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А стоит ли менять 4-ку на 5-ку?

Тема в разделе "Общие вопросы", создана пользователем -, 12 авг 2002.

Модераторы: Артер
  1. Guest

    Профи, стоит ли менят MAX 4 на 5-ый? И есть ли в 5-ом радикальные изменения и как работают под ним плагины от 4 версии?
  2. Guest

    Менять придётся...

    Радикальные изменения есть... Ускорен рендеринг где на 30% (по заявкам discreet, да и на самом деле быстрее) , добавлены Radiosity и Global Illumination, полигональный моделинг стал значительно круче много... Улучшен UVW Unvrap. Поддержка DX 9, pixel shaders, и т.п. и т.п.
  3. Guest

  4. Lucky3D 1634

    Lucky3D 1634 Знаток

    С нами с:
    Note About 3ds max 5 Features


    · Plug-ins and scripts developed for 3ds max 4 should work in 3ds max 5 without the need to recompile. Plug-ins using API calls outside of the version 4 SDK may need to be recompiled.

    · While you probably will not need to obtain new versions of commercial plug-ins from their manufacturers, you might need to obtain a new authorization if the publisher ties their product to either the 3ds max version, serial number, or security ID.

    · An ActiveShade floater or viewport updates every time a render element is added using the Render Scene dialog.

    · Changing the RectangleXYWH value in the [FloatingActiveShadeWindowRectangle] section of the 3dsmax.ini file has no effect on the ActiveShade window position or size.

    · Using Raytrace materials can cause the ActiveShade window to lose focus, activating the main UI keyboard shortcuts. Click the ActiveShade window to reactivate ActiveShade keyboard shortcuts.

    · Autodesk Voloд View is currently not supported.

    · The “Display obsolete file” message option does not apply to files that you drag and drop (as opposed to those that you open with File > Open).

    · Scene XRef drag and drop of files with scripts that depend on explicit scene object references can cause unpredictable results or program failure.

    · Bones creation behavior can be unpredictable when using Snap Override. When you use SHIFT+right-click to invoke Snap Override, the Bones system interprets this as a left-click and places a bone in the scene.

    · The Macro Recorder does not support Bones creation. However, you can manipulate the bones with the Macro Recorder after creating them.

    · When Reassign Root is used it deletes and recreates new bones. Any animated parameters, controller setups, and custom bone settings are lost, including IK chain assignments. You should use this tool before making any adjustments or IK assignments to your bones.

    · Edges created during a Boolean operation involving compound (nested) Booleans may be visible when they should be invisible. This affects only viewport display modes that display visible edges, such as Wireframe, Lit Wireframes, and Edged Faces. These edges can be made invisible through mesh editing.

    · Adding Groups to a character by selecting it from the viewport is not supported. Pick Object must be used to add Characters to Groups.

    · In some instances, the Character Error dialog box may appear with no nodes listed. If this occurs, try reselecting or selecting part of your hierarchy and then using Add Member to add more objects to your character.

    · Before entering the Skin Pose Mode for a Character or Group, it is advised to first set keys for all the members. The easiest way to do this is to click Set Key Pose.

    · Loading IPP files from paint* is not supported. To use an IPP file, load it into combustionд and save it as a CWS file.

    · combustion needs to be installed on your system in order to view CWS files. It should also be installed on all network-rendering servers if you are going to net-render a scene that contains CWS files. combustion does not need to be authorized to process CWS files used within 3ds max net rendering servers, but does need to be present.

    · CWS files that were created as “rub-throughs” won’t display unless combustion is installed on your computer.

    · In the Combustion Parameters rollout, when Track Time or Custom Resolution > Enable is turned on, viewport selections are not highlighted.

    · When you use a Combustion map with a Displace modifier or as a projector light map, the scene will not render correctly while a live link exists between 3ds max and combustion. To render correctly, save the loaded workspace file, and then turn off the Edit button to terminate the link between 3ds max and combustion.

    · Using the Combustion map (within 3ds max 5) with combustion and attempting to change the UV Coordinates while Unwrap is selected and the Unwrap operation is visible in combustion, you might experience a disconnection error in 3ds max. To correct this, verify that all your UV settings are in place before you attempt to edit your map within combustion. The disconnection alert only appears when you have an object selected in your scene, so if you unselect your object and change the Unwrap UV channels, no disconnection error should appear.

    · The UV Offset values in the Coordinates rollout of the combustion map are not honored when painting directly on the object in 3ds max 5. To offset the UVW Coordinates of the combustion map, apply a UVW Map modifier and a UVW XForm modifier.

    · SHIFT+cloning path-constrained objects might not position copies properly. Creating clones of a path-constrained object using the SHIFT+Move technique will not evenly space each clone apart from its previous sibling.

    · Boolean Controller is a new controller that produces True/False values and can be used for checkboxes, etc. It is designed to be a direct replacement for On/Off controller and can be successfully used in its place. It is highly recommended for use with Set Key. This is because the value of a Boolean keyframe is either 0 or 1 whereas the value of an On/Off keyframe represents a change in value. Use of the Boolean controller with Set Key will preserve the current keyed state. An On/Off key will change the current state to the opposite one.

