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3DS MAX F.A.Q (Last Updated: 2023 Mar 27 3:17 pm)

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Subject: 3dsmax 2016 Announced! Big Addition!


LuxXeon ( ) posted Tue, 14 April 2015 at 3:16 PM · edited Tue, 27 February 2024 at 2:20 PM
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Hi, everyone.  Well, this may finally be the 3dsmax release which will nudge me to move up from 2012!  3dsmax 2016 truly looks and feels like a full point release, finally!

The big news, and the thing that could change the way 3dsmax is used in the world of CG, is the "Max Creation Graph".  The Creation Graph is a fully procedural, node-based, tool creation environment!  Yep, it's a node function graph which allows users to customize and create their own 3dsmax tools, plugins, and addons, without any knowledge of Maxscript or programming.  It's all visual, node-base architecture!  Pretty impressive and amazing addition!  Have a look at the full release statement here:

http://area.autodesk.com/blogs/max/introducing-3ds-max-2016

This creation graph could potentially change the direction of  3dsmax forever, and bring it into a realm of customization power not thought possible before!  Very exciting times, in my opinion.

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LuxXeon ( ) posted Tue, 14 April 2015 at 4:41 PM
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.

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bandolin ( ) posted Tue, 14 April 2015 at 7:53 PM

Very impressive. Although my little brain can't wrap my head around what it actually does.


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maxxxmodelz ( ) posted Tue, 14 April 2015 at 8:45 PM · edited Tue, 14 April 2015 at 8:49 PM

Very impressive. Although my little brain can't wrap my head around what it actually does.

I'm with you, bandolin!  If I understand this thing correctly, it's like granting access to the core functions of the software, like the SDK and Maxscript, to everyone in a way that almost any user can understand and utilize.  We will be able to create new modifiers, tools, and all kinds of useful functions, by building them from scratch using nodes.  It's like the material room in Poser, or the Slate Material Editor in 3dsmax, but not just limited to materials.  It can be used to build objects, or new object parameters. This sounds like a really amazing and exciting thing!  This might really be the feature that brings Max back on the 3d radar, and helps it compete with the likes of Modo or Cinema4D, which have been adding tons of new tech into their softwares, and breaking new ground.

This reminds me of what Houdini does, to a certain degree.  I'm not sure it's as robust as what can be done in Houdini, but combine this with the already deep modelling tools and modifiers available in Max, and you might have something incredible here.  Plus, the ability to package up anything you come up with and share it, like a script or plugin, is freakin crazy!  Think about how many cool new addons will be released by people using this Creation Graph in the next year or so.  Considering you don't need to learn any scripting language or have access to the sdk, It will probably eclipse the current amount of plugins and scripts out there in no time!  Dang!


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


LuxXeon ( ) posted Wed, 15 April 2015 at 5:17 PM
Forum Coordinator

Well, the jury is still out on what kind of impact this brand-new feature idea will be for 3dsmax and it's user base; but if nothing else, I believe it's truly a step in the right direction for the software.  3dsmax has long needed a revival of interest from the 3d community.  With other packages developing quickly, and packing in some really advanced features faster than ever, it was very important that this release of 3dsmax be the most impressive since 2010.  Otherwise, it was sure to lose a huge stake in the marketplace to evolving applications like Modo, Cinema4d, and of course Blender.  This Creation Graph idea could be the "shot in the arm" it sorely needed to remain interesting, and competitive to new users.

I don't know the depth of the tool yet, or how much freedom it gives you to create new objects and/or modifiers and tools, but it does sound like it's going to be a new birth for 3dsmax, and give it a very powerful and flexible platform for users to engage their creativity like never before.  I'm sure the full extent of the tool will not be realized in the first initial release of it's existence in the application, but as a preview of what is to come for the future of 3dsmax, it's surely interesting and exciting.

Also, with the other additions in this release, it seems the developers are listening (finally) to the community of users, and catching up to our long-awaited requests.

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LuxXeon ( ) posted Wed, 15 April 2015 at 6:11 PM
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Looks like powerful stuff.

