while blender viewport its quite impressive. Max viewport does some stuff as well that blender doesnt do. OSL maps display in viewport its a gold feature for me in 3dsmax.
hi sir this tutoreal is amazing thanku itvery helpful, can u pls show how to make complex assets shapes(like ratten chairs, rope knoted chandeliars)etc etc
Hola, Eloi. ¡Estupendo canal el tuyo, enhorabuena! Tengo una pregunta tontorrona: Cuando tienes personalizado tu Modifier Sets te da la opción de salvarlo, pero, ¿es posible volver a cargarlo por ejemplo cuando has tenido que reinstalar el progama? Gracias y saludos.
Hola Juan, gracias! Pues creo que el tema de los modifier sets es also que no se puede mover de max a max, a no ser que modifiques el .ini file. Creo que es algo que se esta mirando de arreglar.
I have a scene with building and front facade is glass (vray), i am using standard direct light. I am getting a bright spherical glow when i position my light behind camera, how can i hide the bright reflection? I tried (visible to camera-off) in object properties for light but no success... Please help.
Hey. I really like your videos. Maybe you can make some videos about physics and dynamics in 3ds Max. I mean motion graphics things. Maybe there are some simple and interesting ways, like in Cinema4d.
HI ! Perfect video Eloi !... but I've noticed that when your using Cellular ( procedural ) ... even your trick doesn't seem to work... strange ?! tested it in 2017 & 2020 .. Did you try ?..
Didnt try with cellular. At the end, all the "legacy" 3dsmax are very old technology. With all the new OSL the conversion is real, because is doing a real conversion to HLSL instead of baking the procedural in to a bitmap. Now I try to use only OSL, sure you can found multiple ones doing the same as cellular.
@@andvfx Yep !.. it's old tech you're right ! I guess OSL is the way to go now. Thx for your answer ... keep up your great job with thoses tuts & videos ;)
If you need basic motion (for far away or mid range), I just select exterior vertex from branches, with softselection, and add an animated noise, creating 2 or more different amplitude noise, works quite well. For more advanced motion, If the tree comes from Speedtree, I just animate the wind there (its the easiest and more natural!). If the tree comes from some different place, and you need interaction with characters, or branches ripping off, I use Thinking Particles, you have a very complete tutorial from my friend Goran: effectivetds.com/resources/fx-education/treerigging-with-tp6/ (But its more advanced).
u understand houdini being used by pretty much all big studios now? and it's becoming the standard VFX tool..it seems you are the little Auotdesk fanboy here.
Nice video, but you just shown us why everybody should just switch to houdini. All these things are un-optimized and crashy. For example, if you keep a lot of modifiers and save the file, it can happen that on the reopening, the vertexes on the base object changes numbering, and all your models becomes like a soup of polygons. Second, all this video shows the effect of modifiers on a small scale object. If you wish to model bigger scale, 100x polycount objects, well, good luck. Sometimes I had to wait half and hour just to attach 100 objects together, and if you dare to click, all your max becomes white, and you will be friends with the task manager. Sorry guys, this is unforgivable. Even blender is more competitive, and it's for free. Modeling complex and big things in max is like constructing a card-pyramid, afraid that at any moment it crashes and you lose everything, meanwhile Houdini is a mountain. Everything you do is solid, reliable, and not to say, 100% fantastically procedural.
It never happen to me (or heard of this happening) that reopening a file, vertex numbering change. If instead of a procedural selection you use a manual selection based on vertex IDs, and then you change the underlying mesh, yes anything over this based on your selection will go crazy, but this will happen in max, houdini or any other program. About working with heavier files,... Im working in production assets at work and everything its ok, in some cases could be faster? Sure. About attaching a lot of objects together, in some scenarios if you didnt use some scripts could get slower, but they fixed a couple of versions ago as well. In max materials are procedural, particles are procedural, the modifier stack is procedural, you can say that the total nodal approach in houdini is more flexible, and with the benefit that data can flow from sidetoside (totally agree with that), but fore some tasts the procedural but more linear approach in max could make your live easier as well.
@@andvfx I appreciate that you try and focus on the bright side, but I work in an environment of 50 people, and not just modeling, but large scale xrefing, rendering, animation. Max is written in a way, that it's impossible to make it as fast and as stable as competitors. Just look at the boolean operation, it's basically a joke in max. The fact that it still has 2 different, the old and the new (?!) can give you some ideas of competence. And sorry, but the procedural claim it's just not true. You could hack it until it becomes so slow, that people actually decide to just collapse it, where when we created a procedural CITY in houdini, things were light-years ahead of max. And I'm not talking about technology, I'm talking about speed and stability.