    · There is currently no Action Item for Gimbal coordinate system.

    · Mirroring an object constrained by the Look-At constraint flips the look-at axis. To correct this, use the new Mirror Bones option, which prevents the Mirror tool from inverting the object’s scale. You can also activate the Flip check box in the Look-At constraint’s upnode Source Axis group.

    · In 3ds max 4, the TCB Controller was enhanced with the capability of performing quaternion rotations of greater than 180 degrees. This enhancement allows objects to be “wound up” interactively in the viewports. This enhancement produces a side effect when editing rotation keys in the timeline or in Track View. As a general rule, a quaternion rotation takes the shortest path between rotation poses. However, when editing TCB rotation keys via Delete, Cut and Paste, or Drag and Drop, or if keyframes are added in the middle of existing keyframes, the animation near the edited keys might rotate opposite to its original direction. That is to say it takes the long way around to arrive at the same pose at the next keyframe. If this is undesirable there are several remedies:

    In 3ds max 5 a check box has been added to the Motion Panel for TCB called Rotation Windup. When unchecked the rotations are limited to <180 degrees. This will preserve any editing of rotation keyframes. When checked rotations larger than 180 degrees are possible. It is recommended that you leave Rotation Windups off until you require it for specific animation.

    You may also wish to change to the EulerXYZ Controller that will always produce correct rotation poses after editing, regardless of windups at any keyframe. EulerXYZ is the MAX default for 3ds max 5.

    · If an older scene containing Local Euler Controller is loaded into 3ds max 5.0 it will be recast as Euler XYZ. The animation data and resulting animation will be precisely the same.

    · NURBS Point controllers should be individually re-assigned from the Surface sub-object level rather than at the Master Controller level in Track View in order to see their effect.

    · Master Point controllers are compound controllers, and depend on sub-controllers and their structure; therefore you cannot cut and paste Master Point controllers.

    · Adding a float list controller to a property with no keys, then adding a Bezier or TCB float followed by procedural float controller (noise or waveform, for example) might cause product instability. To avoid instability assure animation is on the object prior to adding controller.

    · Making a copy of a material that has custom attributes also copies the custom attributes. Any custom attribute changes then affect both materials. Using Delete All to delete the Custom Attributes rollout on the copy should end this behavior.

    · The Default value in the Integer UI Options rollout is ignored when creating a new Integer custom attribute. The value in the Float UI Options rollout is used instead. When creating a new Integer custom attribute set the default value in the Float UI Options rollout first before defining the other values in the Integer UI Options.

    · Even though IES Sky has a slider to control the Sky cover the slider will not work gradually, but will instead display 3 different sky intensities. This is due to the fact that the IES Sun and Sky intensity are calculated according to the “IES RP-21 Calculation of daylight availability” standard. This standard considers only 3 levels of sky coverage and considers the sky as emitting 0 lux/fc once the sun is below the horizon.

    · The positioning controller of the Daylight system does not exactly correspond to the one described by the “IES RP-21 Calculation of daylight availability” standard, thus resulting in slight intensity variations at certain times and locations.

    · Using Atmospheric Effects with the Depth of Field rendering effect is currently not supported.

    · Opening the Dope Sheet Editor Extras toolbar might cause display irregularities and might require you to refresh the Dope Sheet Editor.

    · Performance may degrade when moving or coping keys for objects requiring intensive re-calculations based on previous keys (for example HD IK.).

    · Direct3D display may not work correctly on video cards with less than 32 MB of video memory. 64 MB is recommended to access the maximum number of Direct 3D abilities.

    · Direct3D "best" mode transparency requires that the video card support d24s8 textures and have a z-comparison operator function to display correctly. Cards that do not support these features will use "simple" transparency mode instead.

    · Direct3D Metal Bump viewport shader only supports .dds files as cube maps.

    · Wave, Ripple, Bomb, Drag and UdynaFlect space warps will display with incorrect coloring under Direct3D.

    · Some video cards might display only half the lines on wireframe objects. To fix this, turn off the toggle Use Wireframe Faces (Custom Driver Extension) in the Configure OpenGL dialog, located under Customize > Preferences > Viewports panel.

    · Viewport antialiasing of shaded geometry is not supported under Direct3D® or OpenGL.®

    · Running 3ds max 5 with the track bar UI hidden can increase viewport performance. The track bar UI can be turned off through Customize > Show UI and turning off Show Track Bar.

    · Running 3ds max 5 with some Matrox cards can cause the 3dsmax.exe process to remain in the task manager after closing 3ds max.

    · Running 3ds max 5 under D3D with Microsoft's Net Meeting may cause display problems or product instability.

    · The Metal Bump Shader is only supported for Editable Mesh objects.

    · Direct3D does not support two sided display for materials.

    · The Dynamics Utility is included within 3ds max 5 for legacy files only. For superior results, reactor should be used for any dynamics simulations. The Dynamics Utility will not be supported in future versions of 3ds max.

