICATION FRAME: DISPLAY FULL PATH NAME IN TITLE BAR. | UI/SELECTION |
| 1261455 | CER: CRASH RUNNING OUT OF MEMORY IN VIEWCUBE. | UI/SELECTION |
| 1214842 | NOTHING GETS ADDED TO THE UNDO SYSTEM WHEN THE MOUSE PROC ISN’T TERMINATING | UNDO/REDO |
| 1215465 | RESETTING AND ANIMATING CAMERA ORBIT AFTER ESTABLISHING BAD UNDO STATE CRASHES MAX | UNDO/REDO |
| 1215798 | NOTHING GETS ADDED TO THE UNDO SYSTEM WHEN THE MOUSE PROC ISN’T TERMINATING (CAMERA ORBIT + RTT DIALOG) | UNDO/REDO |
| 1215802 | NOTHING GETS ADDED TO THE UNDO STACK WHEN MOUSE PROC IS NOT TERMINATED (RIBBON->PAINT OPTIONS) | UNDO/REDO |
| 1216216 | UNDO CRASH IN EDITABLE POLY ATTACH (UNDO SUSPENDED IN 64-BIT) | UNDO/REDO |
| 1216219 | CRASH ON TERRAIN (HOLD SUSPENDED) | UNDO/REDO |
| 1219547 | UNDO FAILS AFTER OPENING/CLOSING TIME CONFIG DIALOG | UNDO/REDO |
| 1221673 | UNBALANCED HOLD:: SUSPEND / RESUME CALLS | UNDO/REDO |
| 1222259 | CTRL-C WHILE MOVING NODE – MAXSCRIPT EXCEPTION AND MAX FROZEN | UNDO/REDO |
| 1222278 | DELETING NODE WITH NEW TRACKSET / EDIT/HOLD COMBO CRASHES MAX | UNDO/REDO |
| 1223121 | CTRL-O OR CTRL-N WHILE IN A HOLD STATE CAN LEAD TO A CRASH | UNDO/REDO |
| 1225994 | IT IS POSSIBLE TO UNDO WHILE IN THE MIDDLE OF A HOLD OPERATION | UNDO/REDO |
| 1226364 | CRASH DEREFERENCING DANGLING MAKER IN REFERENCEMAKER::STDNOTIFYREFCHANGED | UNDO/REDO |
| 1226367 | CRASHING RESTORING A REFERENCE DELETED | UNDO/REDO |
| 1226700 | SHIFT CLICK ON GIZMO WITHOUT TRANSFORM LEAVES UNDO IN BAD STATE | UNDO/REDO |
| 1271809 | RESTOREOBJ POINTERS ARE INCORRECTLY DELETED. | UNDO/REDO |
| 1192985 | WHILE “USE .RGB LOADER” FLIGHT STUDIO OPTION IS UNCHECKED ,THE “SGI’S IMAGE FILE FORMAT (*.RGB , *.SGI)” FILE FORMAT DOES NOT DISPLAY ALPHA ON IMPORT.FLT. | UTILITIES |
| 1196245 | APPLY VERTEX COLORS FAILS TO APPLY TEXTURE WITH “APPLY TO VERTEX” | UTILITIES |
| 1197524 | GLOB:HARD-CODED STRINGS IN FLIGHTSTUDIO | UTILITIES |
| 1206480 | MAX HANGS ON WHEN SELECT GET OF THE OPENFLIGHT UTILITY IS PRESSED | UTILITIES |
| 1208686 | LEVEL OF DETAIL: NO BLENDING IN THE TRANSITION FOR MENTAL RAY | UTILITIES |
3ds Max 2011 How-To Movies
May 15th
Hidden away in the training section of the 3ds Max product page you will find a handy link to over 50 How-To movies. The focus of the movies cover all aspects of the software and from beginner to intermediate skill levels. This year Amer Yassine and the rest of our documentation team have been quite busy and added 23 new videos using 3ds Max 2011.
www.autodesk.com/3dsmax-howtos
3ds Max Subscription Benefits
May 15th
Often when I visit customers I find that they are only aware of a few benifits that are available to them as part of the Autodesk Subscription program. For most people Subscription is simply a way to get software upgrades and the exclusive Subscription Advantage Packs/Extensions, but did you know there are several other key benefits to the program? Plus, did you know we recently expanded the offering for 3ds Max customers? Below are common questions I recieve from 3ds Max Subscription Customers.
