[Closed] Call anything cool recently added to MAX
this is something I bashed out (in wire frame) in the sdk (2 days) (I don’t do hard sell look at me promos ), “rewrite” of the conform world space modifier, using a kdtree on the targert mesh, blends normals, vertex colours and uv coords (with soft selection blending) runs 10 times quicker than the autodesk original (there’s absolutely no shared code btw) It will blend any mesh to another mesh seamlessly in real time.
i need it for my old “Tree generator” written 10 years ago using only pure MXS. (it was very smart toy but damn slow)
should be able to post up a kdtree extension class on the mxs extension thread soon, reduces the ray casting time considerably.a purely mxs kdtree implementation is very slow in building the tree and so not really viable.
how could i forget?!
the
Avguard DLX Extension
was the awesome addition since max 2008. it’s very useful with mxs, and great resource of learning max sdk since its source code was added to it.
can’t be classed as “cool” as it doesn’t clone a teapot in a million and one different ways
though I should be careful with the jokes though, don’t want to be accused of being negative and told to f off to maya never had it soo good
but i have to say that to you, Klvnk, anyway…
you are the most negative against cloned teapots person i know. and it’s not just a skepticism, you really hate them.
I really really would like to get my hands on such a scene
Of course you can’t share those , but i guess you did manual testing too and not only some automated tests ? So you should know the area causing you troubles with >Max2009 versions ?
Thus you should be able to post a representative scene which shows the performance problem you see in all versions >Max 2009 ? I’m really curious about 3ds Max’s performance shortcomings ( and of course especially compared to Maya) , be it factual, historical, method related or plain mythical.
sorry spacefrog I missed your post being the last on the page. you’re right I can’t share them, as I said we don’t do them any more (game was canned) and we had to change the way we worked a bit. IIRC the scenes were approaching 1 million faces using a lot of directx shaders. 2011 was the worst by a long way.