    · The Redraw Viewports shortcut key 1 doesn’t work with Edit Mesh or Editable Meshes. To fix this, go to the Customize > Customize User Interface dialog, Keyboard tab, under Group: Edit/Editable Mesh, and remove the shortcut (1 by default) assigned to Vertex Level.

    · 3ds max 3.x files that have a stack where an Edit Mesh modifier containing sub-object collapses is above a MeshSmooth modifier, may load into 3ds max 5 with missing faces and distorted geometry. To correct, load the scene in 3ds max 3.1 and collapse the object to the highest MeshSmooth level in the stack (that's under the Edit Mesh modifier with sub-object collapses) and save that file.

    · If an Editable Mesh has face normals flipped in a non-uniform manner, converting it to an Editable Poly can cause problems. The conversion process attempts to divide the object into elements to keep a legal condition. The division method might be unpredictable and will probably be based on how many vertices are shared between flipped and non-flipped faces. Unifying the normals before conversion is recommended. Or, you can detach the flipped faces as elements before conversion, and the elements will be respected by the Editable Poly conversion. This ensures a more orderly and predictable conversion.

    · Interior patch edges that are not displayed will always appear as visible edges after converting to Polymesh.

    · Pasting animation using Copy or Instance into animatable spinner fields is not supported for Editable Poly. Copying or pasting the controllers in Track View will achieve the same functionality.

    · Turning on Process Background will not render Background Color. Bitmaps and texture backgrounds render correctly, but simple Background color does not. A workaround is to use a checker map with the 2 colors equal to the Background color.

    FILE I/O
    · 3DS files created by the Rhino product (from Robert McNeel & Associates) can cause instability when imported into 3ds max. If an assert error dialog is encountered, Retry may result in a successful import, but this might cause your session to destabilize.

    · 3ds max 5 files are not backward compatible with previous versions of 3ds max, and will not load within earlier versions.

    · Flex single-frame rendering can take a substantial amount of time. When a scene containing Flex is rendered at a point in time far away from the Flex reference frame, the modifier must calculate the solution for all flexed points from the reference frame to the current frame. During single-frame tests or net rendering, this could contribute to a significant delay in overall rendering time. To correct this, add a Point Cache modifier above Flex and record the flexed point data to disk. Then, disable all modifiers below Flex before you render.

    · Using HSDS on a mapped object breaks vertices and can distort the texture. This is a limitation, as there is no provision for more than one texture vertex per vertex. To work around the problem, texture the output of HSDS instead of the input.

    · HSDS is not available when running on either Windows 98 or Windows ME due to incompatibilities with supporting libraries. The respective DLL file will not load under these operating systems, and scenes containing HSDS modifiers will have stand-in’s.

    · Before editing 3dsmax.ini, or any other INI file, it is advised that you save a copy for backup. You can restore your 3dsmax.ini to factory defaults by removing it from the root 3dsmax5 directory and launching 3ds max.

    · Invalid IK dependency loops might not trigger a warning. It is possible to create an IK dependency loop that generates an undesirable solution. No warning is given to indicate this occurrence; however, the results are generally evident immediately and usually undoable.

    · Setting joint limits on HI IK start joints might lead to non-intuitive behavior. The joint limits on a start joint might interfere with the HI requirements to create an IK solution. In this event, the resulting configuration of the chain might be unexpected. To correct this, free up as many degrees of rotational freedom as possible. It can also help to adjust the preferred angles of the start joint.

    · A conflict may occur when you have an HI IK chain and use Assign Vertex Colors on the bones that make up that chain. This conflict may cause subsequent file load problems. To correct, either collapse the stack after using the Assign Vertex Color modifier, or add a VertexPaint or STL Check modifier to the top of the stack.

    · For HI IK, no MAXScript or Parameter Wiring is available for the Enabled state. This is as designed, as the Enabled state is controlled by the new Boolean Controller, which can be copied and instanced.

    · When the Layer’s Shaded Viewport Display is used, it will be set to Facet if the Viewport itself is displayed in non-Smooth mode. Once the Viewport is set to Smooth + Highlights by right-clicking the viewport label, this will change the Layer’s default Facet display to look Smooth.

    · Display As Box under the Display Properties does not work for layers set to Wireframe display. To use Display As Box in Wireframe mode set the Viewport Display to Viewport and have it be in Wireframe there.

    · Scripting Access only allows turning on, off, lock, unlock, name, wirecolor, includeGi, excludeGi. Advanced parameters are not exposed to MAXScript

    · A glow of small size doesn't appear to work when rendering to fields. To correct this, increase the size of the glow before rendering.

    · Glow, on an Environment map, using Effects ID, will not work if Anti-Aliasing is on.

    · Resetting 3ds max while the Video Post Lens Effects Setup dialog is displayed is not recommended.

    · Not all features are macro-recordable at this time.

    · The Transform Type-In controls on the status bar don't re-enable properly after you've been in a sub-object mode. To correct this, deselect and then reselect the object.

