I’m sure you don’t have a competitive side Denis
This is something I was trying to do but someone else beat me, pretty cool workflow possibilities with this.
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I can’t see the point of this modifier. You are losing the power of instances in this case… It’s just an inherited geometry, that expands the base object, even in polygonal way. You can do the same thing using simple instances…
Sometimes you need to have a group as one object for things like VrayFur, spawning particles on, distributing as one object, conforming, exporting as one mesh… loads of applications!
Yes you lose the performance of instancing but sometimes you’re better off having one mesh rather than loads of duplicates for viewport performance.
to complete the analogy it seems like the players are still in their dressing rooms looking for their lines.
i agree with Klvnk that will be very interesting to see any example of MCG that works with specified normals (at least preserves them).
why is it interesting? because the max doesn’t have a built-in solution for it.
try to attach (poly or mesh) nodes with specified normals (changed by Edit_Normals modifier for example)…
if the MCG can do it this is definitely a step forward
i’m now working on modifier plugins those have to work with meshes (or polymeshes) >200K verts in real-time.
real-time means not less than 10 fps. otherwise it’s not a modifier. because an artist doesn’t have ‘in-view’ interaction.
what am i talking about? i see the limit for MCG using. it becomes pretty early a piece of toy.
it might be cool to be able to combine(populate on mesh, deform, etc.) 100 teapots, but what is about 10000? do i have to go several post above and read “it’s not a thing for you”…?
any tools developer on the stage of a tool design solves (figures it out for himself) the same problem – can i going this way will successfully come to finish?
so, the MCG “is not for me” today.
the situation can change. when the max will allow me to write my own MCG nodes using something better than MaxSharp
You should be able to achieve at least 80% of the performance of native code unless you start iterating over elements with linq and other silly things. I’d say the bottleneck is elsewhere. Have you tried profiling it?
to my thinking we all understand now that the MCG is not a thing for an average artist. all examples we’ve seen were made by solid tools developers.
just i’ve watched this new video from the mcg: https://youtu.be/3nsAlw_j4lQ
do you really not see a bluff?
check the video at 2.50 to 3.00… they are fooling us! they probably can paint things with MCG, but one or two… or dozen. NOT A HUNDRED, and of course not a thousand. MCG can use only built-in solutions (intel embree is an exclusive gift).
but…
THERE IS NO BUILT-IN SOLUTION IN MAX TO PAINT THOUSANDS NODES!
You can write your own MCG node with C#.
I know someone has done it.
So… I think Denis can figure it out, too.