Oh I’m glad there are no blender fanboys spamming about eevee. I’m a blender user myself and still it is good to know that 3ds max is not stagnating.
@RyoMassaki4 жыл бұрын
Oh just wait, they are coming, sooner or later.
@mufeedco4 жыл бұрын
@@RyoMassakiHere is one ☝️(EEVEE still the best 😃)
@educate3d4 жыл бұрын
Mufeed Al-Hashim yea no it isint lol. I would still take cycles over eevee lol. Having a real time tenderer doesn’t equate to have a better render engine.
@arko38224 жыл бұрын
@@educate3dwhat about E-cycles
@educate3d4 жыл бұрын
arkoprobho gupta what about it
@vikisk.3d4 жыл бұрын
Eloi : Surface is not perfectly flat Me : Yeah..... ;)
@dubtube66914 жыл бұрын
It's more than time that Vray support the same. I'm a Maya user and we live in a gray world.
@maxomnicast60104 жыл бұрын
I read from their lead developer that they are working on it. Hopefully!
@charliestudio67054 жыл бұрын
As a Blender User, Is nice to have similar material features on Max now, so I don't have to re-learn how to create and control materials in a different program. Excellent video!
@kingAXEL4 жыл бұрын
I was hoping you will show how to setup material and maps, etc ..
@viralbible16294 жыл бұрын
was waiting for this ! Thanks Eloi your channel is smashing it atm well done!
@AlexShults14 жыл бұрын
Wow, I didn't know, that Slavoj Zizek could explain 3ds Max
@pproestos4 жыл бұрын
thx, another gold piece of knowledge
@digitadigita35784 жыл бұрын
At the current rate, 3dmax is so heavy and convoluted that you will soon need supercomputer just to start it up.
@andvfx4 жыл бұрын
Digita Digita Thats just not true. 3dsmax is heavy in terms of disk space, this is true. But from my tests is the one that allows you to move on heavy scenes faster even with low end computers. A lot of work has been involved in viewport performance, and modifiers performance.
@xox87174 жыл бұрын
@@andvfx and corrupts your files if you're not careful, it's the most bloated software of them all.
@Franky47953 жыл бұрын
I love that scene where to find it?
@1DInciner4 жыл бұрын
Nice eevee engine analogue)
@PeterFischerDJ4 жыл бұрын
Thank you very much for this video. I saw it and got very excited. Unfortunately, I am not getting near the same quality results....Are you willing/able to share the scene so that we can get a better understanding of the viewport and environment setup?
@andvfx4 жыл бұрын
Hi, the problem with this scene is that is quite heavy, its over 600mb. You can download the models for free from sketchfab. Just change the default "Standard" material by Physical material and connect the pbr shaders to each slot. You should get a very similar result.
@arch_alqorian3 жыл бұрын
I still can't see the depth of field on my viewport .. what I did wrong? high quality>enable depth of field on physical camera>adjust the aperture is there maybe problem in my settings?
@andvfx3 жыл бұрын
That should be it. On aperture try with something very small like 0.01 to make sure its visible. Then another setting that comes to my mind, on viewport configuration make sure: refining viewport its on (I think its caled). On perviewport quality you have a similar parameter should ve on by default.
@arch_alqorian3 жыл бұрын
@@andvfx that’s work thank you, you’re the best 🌹
@wormcorpse84434 жыл бұрын
Это же горбатый!
@paulneale4 жыл бұрын
Very well done.
@mansoorghumro84044 жыл бұрын
The legend! The 3ds max professing Paul Neale. Blessed be thee for teaching us Mr. Neale.
@mgr55503 жыл бұрын
I have a small problem... can any of you just help me please... When i create a standard light (omni) next to some simple geometry, the lights effect doesnt show at all in the viewport, it behaves like it is not even 'on'. What viewport shader menu should i use to get lights effects to show in the viewport (i understand the lights arent accurate in the viewport, but i at least need some rough feedback of the light). I tried view and set it to cast lights, shadows and those options, i got it to work, but then my geometry is invisible in certain ports. Like a simple plane cant be seen from the side view, earlier i could see that thin line of a plane from the side view. Now that side view thing alone doesnt work.