    · Blur and Blur Offset controls are enabled for all 3D maps, but can be used only with antialiased 3D maps such as Noise.

    · If textures are not found on merge, use File > Open instead of Merge.

    · The Make Unique button in the Material Editor also works on the map level of a material when you have a map instanced to different channels of the same material.

    · Installing Microsoft Access® after installing 3ds max 5 results in the MAT file type being reassigned as an Access table file and not a 3ds max materials library file. To correct, use Windows Explorer > View > File Types to reference the file type back to 3ds max 5.

    · Texture mapped objects that are invisible at frame 0 and are missing UVW mapping coordinates will not be textured in a rendered sequence when visibility is changed during the animation. To alleviate the problem make sure to have a UVW Map modifier on the object.

    · The use of recursive IFL files is not supported.

    · When using Merge Animation at the sub-object level, the Target object will first need to have animation controllers assigned to it. Sub-object vertices, control points, and so on require animation controllers prior to merging to process the merged animation. For example, when merging FFD lattices you must click Animate All before merging lattice control points.

    · When using Smoothness on a mesh that has had control-level editing, Smoothness will smooth down to the highest level that has had control-level editing applied to it, or to the currently active control level, whichever is higher.

    · At this time, control-level editing in MeshSmooth should be considered a modeling tool only. Having an animated deformer placed before a MeshSmoothed object that has had control-level editing can result in the MeshSmoothed object becoming distorted. It's recommended that deforming modifiers be placed after the MeshSmooth modifier in the stack if you're using the deformers for animation. For best results, using a deforming modifier before the MeshSmooth modifier in the stack, you'll need to limit your control-level edits to moving vertices in their local Z axis.

    · Using MeshSmooth with values of more than 10 iterations is not supported.

    · When MeshSmooth set to 0 iterations, a polygon conversion of the MeshSmoothed object still occurs and viewport performance will be impacted. For optimal playback, set the MeshSmooth modifier to be Off in viewports, rather then set iterations to 0.

    · Pasting animation using copy or instance into animatable spinner fields is not supported for the MeshSmooth modifier. Copying/pasting controllers in Track View can achieve the same functionality.

    · Changes to the alpha value of a sub-object cannot be undone in an Editable Mesh if you type the number in the Alpha field. Use the spinner instead.

    · Using PathDeform and Stretch can leave remnants in the viewport. Press 1 to refresh the display.

    · A Helix object with Display Render Mesh On that uses an FFD modifier will no longer appear in the viewport if an Edit Mesh modifier is added to the stack. To correct, convert the Helix to an Editable Spline by either collapsing or adding an Edit Spline modifier somewhere before Edit Mesh.

    · Windows 98 or Windows ME may loose adequate system resources (UI elements may no longer display) through scrolling the Morpher Channel List, repeated interaction with Morpher scene elements, or simultaneous use of 3ds max with other applications that require large amounts of resources. To resolve the problem, save your file, exit, and re-launch 3ds max and/or close other resource intensive applications. If possible, avoid excessively scrolling the Morpher command panel when using these operating systems.

    · When adding new targets to a progressive morph, target percents will be re-normalized. If target percents have been customized, it is recommended that you make a note of current target percents before adding new targets.

    · Moving a Morpher Channel List target to another slot will currently cause progressive morph target percents to default to 0. Before moving a channel list target to another slot, make a note of any customized progressive morph target percents.

    · Progressive morph tension value is reset to .5 when the .MAX file is saved and reloaded. Please readjust the tension value manually before rendering.

    · Copying Morpher material to different material editor slots can cause unexpected results particularly if using Undo and Redo.

    · Morpher material requires associated geometry to work correctly with Set Key.

    · When a trajectory of an object is derived from a spline using the Convert From feature, the Previous Key and Next Key buttons on the Key Info (Basic) rollout do not work unless Time Display (in the Time Configuration dialog) is set to FRAMES:TICKS. This is because the keys are created between frames.

    · Instanced MultiRes modifiers will display their Vertex Percentage values, and will hide their Vertex Counts, when more than one object is selected.

    · The MultiRes modifier currently does not support materials applied to any channels other than channel 1. UVW mapping coordinates, for channels other than channel 1, can be reassigned with a UVW Map modifier applied above the MultiRes modifier in the modifier stack.

    · When using Set Key, remember that the MultiRes modifier detects any keys that are set on Object Parameters as changes in the underlying object's mesh, and this may require the MultiRes mesh to be regenerated.

    · You Should turn on Compress On Save, and then save your MAX file, before you try to render a scene who’s MAX file is larger than about 150MB. It is recommended to always us Compress On Save for optimal network rendering performance.

    · If you uninstall 3ds max 5 and then reinstall 3ds max 5 with Backburner in a different folder than it was originally installed in, you will need to remove the old path to backburner from the windows path environment variable. On your desktop, right click on the My Computer icon, choose Properties, Advanced tab, Environment Variables, choose the Path system variable and hit the edit button. Remove the old path to Backburner.

    · Wiring a parameter to a value outside the constrained range of that parameter can cause unpredictable results.

