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3dsMax 2019 – OSL map

3dsMax 2019 has been released.

The most noticable feature is the OSL(Open Shading Language) map. You should watch Mads video to see what it can do. Obviously this is a god send for technical minded users. It is like MCG for maps. You can make anything. Your imagination is the limit.

But, what does it brings to the artist who doesn’t/can’t/doesn’t want to code?

3dsMzx 2019 is shipped with 101 OSL maps from bitmap loading to procedural noise, color correction and utilities. Thisbrings some interesting features and workflows. Let’s see what we can do with them.

Random By Index

You can randomize any vaule type that OSL supports by index number. For example, You can randomize gain value(float) or UVW offset(vector) or diffuse color. Anything!

Object property access

Even better, OSL map allows to access various object data such as Material ID, Object ID, Wire(frame) Color, Node Handle(a unique id per object), Node(Object) name and User properties(!). If you combine these maps with Rendom By Index map, you can randomize almost every map/material paramateres per object. Here is an exmaple. All object have the same material with single bitmap texture.

Switcher

Finally the switcher map has been arrived. This map allow you choose a map among the multiple children map. You have 1-of-10 and 1-of-5. But, you can cascade them to support more than 10.

Independent UVW control

It is like Coordinate rollout is a seperate map, and you can plugin the UVW into multiple maps. Yes, now you can instance UVW across multiple maps. Also you can also randomize UV by using the above maps. Do you want to distort UV? then apply a noise map to UVW map.

Randomized Bitmap

“Randomly place (and alpha blend) a set of bitmaps on top of something else”.
Just try it. So much fun!

Shuffling channel

You can easily shuffle channels around. Find Compoments(Color) map and connect from where you want get to where you want to put.

 .tx /.dpx format loading

OSL uses OIIO for image IO. Therefore, the image formats which supported by OIIO will be supported in OSL map. But, you can read .tx and .dpx directly.

Filename as a map

When you have a single file which is needed be used in multiple map. You can use Filename map and feed to the path to multiple Bitmap Lookup maps(OSL version of bitmap map).

Gamma checkbox in the map

You don’t need to use file dialog anymore for gamma settings. Gamma setting is in the paramaters rollout! It also has AutoGanna option which will set gamma value depends on the file format.

Samplerinfo

OSL gives you access to various scene data such as position/normal/uv. You can get this data in various space. You can use local object position or world normal vector as map. Do you want to render out UV as texture? Just plug UVW to diffuse color.

Math, Math, Math

You can do all kinds of math you want to do. Many math functions are exposed as maps. You don’t have to “code” for simple math operations. Do you want to have a black and white mask for your mountain? Let world position value and remap to 0-1. Simple.

Granular color correction

Of course, you can use any math maps to do whatever you want. But, 3dsMax 2019 also has 2 OSL maps you can use for color correction, Lift/Gamma/Gain and Tweak. This should cover all features of legacy Color Correction map.

Procedural map that renders exactly same across renderer

Many renderers support 3dsMax noise map. But, the result of the noise map could be different for the renderer which doesn’t use 3dsMax map api because they have own implementation of noise map. In this case, your rendered noise mapptern would not match with other portion of 3dsMax such as Displace modifier. If you use OSL procedurals, the render result would be exactly same regardless of renderers. This is HUGE. OSL allow to have a foundation of unified map workflow across renderers. Check out these renders. The left one is rendered with VRay. The right one is rendered with Arnold.

3dsMax 2019 come with new noise map with the follwing 6 types of new noise. perlin/uperlin/simplex/cell/hash/gabor

New pattern maps

It also has a few interesting new pattern maps.
Checker(3D), Candy, Mandelbrot, Revets, Digits

Unified and portable map tree

The biggest chanllenge of moving shader around between renderer is the complicated map tree. One incompatible map in the middle of shader tree will break the shader tree from that point. Even thiough there are enough matching maps. It is almost impossible to reuse shader tree and produce exactly the same result. With OSL, you can. As long as you stay in OSL, the result map tree will always be same just like procedurals.

Possibility of rendering on Linux

You already can convert mesh data to a renderer scene file format like vrscene or ass, rib file for rendering. But, the nature of 3dsMax renderer integretion always requires 3dsMax to evaulate map tree unless you only uses the renderer native maps. This is the main obstacle to render max scene on linux.  Now with OSL, the renderer scene file format could include all map tree in the file and render. It opens a posibility of rendering 3dsMax scene on Linux.

This is a new era for rendering in 3dsMax. Enjoy!