@SR-iz8zw4 жыл бұрын
How to convert lots of objects with their materials to physical base materials??? (for example from V-Ray materials.)
@andvfx4 жыл бұрын
S R We have scene converter in max to convert from vray to arnold or mentalray to physical. As far as I know theres no buildin converters from vray to physical, will be agood idea to have and actually scene converter is scriptable so you can do your own rules.
@hinduspl3 жыл бұрын
How to hide hdri map in viewport (make background grey again) and leave it working on object reflection?
@andvfx3 жыл бұрын
Create an OSL "Environment/background switcher" where you can define your hdri you want for reflections, and what you want to see on the background independently.
@SR-iz8zw4 жыл бұрын
How to have displacement in viewport?
@andvfx4 жыл бұрын
Rendertime displacement is not supported on viewport. The only way is to add subdivisions, add a displacement modifier and add here your texture to displace.
@3DSgeek4 жыл бұрын
thanks Eloi
@sevenseven314 жыл бұрын
what about render ?
@erik98174 жыл бұрын
How did you get the depth of field effect in the viewport? The docs say that a physical camera "Depth of Field: Viewports don't show the bokeh shape." Edit: I solved that, seems like I needed to adjust the aperture. Also, I'm only on 2020, is that why I'm missing the "Autogamma" and "Scale" controls from the OSL map, for example at 4:25?
@chejz4 жыл бұрын
since I am a bit a newbie can you tell me how did you scatter leaves? :)
@andvfx4 жыл бұрын
On the "Ribbon" Menu, Go to Object Paint, You can have multiple objects selected and paint over the surface of another object, following the normals with randomizations on size/rotation/position.
@chejz4 жыл бұрын
@@andvfx tnx man I will check this out :)
@terrablader2 жыл бұрын
Awesome, how can i get a nice viewport with 3dsmax 2022 its really tough to work large ARC vis with details, I am used to Solidworks crisp easy to see viewport thanks.
@firnekburg49904 жыл бұрын
ROGNESS :DD Love your accent, great review : )
@HusniArsyah Жыл бұрын
This method is useless if you planing to used it in large scale city with so many building and polygons 😬 In this videos not even mention the worst part of this method, the shadow will degradate each you move the camera or viewport, this is extremely worst, because not only shadow that was degradate, but the light and reflection also degradate, and color is changing, value is changing, etc 😬 You can disable this degradate `SHIT` by turn off the checklist in : Viewport configuration/Display performance/turn off checklist >> Improve Quality Progressively 😬 But sadly the result will ugly, and shadow cast become worst. MY POINT IS, you need to make the shadow static without degradation after you MOVE or ANIMATE the camera in the viewport. (So I used old method like `IES sun`, that will make the shadow cast remain static even camera is move or animate in viewport). So many problems with 3Ds max youtuber now days, they not even mention the purpose of the tutorial, so people will not misslead... 😬 Sorry to say this, good luck... 😬😬😬😬😬😬
@valeriolee4242 жыл бұрын
FUUUUFFF que pasada de tutorial gracias!!! :D los materiales de vidrio siempre se ven como con ruido?? un saludo crack!
@andvfx2 жыл бұрын
Gracias, esto es la tecnica que usa max para crear semitransparencias, que se llama echostastic. Si tienes un material 100% transparente no vas a ver ruido, pero si tienes como un % de no transparencia, o usas un mapa de opacidad, max va a necesitar unos microsegundos para limpiar el ruido. Ahora que tengo una RTX 3080, practicamente no veo el ruido porque se limpia muy rapido.