What benefits does Subscription offer?
- Web support *Coming Soon* – Get technical support directly from Autodesk and access technical solutions for Subscribers in the Autodesk Knowledge Base.
- License management tools – Clear visability to all the seats and serial numbers authorized to your company.
- Coverage/Renewal Reports – View your contract by Serial/Group Number or by Product. Track license information and check renewal dates, you can download the reports in a CSV file for export to a spreadsheet.
- Previous version rights – The ability to run previous versions (up to 3 versions back) of 3ds Max concurrently.
- Extra territory rights – Allows use of software licenses outside of the geographic territory under certain conditions. Contact your reseller for more information.
- Home Use Rights – The installation of the software program at a work location is referred to as the “primary license,” and the second installation of the same software license is referred to as the “home use license.”
- Access to e-learning content – Access to a library of self-paced e-Learning lessons, training videos, podcasts, and Autodesk University courseware.
- Access to downloadable DVDs – Learn from the masters new features, techniques, an/or workflows.
- Access to knowledge database – a unified search of more than 2 million content sources through a single search window.
- In Product Subscription Aware – Customers with an active subscription contract can directly access the Subscription Center from the 3ds Max Help Menu without going through the typical invitation and account management processes. (Contract administrators may turn this access off)
What benefits does Subscription with Gold Support offer?
*NEW* (Subscription with Gold Support is now offered in most locations, check with your local reseller to see if available in your region)
Subscription with Gold Support includes all the benefits of Subscription (see above list), plus the following:
- Telephone support – Direct phone support that can be accessed by calling the toll-free number provided to you upon processing your Subscription Gold order.
- Access to Ask Autodesk discussion forums
- Defect reporting and tracking
How can I access my Subscription benefits?
Simply sign in to the Subscription Center at www.autodesk.com/subscriptionlogin to begin accessing your Subscription services.
How do I obtain a Home Use License?
You must have a valid Autodesk Subscription contract to be eligible to receive a Home Use license. If the Primary License is a standalone license, you may use the media in your possession to install the Home Use License of the product. Once the Home Use License is installed you must obtain an authorization code from Autodesk. Standalone Home Use Licenses will have the same serial number as the Primary License on which they are based.
If the Primary License is a network license, you must complete a Home Use License Application and submit it to Autodesk. Autodesk will review the application and issue a serial number for a standalone Home Use License based on the corresponding network license.
Home Use License applications are available on the Subscription Center and from your reseller or Autodesk sales representative. Once the Home Use License is installed you must obtain an authorization code from Autodesk. In this case the Standalone Home Use Licenses will have a different serial number than the Primary License on which they are based.
Are 3ds Max customers on Subscription or Subscription with Gold Support entitled to use previous versions of 3ds Max?
Yes. 3ds Max 2011 customers with valid Subscription and Subscription with Gold Support are entitled to use up to three previous versions of 3ds Max (3ds Max 2010, 3ds Max 2009 and 3ds Max 2008), up to the total number of licenses of the product currently on Subscription. The Subscription contract manager or software coordinator can download the three previous versions from the Subscription Center.
As an Autodesk Subscription customer, how will I obtain my copy and my license of 3ds Max 2011?
Subscription customers are able to download their 3ds Max 2011 software entitlement directly from Subscription Center. Subscription contract managers and software coordinators should have recieved an email containing a link to a download page. Customers must sign in using their Subscription Center login credentials to access this page. From there they may download their 3ds Max 2011 product entitlement. The product license is accessible in the coverage report located in the Subscription Center.
In which countries is software download the default method for delivering software upgrades to Subscription customers?
Software download is the default method of delivering software upgrades to Autodesk Subscription customers in 37 countries listed below. Autodesk Subscription customers in these countries will not automatically receive a boxed shipment.
| Americas | Europe, Middle East,and Africa | Asia Pacific |
|---|---|---|
| Argentina | Austria | Australia |
| Bahamas | France | Hong Kong |
| Bolivia | Germany | Korea, Republic of |
| Brazil | Ireland | Macau |
| Canada | Italy | Malaysia |
| Chile | Liechtenstein | New Zealand |
| Colombia | Portugal | Singapore |
| Costa Rica | Spain | Taiwan |
| Dominican Republic | Switzerland | |
| Ecuador | United Kingdom | |
| Guatemala | ||
| Jamaica | ||
| Mexico | ||
| Paraguay | ||
| Peru | ||
| Puerto Rico | ||
| United States | ||
| Uruguay | ||
| Venezuela |
Can I change my product upgrade delivery preference?
