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. faster material preview generation

    since Slate introduction, material preview is much slower, needs to be the same as it was with the old mat editor

    215 votes
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    under review  ·  2 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  2. remove missing maps

    When you open a scene with a whole lot of maps missing, would Like a option to just REMOVE/DELETE that map from the scene.

    or even in the Asset tracking, just a option to delete the map or file from the scene

    153 votes
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    under review  ·  6 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  3. Many Maps Produce An Incorrect Bump

    From a user perspective, if you create a series of interconnected maps (a map chain), the general belief is if you put those maps into the bump channel of a material, the greyscale of those maps will define the bump, black being bumped in, white being bumped out. However, this is not the case. Many maps do not produce proper bumps, which does a number of things. It limits the choices the artist has when it comes to making bump maps. It generally means that you can't just copy the diffuse map into your bump map because you may have…

    40 votes
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    2 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  4. Solid Color Map

    There is no Solid Color Map. This is annoying.

    38 votes
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    6 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  5. material name box too small

    The material name box in the compact material editor does not fully use the amount of UI space available. So material names cannot be fully viewed. The box could be extended to the left at least another 60 or 70 pixels. Seems like a small thing to change.

    18 votes
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    0 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  6. Real world scale material previews too small

    Real-world scale materials often show up at a very small scale in the material editor preview. This makes it very hard to create materials accurately. It would be nice if the scale of the preview ball/box/cylinder could be specified when working in real-world scale.

    Thanks.

    18 votes
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    3 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  7. Get material from selected object button

    I would like to get a one click button or right click menu to get the selected object's material in the selected slot in compact mode. we can't use picker for an object that is hidden behind another one.

    I would like to have the same button in the slate editor. Though it's easier in there to just drag the hihlighted material from the scene material section.

    16 votes
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    4 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  8. Material Highlighted When Object Using it is Picked

    When you select an object its material type should be highlighted in the material editor. I'm sure that if you have a large number of materials in a scene, as I usually do, finding the right one in the ME is frustrating.

    15 votes
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    5 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  9. Reflection local exclude option for Arch&Design Material

    Please add the possebility to exclude objects from reflection for every material type. Basicly this option exists allready in the Raytrace material. There you have a local exclude option under the Raytrace Control Tab. But in these days I do not use this old material anymore. We need this option for every material or at least for the newer materials like the Arch&Design Material

    12 votes
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    1 comment  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  10. Ability to rotate material preview sphere in slate editor

    In the original material editor you had the option to rotate the preview spheres. I wish you could do that in the new "slate" editor as it sometimes helps to visually see how the light is falling off ur material and make adjustments to settings.

    12 votes
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    2 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  11. Default hide child nodes

    When you create Gradient Ramp, it automatically adds/displays 4 Bezier controllers, and adds more when you add gradient keys. Not sure what the benefit is to adding all those extra nodes, but they get in the way on complicated slate views. Wish we could consolidate into gradient node or hide by default.

    11 votes
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    under review  ·  0 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  12. Bring back the "Update Scene materials from library"

    The "Update Scene materials from library" has disappeared in the new material selection menu.

    11 votes
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    0 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  13. Arch&Design wireframe OR a compatible wire map for mental ray

    It would be nice to see it working in arch&design as in scanline. The Composite material workflow doesn't always work in mental ray.

    11 votes
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    0 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  14. Material name not in view for Multi/Sub Object Material

    Sub Materials in MSOB's get pushed off by the material type (Arch & Design). The material name should take precedence over the material type. Just shortening the type to (A&D) would give the button much more real-estate.

    10 votes
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    3 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  15. Option to turn off material library thumbnails

    When loading up a material library with only a few complex materials each containing a few unique, high-res maps each, the material editor can become responsive for large amounts of time (sometimes over an hour). This is because Max is trying to generate previews for each material in the library.

    An option to turn off the thumbnails on or before loading of the library in question will be a big help. Some of my material libraries are now un-useable because I just can't load them.

    9 votes
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    1 comment  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  16. More material effect id's

    The material effect id flyout in the material editor is limited from 0-15. It'd be much more useful if it was a numerical entry (instead of flyout) just like the object gbuffer id in the object properties dialog.

    Rarely do I work on a project where there are only 15 materials I'd like separated out via render elements for compositing... This would be a great addition (IMHO) though I'm not sure how "small" of a request it is...

    9 votes
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    0 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  17. Add Groups To PSD Input Options

    A very common workflow when making textures is to keep multiple groups inside of a single photoshop file. Say you have unwrapped a model, and you are painting a color, bump and spec map. Inside a photoshop file you may have 3 groups set up, each with multiple layers, one group for color, one group for bump, one group for spec.

    Lets say you're working on the color map, and you've painted 3 layers inside of the color group, here's the current workflow for saving your file and loading it inside of max...

    1) Turn off all the layers inside…

    7 votes
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    2 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  18. Make the paths to missing bitmaps copy/pasteable

    When you open a scene file and maps linked in the material editor, environment or elsewhere are missing max pops up a window showing the files that it's missing. So far, nice. Now the problem: If you want to search for the file in order to look for it (sometimes people convert files etc.) you have to write the name and path by hand because you just can't mark the paths for a quick CTRL/C-CTRL/V into your OS/asset tracking application/messenger-so-someone-can-look-it-up window. Should be easy to implement but help a lot.

    7 votes
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    0 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  19. Easier to find active object selection in Slate/SME

    In a big scene with multiple tabs and many different materials, it can be difficult to find where the material is for a given object in the scene.

    The navigator in Slate/SME shows you where the selected -material- is by highlighting it, but there's no indication as to where the material is for the -object- you've got selected in a viewport.

    6 votes
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    0 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
  20. Go Backward to Sibling button on Compact Material Editor.

    The Compact Material Editor should have a "go backward to sibling" button. Sometimes the user is working on the diffuse map and decides to check the specular map. If more maps are applied on the material, it requires a few clicks on the "go forward to sibling" button until all the maps have cycled and the diffuse map is back again. Sometimes an extra click is made and the whole run needs to happen all over again. The other route: go to Parent and look for the diffuse map/get back into the diffuse map takes extra time, since most of…

    6 votes
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    2 comments  ·  Materials/Maps  ·  Flag idea as inappropriate…  ·  Admin →
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