@valeriolee4242 жыл бұрын
@@andvfx gracias por tu respuesta!! :D
@Mimwall4 жыл бұрын
Hello Eloi. Thanks for your videos. Much appreciated ! I have a question. Simple scene, a ground plane, a box, a background HDRI, a skylight with scene environment on. The lighting is happening well but what if I want to adjust the background HDRI intensity ? If I raise the skylight intensity, the lighting will change accordingly and the background remains the same. I'd like like to know if we can do the contrary. Raising HDRI background intensity alone without (or with) impact on the scene lighting ? I tried messing up the values in the bitmap setup menu but nothing is really changing. Thx for your attention and time.
@andvfx4 жыл бұрын
Mimwall yes, right now this on viewport is not straighforward, by now....
@Mimwall4 жыл бұрын
@@andvfx Hi Eloi. Just saw your last video about animating trees. I smiled cause I remember figuring out this soft selection / noise method way back in the days. Anyway, made me think that I wanted but forgot to thank you for your fast feedback about this environment background in viewport lighting method. Also, I did fire up 3dsmax just to fiddle around this very question and actually came up with something. In material editor, drop a bitmap with your HDRI. Then from this bitmap, wire out two parallel OSL lift/gamma/gain. Plug one in envmap slot and the other one in the skylight map slot with "Sky color" radio button checked. You have now efficient control over the exposure of the HDRI for the lightning or/and the background independently through the gain parameters of the OSL adjustments maps ;) Also, I noticed a bug in the HDRI lighting method. For some reason, I had a scene stuck with an overblown exposure in the HDRI background. Tried to unload, reload, even create from scratch and it was still burnt. I then had to reset 3dsmax and merge my maxfile back in in order to correct this ! No big deal but I thought I'd share this experience and that lil workaround. Again Eloi, thanks for your work on these videos, your positive attitude, your reactivness and your availability. It's very much appreciated.
@andvfx4 жыл бұрын
@@Mimwall Ei really thanks! Keep a look on the next weeks.... you will have a very good surprise.
@mahdiafrasiabi82184 жыл бұрын
Thanks in advanced!
@mansoorghumro84044 жыл бұрын
Eloi, hermano, te adoro por todo... pero no es "rogue-ness", tienes que pronunciar "ruff-ness". Saludos desde Pakistan
@isa_nagiyev4 жыл бұрын
You are amazing
@hlopes90004 жыл бұрын
thanks for the info!
@ahmadahmad-fz8no4 жыл бұрын
Wow amazing plz do more tutorials about real time rendering in 3ds max
@joelaguilarfuentes87584 жыл бұрын
Great work Eloi. I wonder if you are going to make the November Max News?
@andvfx4 жыл бұрын
On it! too many things! Preparing another video for my other channel. We are having a new Storm version as well.
@joelaguilarfuentes87584 жыл бұрын
@@andvfx GREAT!!!! what's Storm, looks like a new software
@andvfx4 жыл бұрын
@@joelaguilarfuentes8758 Its a solver tool. PBD and SPH solvers, I will do I think a video for this channel explaining a little what it does.
@isa_nagiyev4 жыл бұрын
@@andvfx solver for animation?
@LORENZOCOLALONGO4 жыл бұрын
used Arnold?
@user-ey7xe6ms6w4 жыл бұрын
I don't know Arnold Render. my question 1. What is the blur effect in the viewports? Physical camera? 2. Does it take a long time to render the scene with the Arnold renderer? I know that Arnold Renderer is slower than Vray. How slow is it?
@andvfx4 жыл бұрын
This is not Arnold, its just the viewport using nitrous. The blur effect in viewport is DOF, you can activate on physical camera. With Arnold, I do a render at the end to see its practically identical than the viewport. Velocity compared with Vray it depends. Vray normally uses quite a lot of optimizations to converge on to a cleaner render faster. Arnold is like using BruteForce in Vray. With indirect lighting will be slower than vray, but if you compare vray brute force/Arnold brute force, maybe Arnold wins. Also Arnold is very good with heavy geometry based renders. Finally I will say the differences are on implementation. Vray offers much more "extras" a robust framebuffer, better VDB import options, or Alembic imports, or grass/fur, or instancing. arnold in max is catching up on this areas still.
