Small Annoying Things

PURPOSE
This forum is about all the little annoying quirks and problems in 3ds Max that you might have gotten used to over the years but that might benefit from a second look.

Remember, keep these ideas to tweaks of the workflow rather than large, sweeping changes to the tools. Try to imagine how much effort a programmer has to go into in order to implement your suggestion. Anything requiring major UI changes or new UI dialogs will need to go in another forum.

Feature ideas considered too big will simply be moved to the General Feature Requests forum; suggestions for new defaults should go into the Default Settings forum.

Add your vote to any idea if you also think this is an annoying behavior that needs to be fixed.

HOW TO USE THE FORUM
- Each user has 20 votes for each forum
- Each idea can have no more than 3 votes by a single user
- If you enter an idea, it will cost you 1 vote – therefore try to make sure the idea doesn’t already exist
- The more precise and detailed a description you give, the more likely your idea will rise higher in the list
- When an idea is implemented, votes are returned to all the users that voted
- User can change their votes at any time
- Admins can move, edit and delete ideas as they see fit to better meet the goals of the forum
- We will flag ideas that are getting our attention as “under review”. Because of limits on what we can say publicly, that is as far as we can go with commenting on a particular idea. If it is “under review” it simply means we’re studying it for possible implementation or gathering data, but there is no commitment to do it.

Remember, we do not release versions on “internet time”. Unlike the web sites this was designed for, our process of releasing functionality is much longer term. So there won’t be a constant churn of ideas being “closed out” by us and votes returned to you. For this tool to map to our process, we will be looking at the data during a short period of the year (3-6 months) and deciding what actions to take after that. Don’t expect to post an idea and a month later for us to respond in some fashion to it. The most likely scenario is that you’ll post an idea and if a lot of other people vote on it, we’ll eventually flag it as “under review” – but that could be 9 months later or longer.

Please treat this as an experiment in working with the community. Even if Uservoice is not the final home for this, we’ll do our best to export all the ideas to whatever future system might take its place. Your voice will persist.

Note: It’s important to realize that these lists are simply raising the quality of the feedback we get from the community. They are not a replacement for how we define the features for any given release. They are valuable input, but beta input, product strategy, focus, innovation and other factors are also important aspects we consider.

BUGS
Please report them here:
http://www.autodesk.com/3dsmax-DefectSubmission

AVAILABLE PUBLIC FORUMS
Default Settings
Please tell us which user defaults settings you change the most! Enter a description of the default or ini setting and then see how the community votes on it. Remember these are only the user preferences you can either set in the interface or ini files.

General Feature Requests
Please help us collect ideas for new features and general product enhancements. What’s on your top ten list? Add a vote to any idea you also think is important!

Small Annoying Things
This forum is about all the little annoying quirks and problems in 3ds Max that you might have gotten used to over the years but that really should be fixed.
Remember, keep these ideas to tweaks of the workflow rather than large, sweeping changes to the tools. Try to imagine how much effort a programmer has to go into in order to implement your suggestion. Anything requiring major UI changes or new UI dialogs will need to go in another forum.

SDK/Scripting Enhancements
This forum is about improvements to the SDK or Script-related.

Describe a small problem in 3ds Max that annoys you in your daily work. Please give the steps that show it and describe clearly how you'd prefer it to work. Please include a description!

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  • Hot ideas
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  1. Switching renderers forgets previous settings

    If you set up your mental ray settings and then switch to quicksilver. When you go back to mental ray, all of your settings are reset.

    117 votes
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    under review  ·  5 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  2. Missing texture maps and UV maps that comes up during rendering or network rendering.

    There should be an option in the rendering window to turn off Missing UV and bitmaps Nag so a render can continue on regardless. Specially for network rendering. Most of the time if I cannot see them missing during my test renders I do not need them.
    For geometry with missing UV's an option to assign a UV box map automatically to missing UV's would be handy.

    87 votes
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    9 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  3. region rendering - bad workflow

    This makes my blood boil every day.

    1) the region is MODAL. So you make your region render, then try to select an object or change something in the modifier but nothing happens. Moment of panic, then you remember the little "X" top right in the region. Gah.
    2) Ok, press the totally unuseful "X". The region area stays there - why? got to open the render window and turn render region off in order to have my viewport clean again.

    60 votes
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    5 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  4. Render Elements require rendering of Main Pass

    Currently in order to output a Matte pass (or any other render element) in 3ds Max, you are required to render the main image which could take hours, when the matte pass itself is rendered in mere seconds. The current work around is to disable shadows, reflections, refractions, final gather, GI, etc. in order to decrease render time for the main image. However, this is a pain to have to do.

    48 votes
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    5 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  5. Environment Map’s default mapping should be Spherical

    When assigning a map to the environment slot, the default coordinate mapping should be spherical.

