General Feature Requests
PURPOSE
Please help us collect ideas for new features and general product enhancements.
Remember, if your idea is a small tweak or defaults change then please use either the Default Settings or Small Annoying Things forums.
What’s on your top ten list? Add a vote to any idea you also think is important!
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 be considered
- When an idea is implemented (or declined), votes are returned to all the users that voted
- Users 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 at 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.
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Procedural Textures
Gradient, Gradient Ramp, Tiles, Noise, Smoke, Water, Wood, Falloff etc...I would like to see more of these types of maps, and optimization and additional features in the existing maps.
As a side note, you could just hire Jerry Ylilammi, developer of BerconMaps, to make these improvements for you since he already has a head start!
202 votes -
Bitmap2Material no longer a plugin but permanently a part of 3ds Max and Maya
The plugin that won the editors choice awards this year.
http://www.allegorithmic.com/products/b2m/overview
To be permanently made a part of 3ds Max and Maya
100 votes -
More than 24 slots in Compact Editor
Please allow more than 24 slots in the compact editor. I use a lot of switch materials (40-50 per scene). I build them in the slate editor, but it would be nice to load them in the compact editor to allow me to quickly find and switch them, but being limited to 24 slots doesn't allow that.
74 votes -
Curvature Map
Max currently doesn't have any sort of curvature map. A curvature map calculates a black and white map based on how convex or concave a surface is. This creates a mask that allows you to place a different materials in non-exposed areas of your model.
It's used a lot in zbrush, you may have seen this effect, the bronze shader made by stumpf that turns green/dark in the small detail areas (excellent model sculpted by andreja). This is using a re altime curvature shader.
This is similar to the Ambient Occlusion map in mentalray, except for a few details.
1)…
55 votes -
Viewport Canvas - Enable Normal Bump Map
An option to see your normal map in the viewport while you are painting. The normal map often acts as a guide for painting other texture maps.
51 votes -
Mental ray <--> Vray material/lights conversions
It will be very helpful if materials/lights can be converted to check which renders faster and to check quality.
46 votes -
Global Material/maps scale
Would be aswesome to scale all material's maps with one parameter. Every time a change a material we have to scale every maps and it's a great waste of time!
It could also help to rescale library materials to a Real World Scale...Feature that i love45 votes -
gradient ramp revamp
make it easier to plug in flags and edge parameters (larger and richer UI perhaps - think PS) and make it not kill Max when showing it animate while it's open.
34 votes -
Uvw coordinates node in slate material editor
For a long time i wanted a way to share the coordinates between 2 maps. I'm sick of having to copy/paste the uv coordinates between color and bump maps.
Now that we have a node based material editor, An uvw coordinates node (like in maya) would be great.
32 votes -
Viewport Canvas Optimization and more brush tools
Brush affect falloff is essential to avoid painting stretched details on oblique angles. Also Drag-Drop alpha feature.
32 votes -
Material Library improvements - faster and organization
The material library needs a massive overhaul. It is unbelievably slow even when handling medium-sized libraries. Forget about dealing with a large library.
It needs to have sophisticated search tools. It should be more database-like where Date Created and Date Modified are stored along with the material.
Materials should have a field for tags so that they can be categorized.
The library should allow for grouping and nesting. Max should allow users to just have one mega-library with a user-defined hierarchical structure, instead of forcing users to create separate libraries for dozens of different categories.
Materials should be able to…
21 votes -
Conversion of ProMaterials to Arch&Design
It'd save us a tremendous amount of time if Autodesk Materials (aka Pro Materials) could be converted to something more generic / useful like the Arch&Design material.
21 votes -
Warp Texture
John Burnett has a wonderful map called the Warp Texture. What it does is distorts a map using a second map.
This technique is fantastic for adding extra noise to a map or map chain, and I use it all the time to make dirt, rust and grime.
Unfortunately, it doesn't exist for mentalray. Can we please have a new map that does the same thing as Warp Textrure that works in both the Scanline renderer and mentalray?
Go here for more info:
http://www.neilblevins.com/cg_tools/cg_wishlist/3dsmax/wishlist_warp_texture.htm
19 votes -
Update vertex color map to allow use of alpha/illum channel.
I use the Vertex Color Map along with the Vertex Color modifier a lot to perform various tasks. One task that I use it a lot for is creating Masks. The problem is that although you can Paint onto the Vertex Alpha with the modifier... the Vertex Color does not let you use that channel (even though it lets you choose any arbitrary map channel greater than or equal to 0). The problem is that Vertex Illumination and Vertex Alpha use channel -1 and -2.
I have found several alternative methods to do the things I want... but all are…
18 votes -
We need an Aspect Lock anywhere a bitmap or UVW can be resized to prevent stretching.
When you need to resize a bitmap or UV gizmo you have to adjust U and V sizes individually. We need an aspect lock, just like the Render Setup dialog box, so that when you change one value the other is increased or decreased proportionately.
18 votes -
Adding Notes to Materials...
Max's great new nodal based slate editor allows for users to make and edit complex materials, however, it is very easy to forget what every controller and sub-material does -particularly in a complex material made by someone else.
So it would be extremely hepful if Max allowed users to add notes within the schematic view to particular materials, maps, and controllers, much like nuke.
17 votes -
DirectX 11 support and Shader FX integration for creating HLSL Shaders
3ds Max is a very popular software in the game industry, moving to DirectX 11 could probably keep that up. Check out the game engine Unity 4.0 (not released yet) to get a feeling for what DX11 can do as a real-time renderer/viewport engine.
http://blogs.unity3d.com/2012/07/13/unity-4-directx-11/So to be able to preview your game models and environment directly in Max would be cool and helpful. But to be able to actually create your own HLSL shaders within Max would be even more cool and helpfull!
Take a look at Shader FX from Kees Rijnen and Ben Cloward (I think)
http://www.lumonix.net/shaderfx.html
It's…16 votes -
Multi/Sub-Map Improvements
In Max 2010, a new map was added called Multi/Sub-Map. This map is great for adding variety to your materials without the need for separate materials for each variation. However, it has some major limitations...
1) This map is mentalray only. A large portion of 3dsmax users use other renderers, like vray, brazil, the scanline renderer etc. Could we please have this map ported to work in the scanline renderer, so that all of the other available commercial renderers can use this as well?
2) You are limited to 20 slots. Can we please get a dynamic interface so that…
13 votes -
Color Correction Needs HSV Advanced Mode
When doing color corrections, the HSV controls are rather limited. They basically have a...
* Hue Offset Control
* Saturation Multilpier
* Tint, which is an RGB MultiplierJust like the Lightness area has an Advanced mode, I'd like to see an Advanced mode for Color as well.
In this mode, I'd like to see the following controls...
* HSV Change, this lets you take any of the three compoents, H S or V, and change their value to a new value, independently of each other. Like Change the Hue to a value of 0.8, which would make the result…
13 votes -
Slate. Single click material to open mat properties
At the moment you have to double click the header of the material to open the properties on the right. While a single click does nothing.
So
-single click to open properties
-double click to enlarge preview12 votes
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