@user-ey7xe6ms6w4 жыл бұрын
@@andvfx I Know. But I'll have to print it out in big size. As I saw in the viewport. Is it possible with a scanline? If not, do you use Arnold? If so, how long does it take to print it? At (1280x720). I do not want Perfact results. Reasonable time. The level of output shown in the viewport.
@andvfx4 жыл бұрын
@@user-ey7xe6ms6w Yes, sure you can, just do a screencapture, I show how to do it on a image sequence. You just define your resolution. Also you can just render with Quicksilver in to your framebuffer. Quicksilver uses nitrous funcionality as a renderer. This image render on Arnold for a decent level of noise, is maybe 8 minutes, I get almost the same with 8 seconds using the viewport (obviously reflections/GI/is not the same, but for some tasks can do perfectly the job). And take in to account Im on a gtx960M, on a 2070, you can totally do it in 3 times less time.
@user-ey7xe6ms6w4 жыл бұрын
@@andvfx Thank you very much for your kind explanation. Your channel is always fantastic. I did not understand your explanation well. that's a feature I don't know. For now, I really only demand viewport quality. I want to be only fast. (I will retouch in Photoshop.) I am satisfied with capturing the viewport. Your explanation is, can I make the viewport any size I want? I do not speak English well. Please suggest me a keyword so I can search it. Quicksilver?
@andvfx4 жыл бұрын
@@user-ey7xe6ms6w Yes sure no worries, glad to help. Check minute 9:45 Basically you will create a preview of your viewport at any resolution you defined. So if You want your viewport at 4K, you can save that at .jpg. Thats one thing. The other is that instead of "capturing your viewport" You can switch your renderer to "Quicksilver", this will render on a framebuffer (like arnold or vray), but using the same techniques than on the viewport, using your GPU for a very fast render.
@marwans40184 жыл бұрын
did you create this scene ? can you make a tutorial how to 3d model a building like in the scene ?
@andvfx4 жыл бұрын
I took the models from sketchfab (they are free). I just put them together, changed materials to look "nice" distribute some leaves around. I can do a tutorial about simple modelling, yes.
@marwans40184 жыл бұрын
@@andvfx thx
@k.d.industries38554 жыл бұрын
hi sir, will you please tell me the full configuration of your computer system?
@andvfx4 жыл бұрын
its an msi, 6700H processor, gtx 960M, 32gb ram
@k.d.industries38554 жыл бұрын
@@andvfx thank you sir
@MauroMan_4 ай бұрын
..It seems like you have activated " Progressive Display".. in View Menu... This consumes a lot of CPU... constantly... No thanks.
@norman38474 жыл бұрын
thanks bro....
@gameexplorer49634 жыл бұрын
Lovely viewport, amazing tutorial, but I think they are missing the point. Nobody is going to use OSL shaders to send out to a game engine, as such, nobody using a game engine is going to put the extra work to create OSL materials and fine tune the scene. I would do that in the game engine and would save time from look development. What is needed is a simple material with inputs that can be exactly translated in FBX and be ready for use in an engine. It's funny that after a decade that PBR is dominant you still need to explain what it is.
@user-ey7xe6ms6w4 жыл бұрын
Not everyone makes games
@gameexplorer49634 жыл бұрын
Sure, but almost everyone in a few years will be using real time techniques even for CAD etc. So whatever new feature is introduced should be future-proof and also be useful in today's workflows. For the current workflows, does this correspond more than 90% to the final render result in Arnold or ART? Can all this effort help you save time in lighting and material setup? Or is it just a nice viewport preview?
@user-ey7xe6ms6w4 жыл бұрын
@@gameexplorer4963 For the current workflows, does this correspond more than 90% to the final render result in Arnold or ART? -> According to the owner of this channel, yes.