    24 votes
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    3 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  6. Different set of video codecs in preview and render dialog

    ’Make Preview’ shows/uses a different set of video codecs than the render dialog. They really should be the same.

    21 votes
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    3 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  7. Surface Type Multipliers instead of just checkboxes

    When fine tuning the lighting in a scene, frequently the director will ask for tweaks like bringing down the spec hit from a light. Currently you can only turn the spec off from a light, you can't reduce its strength. You can create multiple lights, but that can lead quickly to a lot of extra useless lights. I'd like to see the Specular and Diffuse checkboxes in the lights changed to spinners.

    For more info (including pictures), please visit here:
    http://www.neilblevins.com/cg_tools/cg_wishlist/3dsmax/wishlist_surface_type_multipliers.htm

    14 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  8. net rendering as an action, not an option

    the notion of submitting a file to network rendering is an action that you perform. however, the render dialog list it as a check box (an option). as a result, this check box is often overlooked and we are sending the file again to the network by accident. ideally, the render button would be changed into a "render here"/"render on the network" (flyout maybe?) and the check box would be eliminated. that would take the notion of submitting the job as a more conscious action.

    12 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  9. String tokens for render output and render elements path

    'Tokens' for render output and render elements. Path and filename strings to automate multiple output entries. Strings like 'Scene Name', 'Camera', 'Render Element', etc. That way you could just fill in something like: \GenericProjectName\renders\(sceneName)\(camera)\(renderElement).png - Files would automatically be outputted into folders per render element per camera per project, etc.

    11 votes
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    4 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  10. PNG non-premultiplied

    It would be great to overhaul the bitmap formats so that options available are consistent. E.g. TGAs can be premultiplied or not, but PNGs can't.

    I've recently been doing work where assets are taken straight into apps and often their file format support is limited, having more options from Max would be great rather than having to process them each time through a third app.

    11 votes
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    5 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  11. Mass Edit render element paths

    We need an updated render element path handling in 3dsmax. For example when the render output path change it doesnt update the path locations of render elements. Although it is common sense.

    Anyways for now, the small annoying thing that I have to do is changing paths for 30 something render elements. Every time one by one when I change the render output folder. (happens a lot because of revisions)

    We need a single mass editing option for render elements paths.

    9 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  12. Antialiasing for render ID channel

    Please, add antialiasing to renderID channel

    8 votes
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    1 comment  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  13. Proportional scale tool working with hair&fur

    Being able to rescale an object with hair&fur applied without it ruining the already created hairstyle.

    8 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  14. copy image button in render UV template windows should always copy full sized images

    when you render a UV template, it's handy to use the copy button to copy what you rendered and paste in Photoshop, so you don't have to save a separate file. unfortunately it copies the image at whatever size you are zoomed to in the render output window, so if you render a 2048x2048 template, you can't copy it, because it's either shrunk down to 25% (and the lines are mostly gone) or it's off your monitor.

    7 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  15. Make it easier to edit output paths in Batch Renderer

    When setting up many cameras in batch renderer you currently cannot clone a camera many times and quickly edit the output path information. You can change the camera and view name easily enough but to change the output path you have to delete the cloned one, open up the 'save as' dialogue box (which by default opens in your previous batch render save location) then navigate to the new folder and pick a file name and format. If you are doing this with 20+ cameras it can be very time consuming.

    It would be much easier if you could simply…

    5 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  16. Option to not add default light to rendering

    If there is no light present in the scene, 3ds Max will add a default light when rendering. This is unwanted when using image-based lighting, for example. So the user has to add a light, just to turn it off. This causes the viewport to become dark. There is an option to light the viewport with default lights, but I would prefer a render option for not adding any light sources that are not present.

    4 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  17. Function for easy scene reload in iray activeshade

    When using iray as the activeshade renderer in a viewport (which is awesome), you frequently have to close the activeshade preview, then re-launch it for iray/max to re-evaluate the scene.

    Simple things like moving lights, objects, etc do not need the scene to be re-evaluated. But altering a light's properties or changing a material does need the activeshade window to be closed, then re-opened, which is slow.

    Some control (a button?) which forces the scene to be re-evaluated would be great.

    4 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  18. Automatically create invalid directories while rendering

    Generate directories that don't exist. When you customize the text path for a render element, it will error out on render if the directory doesn't exist. You have to click on the path icon, create folder, name it, set path. This would be helpful particularly if there are render tokens.

    4 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  19. warning if rendering orthogonal view

    Get a WARNING if you are rendering an orthogonal or perspective viewport and a camera exists in the scene

    4 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  20. State Sets: render output path should be the scene name

    Allow us to set the default path to be used in state sets
    like
    /renderoutput/{filename}/{statename}/{statename}.png
    The filename is critical to prevent states with the same name in different files trashing each other.

    3 votes
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    1 comment  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
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