    · Cloning an object, wired to another object, results in a clone with an unattached parameter wire. Selecting the unattached parameter in the Parameter Wiring dialog displays a warning dialog asking if the unattached parameter wire should be disconnected. Choosing “Yes” to disconnect will result in program failure. To resolve this, do not use the Parameter Wiring dialog to disconnect. Assign a new controller to the orphaned wire tracks in Track View.

    · Turning on Display Render Mesh after wiring a NURBS point curve can cause instability. Workaround is to assign a bezier float controller to the curve's sides track and insert a key. Values can then be changed, and Display Render Mesh can be used without problem.

    · When the source particle system of a Mesher compound object is set to Mesh Viewport Display, it will not update properly in viewports. Use the Dots or Ticks Viewport Display options with a Mesher compound object.

    · DynaFlectors do not solve properly in Dynamics simulations.

    · Under Win98 and WinME, plug-ins that are currently loaded are marked as "Unloaded" instead.

    · The Defer option for selected or tagged plug-ins has no effect.

    · The Load option for selected or tagged plug-ins loads a plug-in for the current 3ds max 5 session, but doesn't load for subsequent sessions.

    · Plug-ins loaded using the script function "loadDllsFromDir" do not appear in the Plug-in Manager.

    · Performance is slow when creating Quad Patches with 100x100 segments.

    · For best result, always use Exposure Control when working with radiosity.

    · If you try to edit a scene material after you process radiosity, the system response might be slow and even appear locked. The system will not have locked but is processing redraws for every change in every object containing the material. Potential workarounds would be to reset the radiosity solution prior to performing material edits or assigning a new material to the object prior to editing.

    · Do not use Views > Activate All Maps after processing a Radiosity solution. This may take a long time to process and your system may appear to lock. Reset the Radiosity solution before using it.

    · Changing an object's layer (when its properties are set to By Layer) will not invalidate a radiosity solution. You need to do a Reset All and reprocess radiosity to update the radiosity solution with the new settings.

    · After processing radiosity, some maps might display incorrect colors in the viewport. To fix this, make sure you turn “Show Map In Viewport” for the parent material, not for the map.

    · Radiosity does not support Light Include/Exclude lists.

    · Coincident faces may cause artifacts with radiosity calculations. Splines using an Extrude modifier with an Extrude Height of 0 and both Cap Start and Cap End turned On usually produce coincidental faces. To correct, turn one of the Cap options Off, or make the Extrude Height > 0.

    · Rectangular or scaled Spotlights are considered as standard conical spotlights by the Radiosity solver.

    · Radiosity does not distinguish lights where Affect Ambient, Specular or Diffuse is toggled. All are treated the same way. If you need these lights to affect only the specified channels, exclude them from Radiosity.

    · When objects are excluded from Radiosity, they will render black when using “Re-Use Direct Illumination From Radiosity Solution”. If you want to avoid rendering Direct Illumination, you can Store Direct Illumination for all lights and add lights that are excluded from Radiosity.

    · Creating new Splines (not Renderable), helpers, and cameras will not invalidate the Radiosity Solution. However, if you apply a modifier to a 2D Spline and convert it to a 3D object it will still not show the solution as invalid. On the other hand, as soon as you click Start, Radiosity will recognize the new object and will then warn you that the solution is invalid and needs to be reset.

    · Opening previous 3ds max scenes sets “Compute Radiosity when required” to On by default.

    · Radiosity does not support Wireframe materials. Use the Lattice Modifier or an Opacity Map to get the desired affect.

    · In 3ds max 5, Radiosity is computed based on the Ambient Color. If you have old files where the Ambient Color is different than the diffuse color, or it’s darker, your scenes might render unexpectedly. For predictable results, either lock the Ambient and Diffuse color or at least to make them very similar. Autodesk VIZ 4 only uses the Diffuse color to compute Radiosity, so results from it may be dissimilar from 3ds max 5.

    · Radiosity does not support materials with the Face Map toggle turned on. Objects need to have explicit UVW coordinates. To use Face Map, apply a UVW Map Modifier to the objects and choose Face. This has the same effect as turning on Face Map in the material.

    · When using XRef Scenes, and the XRef Scene has been changed, the radiosity solution will not be automatically invalidated. You need to click Reset All and restart, so the radiosity solution can be updated.

    · Files that contain Radiosity solutions are usually very large. Turning on Compress on Save in Customize > Preferences, files will reduce significantly in size.

    · Using the Raytrace material on double-sided materials is currently not supported.

    · It is almost always better to use supersampling, rather then antialiasing, at the material level. The only time you might want to use Raytrace antialiasing is to blur or defocus reflections or refractions. If you do use Raytrace antialiasing, the default blur value, 0.0, is usually too small. Try using 0.5 or 0.6 and set all of your materials that use the Raytrace map to Adaptive Halton supersampling to improve image quality.

    · Some 3ds max 4.2 files using raytrace maps in the refraction map slot of a standard material shader may render slower in 3ds max 5. To improve performance, go to the raytrace maps in your scene, open the Refractive Material Extensions rollout, and turn off Treat Refractions as Glass (Fresnel Effect) checkbox.