FFmpeg plugin for 3ds Max 2015-2017(mp4/dpx decoder)

3ds Max magician Qinming released a free FFmpeg reader plugin for 2015-2017.

Basically you can read any image/video that FFmpeg supports directly in 3ds Max as background or map. For example, mp4, dpx and jpeg2000. Yes, finally you can read dpx!

More importantly, 2016 and 2017 version supports image cache option. You can play image sequence in real time. I tested with HD(1920×1080) resolution dpx sequence on my PC, i7-2600K with GTX 960. When cache was off, I got 6.4fps. When cache is on. I got 31.2fps!

Josef Wienerroither posted a great demo video on YouTube. Must visit!

Qinming included a detailed readme file.Therefore, I would not repeat how to install and things here.

Here is a few important things to remember.

Only FFVideo Plugin supports image cache. If you want to cache image sequence. You have to use IFL2 format. IFL2 is exactly same as IFL. Qinming just uses this extension to show a different setup dialog.

IFL2 also give us a very important benefit. IFL2 allow user read other natively supported format like jpg through this plugin. Why is this important? Let’s say you want to cache jpg sequence for your background. 3ds Max will try to read jpg using native jpg reader/writer. If you remove the jpg reader/writer bmi, you can make this plugin load jpg, But then you can’t write jpg since this plugin only read image files. So… if you want cache jpg sequence. just make IFL2 of jpg image sequence. Then this plugin will be used to read the jpg sequence instead of max native jpg reader.

The easiest way to make IFL2 file would be just making IFL as usual with Sequence checkbox and rename it.

sequence

Set Display Performance resolution same as image size. If you put smaller number, 3ds Max will try to rescale image which slows down play back.

displayperformanceapture

If you turn on Gamma in 2016, the playback will be slower. 2017 is OK. The Gamma problem is fixed in 2017 by Qinming.

FFmpeg plugin for 3ds Max 2015/2016:
Link1: https://www.dropbox.com/s/zqwymzuoz…eg2015.rar?dl=0
Link2: http://7xt4sg.com2.z0.glb.clouddn.com/ffmpeg2015.rar
FFmpeg plugin for 3ds Max 2017:
Link1: https://www.dropbox.com/s/kpc7vjvx6…eg2017.rar?dl=0
Link2: http://7xt4sg.com2.z0.glb.clouddn.com/ffmpeg2017.rar
This plugin requires FFmpeg 2.8.6 LGPL library, download from here:
Link1(Official):https://ffmpeg.zeranoe.com/builds/w…pl3.0-opencl.7z
Link2:http://7xt4sg.com2.z0.glb.clouddn.c…pl3.0-opencl.7z

3ds Max 2017 – Fastest 3ds Max Ever

In 3ds Max 2017, there are a lot of performance improvements in may area.
I think It is the fastest 3ds Max ever.

  • Viewport is faster than ever in many cases. Selecting and manipulating sub-object is also a lot faster.
  • UV Editor is totally rebuilt with DirectX which is a lot faster and can handle bigger mesh.
  • TrackView also perform better and stable.
  • Now you can use alembic performance mode for any object and have an option for force cache.
  • Many unnecessary evaluation problem is fixed. For example, if object is hidden/frozen/display as box, the applied material would not be evaluated.

Here is some benchmarks numbers to show how much 3ds Max is faster than the previous versions.

  2012 2014 2016 2017
Deforming Mesh 6.9 32.0 45.4 95.3
HiRes Transform Anim 25.0 17.9 20.0 27.7
Static Many Object 3.8 3.9 3.7 14.8
Production Scene 1.0 3.1 3.2 5.1

All numbers are fps. The fps number is measured by script. It is not from viewport statistics.

Deforming Mesh

This scene has 4 point cached characters.
4objs / 142k verts / 283k Faces.
Thanks to the brand new GPU mesh builder in 2017, 2017 is 1,300% faster than 2012.

HiRes Transform Animation

This scene has an animated hires rigged rigid mesh robot.
800 obj / 9.1mil verts / 18mil faces.

Many Static Objects

I made a 10+ buildings with Building Generator script. It has more than 20,000 low-res statics objects.
20,000 obj / 2.2mil verts / 3.2mil faces
You can see 400% performance improvement

Production Scene

One of sample scene file from Blur which is included in Brandon Young’s DVD.
Four point cached hires character and baked transforms.
106 obj / 407k verts / 791k faces
You can see 500% performance improvement compare to 2012.

Changsoo Eun : VFX REEL 2014

I uploaded my demoreel on Vimeo.

Mostly TV, Some Features and Commercial.
3ds Max, Fusion, VRay, TP, FumeFX, Boujou.