Yes. If you are a Software Coordinator in a participating country and you prefer to receive a boxed shipment, you can change the delivery preference in your Subscription Center profile from “download” to “box.”
Likewise, if you are a Software Coordinator in one of the nonparticipating countries and you prefer to download your software upgrade, you can change the delivery preference in your Subscription Center profile from “box” to “download.”
You can change your delivery preference at any time; however, the changes you make will not be applied to upgrade orders that have already been fulfilled or upgrade orders that are scheduled to be processed within the next seven business days.
If you want to change your delivery preference, you should do so immediately to ensure all future software releases to which you are entitled will be delivered according to your preference.
Subscription customers who change their preference after their upgrade order has already been fulfilled, can request a box at any time by submitting a Boxed Shipment Request form in Subscription Center.
What if I want both a download and a boxed shipment?
If you are the Software Coordinator and you want both a download and a boxed shipment, you can change the delivery preference in your Subscription Center profile to “box.” This will ensure that a boxed shipment is automatically sent as soon as it is available. Or, you can keep your delivery preference set to “download” and request a one-time boxed shipment by submitting a Boxed Shipment Request form in Subscription Center.
Z-Depth
Apr 2nd
Below you’ll see a Z-Depth pass, yet another trick that allows you to do some post production work on your illustration. The Z-Depth pass allows you to quickly mimic a cameras depth-of-field lens trick. Gaussian blur in post allows you, while using the z-depth channel, to control the blur from light to dark. Doing this allows you to have a foreground, which is important for your composition, but it will not overpower your illustrations focal point.
Ambient Occlusion
Apr 2nd
Ambient = Dark
Diffuses = Light
An Ambient Occlusion pass returns a gray scale image with intersecting geometry darker. This technique allows you to do some post production using layer manipulation. Revit 2011 has some built in Ambient Occlusion capabilities so be on a lookout in the next release.
The below image was created via a script and I use this technique on almost all of my work. It gives your illustration a more realistic feel. This is also how I create the museum board stills and animation.
What’s New in 3ds Max 2011
Mar 10th
Autodesk® 3ds Max® 2011 3D modeling, animation, rendering software includes the following new and enhanced features:
- Slate, a new node-based material editor, enables you to more easily visualize and edit material component relationships.
- Quicksilver hardware renderer enables you to create high-fidelity pre-visualizations, animatics, and games-related marketing materials in less time.
- Graphite modeling and Viewport Canvas tools help accelerate modeling and texturing tasks.
- The new 3ds Max Composite feature offers high-performance, HDR-capable compositing tools and is based on technology from Autodesk® Toxik® software.
- 3ds Max 2010-compatible format enables you to save scene files to help manage the transition to 3ds Max 2011.
Watch Videos of these new features in Autodesk® 3ds Max® 2011
Caddies” for soft selection
Feb 17th
Sneak peek: Introducing “caddies” for soft selection (and other modeling functions) in 3ds Max and 3ds Max Design
Sneak Peek: Object painting in 3ds Max?
Feb 17th
Here’s a sneak peek at some things we’ve got cooking. We’re going to do a series of these and you can classify them as “developer art” because either developers created them or we’ve had our sales engineers throw them together while training them. Don’t confuse these with the professional videoas that will come later.
Sneak peek: Object painting in 3ds Max
That crazy wizard, Carl-Mikael, developer of Polyboost and Graphite has been busy. Here’s a sample of what he’s been up to (and trust me, there’s more coming):
Revit Architecture 2010 Wall Framing Extension
Jan 29th
A 20-minute overview of the Revit Wall Framing Extension, available in the Revit Subscription Advantage Pack.
Hooray! Wood wall framing in Revit Architecture! (and Revit Structure, and Revit MEP)
Revit Architecture 2010 Wall Framing Extension from Jason Pratt on Vimeo.
The Third & The Seventh
Jan 5th
3DS Max Sketch
Dec 15th
Winter Scene
Dec 15th
Hand Sketched Illustration
Nov 24th
Drop in animation
Nov 18th
I am in the process of animating some concept designs and here is what I am calling a drop in animation. I can imagine using this method to drop landscaping in one tree at a time.