    · 3ds max 4.2 MAX files using raytrace maps in the refraction map slot of a standard material will render differently from 3ds max 5 due to improvements made in refraction map.

    · reactor 1.4 is included with 3ds max 5 and no additional authorization is required. To launch reactor, click the reactor button in Utilities panel.

    · The interactive reactor preview uses its own graphics display. Although we have tested its OpenGL 1.1 and Direct3D 7.0 rendering engine on a wide range of video cards, we have by no means tested all of them. The cards we use in house are the 3DLabs® Oxygen® cards, and all of the NVIDIA range of chipsets. We have also tested on cards such as the Matrox™ G400, ATI® Rage cards and 3Dfx Voodoo series cards. Cards that only do full screen acceleration such as the 3Dfx Voodoo3, generally work in slow software windowed mode. To use 3D hardware acceleration, ensure you check the full screen option before previewing the scene. If you experience problems which include the above mentioned render problems that prevent the preview window from running (blank, black screen, or the window hanging), please contact product support with information about your card: chipset, manufacturer, driver revision and operating system information (including service pack version) so we can work to correct it.

    · In the case of a scene not completing a Solve, there are various ways of simulating the same scene:

    Take your original scene and increase the substeps/keyframe value (Animation & Export Rollout).

    Increase the collision tolerance for your scene so that it’s approximately 1/10th of World Scale (Advanced Rollout). If this increase causes too large a gap between objects, scale the objects up and scale gravity up by an equal percentage.

    For keyframed and deformable objects increase the updates/keyframe value.

    · The addition of body or collection types to a scene can change the scene’s simulation. Adding types of objects will not usually have a noticeable affect on the scene’s simulation but it is advisable to create scenes as close to entirety as possible, before tweaking the parameters for a desired result.

    · Rendered images may look inconsistent when rendering with a number of rays per sample smaller than 40 on systems with 2 or more processors. Differences will also be noticed between Autodesk VIZ 4 and 3ds max 5, because 3ds max 5 supports multi-threading for Regather while VIZ 4 does not.

    · Adding Render Elements to a newly opened file does not mark the scene as modified. To correct, save the scene before opening a new scene or closing 3ds max 5.

    · Scenes from 3ds max 4 with Z Depth render elements load incorrectly when filtering is enabled. To correct, disable filtering for these elements within 3ds max 4 prior to loading in 3ds max 5.

    · The Diffuse and Shadow elements might have unexpected results when rendering with Light Tracer

    · In order to render sequential frames using the CWS file format you must first render one frame of your sequence with Output to Combustion enabled.

    · In order to capture sequential frames when rendering elements Enable Ranger Render must be used.

    · Rename Objects Tool does not support Undo. It is recommended that users save or use Hold prior to using the Rename Objects Tool.

    · The File Output render effect does not support network rendering.

    · When rendering scenes containing more than 5 million polygons, increase your virtual memory to 1.4 GB or higher for better performance.

    · Image Motion Blur is a memory intensive operation requiring a large amount of RAM that scales linearly with the number of pixels in the rendered image. You may not have sufficient memory to allocate the image motion blur buffer if you are also using high-resolution background maps. To correct, composite the blurred image against the background image in postproduction rather then rendering when Image Motion Blur is calculated.

    · Texture-mapped objects that are invisible at frame 0 and are missing UVW mapping coordinates are not textured in a rendered sequence when visibility is changed during the animation. To alleviate the problem, make sure to have a UVW Mapping modifier on the object.

    · When rendering Fields with Image Motion Blur and Work With Transparency turned on the final images might contain artifacts.

    · A warning will be displayed when you use Render To Texture on a patch object, and results may be less than satisfactory if you choose to continue. For best results, add either a Turn To Mesh or UVW Unwrap modifier to patch objects before using Render To Texture.

    · The Resource Collector does not collect Environment, Displacement, or Projector maps.

    · The Resource Collector does not collect the image files used by IFL files, only the IFL file itself.

    · The Resource Collector does not collect XRef'd Objects or Scenes.

    · Compound objects cannot be renamed.

    · Set Key requires a controller to be present to create a key. While all objects have default controllers for their transforms, parameters and sub-objects (such as mesh and spline vertices, NURB CV’s, etc.) do not. Controllers must be assigned to these entities before Set Key can create keys for them.

    · Leaving Set Key on during material creation can lead to unexpected results. It is recommended that you turn Set Key off while setting up materials and maps.

    · Set Key action items will only work with XYZ controllers. For all other controllers use Keyframe Tools action items. Note that 3ds max 5 now defaults to XYZ controllers.

    · Set Key does not respect the changes made in the active material, unless you have enabled the Set Key Material Filter.

    · Set Key does not fully support the animation of Manipulator Helpers and using them can result in unpredictable results. Manipulators should be used with Auto Key.

    · Block Controllers do not work with Set Key only animation. If the Block contains an object animated with Auto Key, then all objects animate correctly. The Auto Key object can be a simple dummy, and it can be deleted after the block is created.