@gameexplorer49634 жыл бұрын
That would be great to see. Because it is a pain in the versions post MR. In the past you could get a fair idea about your lighting at least, not 100% but close enough to how the brightness exposure and shadows in your final render would be like.
@andvfx4 жыл бұрын
GameExplorer at the end of the video Iam doing some changes and rendering with arnold. The result its almost identical. (Taking in consideration you have real reflections and gi in arnold)
@mohamedalashiq13164 жыл бұрын
What’s your system spec ?
@andvfx4 жыл бұрын
A laptop with a gtx 960M, cpu... an i7 dont remember what.
@cr0uchingtiger4 жыл бұрын
Does it have denoising? There's two reasons I switched to Blender: real-time viewport rendering, and denoising. Everything else sucks in Blender. But those two factors are so important that I had to switch. Oh and it's free, duh.
@andvfx4 жыл бұрын
You turn Arnold ActiveShade on viewport on. You turn denoise on Arnold On. You have denoising on your viewport.
@zenpwang72192 жыл бұрын
PBR=Professional Bull Rider
@nokedlipudinggal82764 жыл бұрын
ohhh my.. cant wait for this to be implemented in Maya.
@NazzarenoGiannelliCG4 жыл бұрын
3ds Max is finally catching up :P
@Gringottone4 жыл бұрын
Very informative, thank you for this video. Is there another way to donate than Patreon?
@andvfx4 жыл бұрын
Thanks! You can buy anything on my store! www.andvfx.com/shop/ I have interesting tutorials on TP.
@taurus26934 жыл бұрын
oh my god how is it wretched
@JustPlayingSomethingNice4 жыл бұрын
por suerte hablo español tambien.....
@ItsXDaniC4 жыл бұрын
4:20 I told you in a previous video and I tell you once again, roughness was supported but not for HDRI, only for lights.
@user-ey7xe6ms6w4 жыл бұрын
♥
@elconquistador33404 жыл бұрын
now let's have fun and just wait for blender people to come over with their usual crap on every single video of any dcc :)
@joelaguilarfuentes87584 жыл бұрын
Blender is coming.... I mean Winter..LOL
@ItsXDaniC4 жыл бұрын
If you want some of us to say something I have a lot to complain, I will do here since they don't seem to care about the comments on their forums as much. And I say this because althought the teacher in class let us use wathever we want I feel like that since after all it's easier to evaluate projects tought in the program we use in class, and I can tell you it closes a lot on everyone for example. Also making max to work like blender has been a nightmare of installing scripts that I will later talk about and hotkeys, which is essential if you don't want to model slow as a turtle looking at a bunch of text buttons and every DCC is way faster than Max unless you add them, and you have to add them twice to edit poly and edit poly modifier, even then, I managed to add them to free hotkeys so I don't overlap Max default ones. You can't navigate while viewing throught the cameraas you normally do on the normal viewport. The shader editor is cucumbersome, you can technically work without the right side of the window, but if you display the values directly on the node you don't have them side by side, instead the node gets twice !! as long. At least in the version I use (2018) you still have to turn on materials to be shown on the viewport. Also composited decals aren't show correctly, even in standard shading mode you have a toggle to decide which decal adjust, again in my version, but you will have to tell me if that has changed. Noises don't update really fast, at least the ones you get from the ART renderer. Depth of view is redrawing all the time, also not related to the viewport, but several areas of Max UI suffer from redrawing isues when reescaling. SSS and Screen space reflections still aren't there Unified settings aren't there, unless you use a script like PowerPreview If I want to try this update, upgrading to a new version and porting my scripts with it's icons and config takes too much time, on blender is copyng 3 folders and you're done, in max some addons are in program files, other's on the user folder since I prefer to keep things there when possible... Also the new PBR capabilities in Max are very buggy but they still got them out. I could go on, but I'll keep it all related to viewport/materials.