Vida András I work with over 400 people, and we use any software available, max, maya, houdini... And I dont see any software perfect, all has pros and cons. If you need a full procedural city, sure the best bet will be cityengine or houdini. But you can use the stack modifier fast approach to deform parametrically multiple object in a fast and efficient way. About keeping multiple booleans systems is not about incompetence, there are people out there they want to keep full compatibility (not me, but max its used for a lot of people). So you are saying that in your company people do modeling in houdini? (Not procedural modelling?)
@@andvfx Okay man. You are skipping over multiple points of problems, and generalizing with pros and cons. We use 3ds max for modeling and texturing (hence the reason I know what I'm talking about), but we are switching, because it's just crazy to work with it anymore. As I told you at this point even Blender is better. Max is crashing every day, it's full of little script's that they didn't update since 2012 (my colleague is a scripter, and was in the brainstorming of autodesk about the future of max, so he knows exactly what's up, and has the same opinion.) Just compare the installation files. Max is 5-7GB just the base. Houdini is 1.5 GB. What does this tell you? Listen. I understand, max is popular, and useful, of-course. But people has to realize, today, there are better options.
Vida András I get most of your points. About file installation, on autodesk ideas feedback you will see one post from some years ago asking for a more modular installation, I also think file size its getting ridiculous, but this doesnt mean that to be bigger its a worst product. They add all the revit and other cad programs interop that requires a lot of space and not every max user need it.
Every single thing shown in this video was new to me! Thank you so much for sharing all of this! I would love more tips and tricks!
It really works, thank you.
Thanks so much Eloi :) your tips are so useful. I have much respect for what you share with us.
Very useful thank you so much!
fantastic!! plz create more of these tips and tricks!
Very cool tricks!!! thanks a lot!!! From México City!!!!
So useful and pedagogical ART 3D TIPS MASTER channel ! Really top good studies vibes ! Muchas Gracias , merci
Pretty useful. Thanks Eloi.
Thanks Eloi, i learned a lot. I really appreciate your videos :)
Thanks Eloi, very useful tips
I’ll use some of those tricks indeed, thanks.
gracias. the bunny tip was very amazing. thumbs up
Thank you so much very useful tips ! Great work !
Thanks 😊
Very useful! Thanks a lot👍
Thx, I was wondering why my noise wasn't displayed correctly. Blenders viewport is lightyears ahead of Max by now.
while blender viewport its quite impressive. Max viewport does some stuff as well that blender doesnt do. OSL maps display in viewport its a gold feature for me in 3dsmax.
Thanks Eloi.
Useful and Important video,, Keep Going
hi sir this tutoreal is amazing thanku itvery helpful, can u pls show how to make complex assets shapes(like ratten chairs, rope knoted chandeliars)etc etc
Thanks man 😀
love it...
Thank you!
thank you
Hola, Eloi. ¡Estupendo canal el tuyo, enhorabuena! Tengo una pregunta tontorrona: Cuando tienes personalizado tu Modifier Sets te da la opción de salvarlo, pero, ¿es posible volver a cargarlo por ejemplo cuando has tenido que reinstalar el progama?
Gracias y saludos.
Hola Juan, gracias! Pues creo que el tema de los modifier sets es also que no se puede mover de max a max, a no ser que modifiques el .ini file. Creo que es algo que se esta mirando de arreglar.
@@andvfx me lo temía. Gracias, Eloi
Show realistic material in viewport dosn't work for me. It looks still completely different in Vray 5.
nice . thank you!
Thank you very much.. :)
Lots of thing i learnt
I have a scene with building and front facade is glass (vray), i am using standard direct light. I am getting a bright spherical glow when i position my light behind camera, how can i hide the bright reflection? I tried (visible to camera-off) in object properties for light but no success... Please help.
Neil Kadu vray lights on modifier panel, select “invisible” under properties.
Hey. I really like your videos. Maybe you can make some videos about physics and dynamics in 3ds Max. I mean motion graphics things. Maybe there are some simple and interesting ways, like in Cinema4d.
artnemart Thanks! I have multiple videos showcasing thinkingparticles that is what I use for FX/motiongraphics in 3ds.
HI ! Perfect video Eloi !... but I've noticed that when your using Cellular ( procedural ) ... even your trick doesn't seem to work... strange ?! tested it in 2017 & 2020 ..
Did you try ?..
Didnt try with cellular. At the end, all the "legacy" 3dsmax are very old technology. With all the new OSL the conversion is real, because is doing a real conversion to HLSL instead of baking the procedural in to a bitmap. Now I try to use only OSL, sure you can found multiple ones doing the same as cellular.