    · The Follow/Bank utility does not support Set Key animation.

    · Right click drag of the time slider changes the current time without updating the animation in the viewport and can be used for copying an object's existing animation to new points in the timeline (among other things). There is a known issue with Set Key mode using this method. If a keyframe exists at the current time for the selected object, and the object is transformed in the viewport, then the time is changed via right click drag of the time slider and a new keyframe is created at the new time, the original keyframe will be deleted. To avoid this, first begin at the existing keyframe and right click drag the time slider to the new time, then edit the pose and save a new keyframe at the new time. This will preserve all existing animation and produce the desired result.

    · Spline IK calculations do not allow for the inclusion of the spline, IK handle and bone chain to be in the same hierarchy. Spline IK solutions will become unreliable if the bone chain and the spline are Linked in any way. Features relying upon hierarchies will also be be affected, including Character nodes and Xref objects

    · Spline IK will only work when referencing a shape or spline object, meaning the referenced object’s stack must end as a spline. Modifiers may be used on the referenced spline as long as they do not convert it to another geometry type (e.g., Edit Spline, FFD, and Bend will keep a Circle object a spline and are allowed but adding an Extrude or UVW Map will convert it to a mesh and are not allowed).

    · Using Path animation on the first bone of a SPIK chain is perfectly valid. If Twist is employed however, and the bones are allowed to animate off the end of the spline, their twist will not be preserved.

    · The Subdivide Modifier cannot be applied to NURBS Curves, even if they’re renderable curves. Instead, use the Subdivision Properties to adjust the curve's mesh density.

    · Very low Size values can exhaust system memory and cause session instability because Subdivide will create extremely large quantities of faces. Be sure to use reasonable Size values. If subdivide is taking a long time to calculate, use the ESC key to abort the subdivision, then set the Update method to Manual so you can change the Size value to something more appropriate.

    · Deleting the trackview.ini file may cause icons to disappear. To resolve this, try loading the trackview.ini file from the 3ds max 5 CD. This action will bring your Track View settings back to their defaults.

    · Transform Tools will not update while dragging at a sub-object level.

    · The Rotate Gizmo can rotate backwards with its first use in a session. After the first use, all further rotations go in the correct direction.

    · The Screen Handle for the Rotate Gizmo does not transform around a common center with multiple object selections. Instead the selected objects will rotate, relative to the view, around their individual pivots.

    · The Transform Gizmo may disappear when snaps are enabled at the sub-object level. Rolling the cursor over the missing Gizmo will cause it to reappear.

    · CUI files created in previous versions of 3ds max are not forward-compatible. These files need to be re-created for use in 3ds max 5.

    · CUI files should not be removed from the UI folder. If 3ds max 5 looks for a CUI file that is not in the UI folder upon startup, the application can fail. This can be a problem if multiple users are using the same configuration settings, but don’t have the correct CUI files associated with that configuration.

    · The proper highlighting of UI elements (mainly check boxes and radio button fields) might not appear in the Command Panel during keyboard tabbing when running 3ds max 5 under Windows 2000. To force the highlighting to display properly, undock the Command Panel. Then the highlighting will display and properly show where UI focus is. Once you have tabbed while the Command Panel is floating, you can re-dock the Command panel and highlighting will operate properly.

    · Large fonts are not supported in 3ds max 5, and can produce unpredictable display results.

    · The grid draw options dropdown in Advanced Options is not supported.

    · When working with memory intensive files and process, you may notice the tools below the track bar disappear. Simply click the Maximize/Restore button at the upper right corner of the application’s window. This will cause the missing tools to redraw at the bottom.

    · When 3ds max 5 is launched for the first time, the tool bar icon for the override keyboard shortcut will appear to be off even though the function is active. Click the button once to turn this function off. The button will stay in a non-active state. Click it again, and the desired functionality will follow.

    · If you want your system to default to your keyboard shortcuts from 3ds max 4, copy your keyboard shortcuts over as MaxKeys.kbd. into the 3ds max 5 UI folder.

    · Closing the Customize User Interface without saving will automatically save the KBD file.

    · UVW maps assigned below a Displace Approximate Modifier may block changes made at the Displace Level. Setting the UVW modifier to Off in the viewport solves the updating problem.

    · Normals Mapping with Patches is not supported by Unwrap UVW.

    · Unfold mapping with Patches is not supported by Unwrap UVW.

    · Unfold mapping with Selected Faces can give unexpected results and is not recommended.

    · In certain patch models, the Stitch operation can cause tangent handles to be welded when Align Clusters is turned on. Turning off Align Clusters should solve the problem.

    · When there is a sub-object selection below Unwrap UVW in the stack, the Unwrap modifier uses those faces and disables its own Select Face sub-object mode. Closing the sub-object selection below the Unwrap will allow you to enter the Select Face sub-object mode in Unwrap by clicking the title bar, and the sub-object plus symbol in the stack will refresh after changing to another panel and back.

    · The Sketch Vertices feature should be used with the interactive feature On, as having it Off can lead to situations where Undo will not work.