@andvfx4 жыл бұрын
It's XDaniC Your principal problem is something you already said “to make max work like blender”. In max you need to work like in max, in blender you need to work like in blender. Trying to change the workflows of a dcc to another one will bring you always headaches and frustrations in any app. All what you said about materials is working properly with OSL in 2020. Not saying there are not things to improve, Im with you that the material editor feels “old” and should be improved.
@joelaguilarfuentes87584 жыл бұрын
@@ItsXDaniC Ok, I agree with you. You gave an honest comment, really well based. About cameras I think that you can't navigate the same because the viewport is configured to transform the camera, and you don't want to change it so drastically, anyway is pretty easy to change the view in any viewport. About blender users it doesn't really bother me, and most of the users here, if they actually give an honest answer like yours instead of coming to talk crap because they are pissed off with Autodesk and frustrasted with Max development and price. Thanks for you great answer. Other thing off topic: why do you say cucumbersome, I've seen this in other forums.
@ItsXDaniC4 жыл бұрын
@@andvfx I've also built an addon for mysef so I can have selection options visible all the time in blender, as it happens with Max ribbon, sadly on max, the ribbon takes a precious vertical space and it's not optimal to have it on the side of the screen. Also in Max I managed to keep almost every hotkey, for modeling, only some complaints are about things that I want to work as in other program, the rest are universal design principles. Maya has marquee menus which work really fast with muscle memory, and unified viewport settings, some with C4D, except for the modeling part relies on icons which are more readable than text buttons, something modo has as well. I try to keep an eye on every program, so I know what workflows and tools I might want ported to my program of preference.
@Hgopher0074 жыл бұрын
LOL Blender do that since lot of months and for free and Open Source.
@andvfx4 жыл бұрын
What it does? Blender does somethings, others not. You dont have IBL ilumination from an environment HDRI, you dont have OSL representation on the viewport, you dont have build in OSL nodes in blender.... Its free and Open Source, thats true.
@joelaguilarfuentes87584 жыл бұрын
Oh Finally they are here. Blenderian Fanbois, not real Blender Artists...
@educate3d4 жыл бұрын
You’re confused if you think blender does the same thing in the viewport.
@mihaelnew6764 жыл бұрын
zaz))
@chenzheren114 жыл бұрын
Roughness.. You might want to check the pronunciation. Good content tho thank you
@mpranav224 жыл бұрын
Thanks to Blender.
@andvfx4 жыл бұрын
Actually all this was possible almost similar since max 3dsmax 2012 back in 2011.
@myztazynizta4 жыл бұрын
Having done the donut tutorial in both Blender 2.79 and Blender 2.80... Holy cow! I would rather use Blender 2.79 UI over 3dsmax UI.
@Ttiheuns314 жыл бұрын
😂😂😂
@uragan_274 жыл бұрын
Nice! And now 3ds max almost like Blender :))
@beecee7934 жыл бұрын
Except better in literally every way. But yea, almost.
@Kharazm4th4 жыл бұрын
kaloor, illumineishun, sgoolpt, imburuv... What kind of language is this? 1/1000 of the time you put on 3d if you put on speaking English correctly, you will become an English literature master. Coming from Europe and being unable to speak an international language in a correct way is sign of what? spanish nationalism!?
@andvfx4 жыл бұрын
Kharazm4th If my english sucks is because Im not good at languages. You know, there is people for everything, languages as you can see are not my strenght.
@Kharazm4th4 жыл бұрын
@@andvfx Yeah I understand, I don't mean that English is a very special or exciting language, but wrong pronunciation distracts me a lot. So I should play again and again to understand what was the subject matter. Bests
@joelaguilarfuentes87584 жыл бұрын
@@Kharazm4th I agree with this. I'm spanish speaker and I don't to be rude but sometimes it becomes quite difficult to understand Eloi.
@joelaguilarfuentes87584 жыл бұрын
Perhaps Closed Caption could help.
@aiuhejvwvud8c99rjej4 жыл бұрын
@@joelaguilarfuentes8758 I have no idea because I don't know English anyway;) His video is always good, regardless of English pronunciation