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maxxxmodelz ( ) posted Sun, 19 April 2015 at 1:52 PM

There's a few tutorial videos up already on the 3dsmax Learning Channel, which show the new creation graph in action.  Nothing super impressive on display in those videos, but it definitely looks like it has the potential to be mind-blowing.  For example, the guy in the one video uses a spherical modifier that he created with the graph, and it behaves different than the standard spherify modifier that is already in 3dsmax.  It also showed the guy creating his own custom array modifier from the creation graph, which worked like the clone plugin modifier from Itoo!  That was impressive.  So now we will have the ability to create our own plugins, without programming knowledge.  I think that's brilliant stuff.

I've been spending most of my time learning Blender, because I wasn't confident that Autodesk was going to improve Max in the future, but now I think I'm seeing that they are, and I may just have to get this new version.  Time to start saving my pennies!


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


maxxxmodelz ( ) posted Sun, 19 April 2015 at 2:01 PM · edited Sun, 19 April 2015 at 2:02 PM

Check this out!  Take a look at all the cool new modifier objects we will get with the Max Creation Graph sample pack in 2016!  This looks really awesome, and we won't need half the plugins or scripts we normally do with Max.

https://www.youtube.com/watch?v=ckfdHlzisTY

I'm actually getting excited about this version!


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


LuxXeon ( ) posted Sun, 19 April 2015 at 4:51 PM
Forum Coordinator

Check this out!  Take a look at all the cool new modifier objects we will get with the Max Creation Graph sample pack in 2016!  This looks really awesome, and we won't need half the plugins or scripts we normally do with Max.

https://www.youtube.com/watch?v=ckfdHlzisTY

I'm actually getting excited about this version!

Yeah, that looks very interesting.  It appears to have nodes that take the place of several scripts and plugins I currently use in 3dsmax, and expand on them in ways not possible without programming or scripting. Should be very useful and fun to play with, as well as share the results and setups with other users. It also appears to have the parametric construction capability of the Para3D plugin to some degree, which I've always considered something that should appear in the package natively.  This is definitely the most promising and significant release of 3dsmax since 2010.

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maxxxmodelz ( ) posted Wed, 29 April 2015 at 10:39 PM

Another great video about the MCG.

I'm so excited about this.  It's what I'd been hoping 3dsmax would become for years.  Unfortunately, I can no longer afford it.  Gonna take me a long time to save up enough to get this great version.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


LuxXeon ( ) posted Thu, 30 April 2015 at 6:30 PM · edited Thu, 30 April 2015 at 6:32 PM
Forum Coordinator

Scriptspot.com, the #1 website for all 3dsmax and SketchUP scripts, has already added a new category for free MCG addons and creations, which can be shared just like plugins.  There's some useful things up there already, so this is going to be very interesting, once people begin to create their own tools, and share them with others.  Once I get the 2016 release, I'll certainly be looking to build and share some things as well.  I expect this new resource to grow exponentially throughout the year.

http://www.scriptspot.com/3ds-max/mcg

With this kind of shared power in the hands of average users, 3dsmax community base may see a rapid evolution in workflows, and practicality; after being relatively stagnant for many years.

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LuxXeon ( ) posted Thu, 30 April 2015 at 10:19 PM
Forum Coordinator

Some more impressive examples of the MCG, and what is possible with it.

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Tracybee ( ) posted Thu, 30 April 2015 at 11:39 PM

Yay and Hurrah.

Max is catching up to the SDK crowd.. Looking as flexible as Unity3d or the Unreal engine but with modelling capabilities and the rest :)!

And just when I'm learning C# ! Grr   But much rather drag and drop so to speak.

Now where's my wallet been hidden?


maxxxmodelz ( ) posted Sun, 03 May 2015 at 3:26 PM

I should have enough to upgrade to 2016 sometime this summer, so I'm hoping all the hotfixes and service releases are included by then.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


LuxXeon ( ) posted Wed, 03 June 2015 at 9:06 AM · edited Wed, 03 June 2015 at 9:07 AM
Forum Coordinator

I think the OpenSubDiv in 2016, with view-dependent, Adaptive Subdivision technology, is a game changer.  I don't know of any other general 3d package using this technology yet, so I'm sure it will be very useful to animators, for example, and bring Max into even more pipelines.

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