    · Adding Unwrap to a closed spline and performing a Flatten Mapping operation is not supported. The spline should be converted to a mesh or poly and edited in some way (extruding, for example) before flattening occurs

    · Close the Video Post Lens Effects setup dialog before you choose File > Reset.

    · Lens Effects Focus does not affect overlapping portions of objects.

    · Video Post does not support Multipass Depth of Field and Multipass Motion Blur.

    · The Autodesk FLC image file setup depends on the .AVI settings for Windows Media™ Player. Since Media Player can be replaced when installing other applications, viewing FLC files can fail at times. To work around this, install QuickTimeТ 5, which is provided with 3ds max, and use it to view these types of files. QuickTime 5 can convert FLI™ and FLC files, but not CEL files.

    · XRef Automatic Update has more restrictive functionality under Windows 98. XRef objects and scenes can be set to update automatically whenever a file change is detected. Under Windows 2000, this occurs each time the source file is saved. Due to different system notifications in Windows 98, the automatic update only occurs when the source file is closed by exiting 3ds max 5 or by loading another file. Manual Update works as expected.

    · When clicking to unbind the highlighted XRef(s) from whichever parent they'd been bound to, the XRef scene does not return to its origin, typically the 0,0,0 world origin of the MAX file scene it came from.

    · Drag and drop when running under Windows 98 requires the Local Intranet security level to be set to Low in IE. This setting can be found in the IE Options dialog, under the Tools Menu.
  5. Guest

    короче, очередной набор сырых заплаток, лишь бы выкинуть на рынок "новую" версию :(
  6. Guest

    Teapot - не прав... Эт он не подумавши.. Заплатки существенные и в основной массе своей не сырые. Надо переходить.
  7. Dimon 1409

    Dimon 1409 Мастер

    С нами с:
    Да народ (наш) зажрался однозначно, я не говорю что это плохо, но посудите сами все самое новое самое последне сырое и созрелое мы как стервятники подбираем нам не принадлежащее, пиратство (не дай бог исчезнет) дало нам возможность юзать самые последние версии всего чего угодно....
    случай был (не у меня) отправили файл в полиграфию забугорную *.cdr а они значит пишут что не открываеться он ну хоть убей опять отослали один хрен, а тут решили поинтерисоваться на счет версии софта а уних Corel 8.0 был если не 7мерка не помню, а наши уже последнюю 10 тку юзали, во как!!! :)))
    У наших детей и естественно у нас огромная возможность нахаляву вывести наш(россииский) комьпьютерный дизайн за небеса, только помоему у нас дети 10 летние пачками в максе то в Шопе балуються, а если подщитать сколько у например меня (точнее на сколько) стоит софта!!!! У Б№Я!!!!!
    Такчто юзать можно все что угодно, главное чтоб руки не из жопы росли, а Макс 4ка та еще совсем маолодой так что ..... выводы у каждого свои....но стремиться надо к лучшему особенно еси есть возможности...:)))))
  8. Alexey 1035

    Alexey 1035 Активный участник

    С нами с:
    Мое личное мнение: менять стоит но не сразу. Новые возможности означают новые баги. Прежде чем их исправят, пройдет время. Discreet выпустит пару апдейтов, появятся новые версии плугов, нормально работающие (а не просто запускающиеся) под пятым максом. Тогда и можно переходить. Известное правило: если все работает нормально, то не надо ничего менять. Я вот тоже поставил пятерку, поигрался в ней немного. Если сцена тяжелая (с несколькими плагами и кучкой полигонов) и еще в ней пытаешься новые возможности вроде максовкого global ilumination использовать, то вылетает пятерка на ура и даже сцену сохранить не пытается. И некоторые не очень распространенные плаги (вроде коннектора к World Builder) не запускаются. А 4.29 пашет как часы. Так что стер пятерочку до лучших времен.
  9. Alien

    Alien Знаток

    С нами с:
    Я лично не знаю стоит ли менять, т.к. пятый макс прямо сейчас в процессе закачки. Но что могу сказать точно, что оставлю обе версии на компе установленными. Четверку, проверенную, со всеми раб. плагами, чтоб значит работать без заморочек. А пятерку, как раз для того чтоб посмотреть новые фичи, освоиться и ждать апдейтов на новые баги :) И чтоб не получилось так как например с ФР, который пашет только под последней версией МАКСа. Все равно, я думаю, немного попозжа плаги будут писать именно под пятерку и есть большая вероятность что они не будут идти под четверкой.
    Так что рано или поздно на пятерку переходить все равно придется. Дык лучше привыкать потихоньку ужо сейчас. ;)
  10. Guest

    Boolean там намного корректнее стал работать.. не идеал конечно.. но всё-же... Все мои плаги (а их там воз и маленькая тележка) кроме Illustrate5.2 и Forest Pro тоже работают...

    Но из-за необходимости работать с illustrate оставил пока 4-ку..
  11. Guest

    картуновский материальчик пригодиться, правда попроще он иллюстрейта будет...
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