@@andvfx Yep !.. it's old tech you're right ! I guess OSL is the way to go now. Thx for your answer ... keep up your great job with thoses tuts & videos ;)
Can u vlog, how to animate tree meshes in easiest way
If you need basic motion (for far away or mid range), I just select exterior vertex from branches, with softselection, and add an animated noise, creating 2 or more different amplitude noise, works quite well. For more advanced motion, If the tree comes from Speedtree, I just animate the wind there (its the easiest and more natural!). If the tree comes from some different place, and you need interaction with characters, or branches ripping off, I use Thinking Particles, you have a very complete tutorial from my friend Goran: effectivetds.com/resources/fx-education/treerigging-with-tp6/ (But its more advanced).
Hey, can I see your PC setup?
will you do tutorials about using 3dsmax for beginners!¿
wait. I can't create camera by Ctrl Z like the video said :((
Is control C
@@andvfx thanks alot
PORFA PON TUS TUTORIALES EN ESPAÑOOOLLLLLLL
keep going dude. lets see houdini fanboys cry over this stuff.
u understand houdini being used by pretty much all big studios now? and it's becoming the standard VFX tool..it seems you are the little Auotdesk fanboy here.
@@z_tiger311 you mean... like this one...: ua-cam.com/video/Ixg6EaLkhgo/v-deo.html i have houdini by the way
Too complex for me
Nice video, but you just shown us why everybody should just switch to houdini. All these things are un-optimized and crashy. For example, if you keep a lot of modifiers and save the file, it can happen that on the reopening, the vertexes on the base object changes numbering, and all your models becomes like a soup of polygons. Second, all this video shows the effect of modifiers on a small scale object. If you wish to model bigger scale, 100x polycount objects, well, good luck. Sometimes I had to wait half and hour just to attach 100 objects together, and if you dare to click, all your max becomes white, and you will be friends with the task manager. Sorry guys, this is unforgivable. Even blender is more competitive, and it's for free. Modeling complex and big things in max is like constructing a card-pyramid, afraid that at any moment it crashes and you lose everything, meanwhile Houdini is a mountain. Everything you do is solid, reliable, and not to say, 100% fantastically procedural.
It never happen to me (or heard of this happening) that reopening a file, vertex numbering change. If instead of a procedural selection you use a manual selection based on vertex IDs, and then you change the underlying mesh, yes anything over this based on your selection will go crazy, but this will happen in max, houdini or any other program.
About working with heavier files,... Im working in production assets at work and everything its ok, in some cases could be faster? Sure.
About attaching a lot of objects together, in some scenarios if you didnt use some scripts could get slower, but they fixed a couple of versions ago as well.
In max materials are procedural, particles are procedural, the modifier stack is procedural, you can say that the total nodal approach in houdini is more flexible, and with the benefit that data can flow from sidetoside (totally agree with that), but fore some tasts the procedural but more linear approach in max could make your live easier as well.
@@andvfx I appreciate that you try and focus on the bright side, but I work in an environment of 50 people, and not just modeling, but large scale xrefing, rendering, animation. Max is written in a way, that it's impossible to make it as fast and as stable as competitors. Just look at the boolean operation, it's basically a joke in max. The fact that it still has 2 different, the old and the new (?!) can give you some ideas of competence. And sorry, but the procedural claim it's just not true. You could hack it until it becomes so slow, that people actually decide to just collapse it, where when we created a procedural CITY in houdini, things were light-years ahead of max. And I'm not talking about technology, I'm talking about speed and stability.
Vida András I work with over 400 people, and we use any software available, max, maya, houdini... And I dont see any software perfect, all has pros and cons. If you need a full procedural city, sure the best bet will be cityengine or houdini. But you can use the stack modifier fast approach to deform parametrically multiple object in a fast and efficient way.
About keeping multiple booleans systems is not about incompetence, there are people out there they want to keep full compatibility (not me, but max its used for a lot of people).
So you are saying that in your company people do modeling in houdini? (Not procedural modelling?)
@@andvfx Okay man. You are skipping over multiple points of problems, and generalizing with pros and cons. We use 3ds max for modeling and texturing (hence the reason I know what I'm talking about), but we are switching, because it's just crazy to work with it anymore. As I told you at this point even Blender is better. Max is crashing every day, it's full of little script's that they didn't update since 2012 (my colleague is a scripter, and was in the brainstorming of autodesk about the future of max, so he knows exactly what's up, and has the same opinion.) Just compare the installation files. Max is 5-7GB just the base. Houdini is 1.5 GB. What does this tell you? Listen. I understand, max is popular, and useful, of-course. But people has to realize, today, there are better options.
Vida András I get most of your points. About file installation, on autodesk ideas feedback you will see one post from some years ago asking for a more modular installation, I also think file size its getting ridiculous, but this doesnt mean that to be bigger its a worst product. They add all the revit and other cad programs interop that requires a lot of space and not every max user need it.