More robust fluid system
Make a more robust fluid system where we can simulate photorealistic water, fire, and even smoke without the use of external plugins. Make sure it can be simulated fast and has general overall ease of use and speed unlike RealFlow 4 and even Fume FX.
A system like in blender, with a wavelet simulation. Also with mental ray support.
it wil great if massfx recognises fluids surfaces like a ball falling into a water surface causing a splash...
3ds max must raising the quality of maya
Maya, Cinema 4D, Lightwave, even the absolutely FREE Blender, along with nearly any other 3d package you can think of these days can produce nice fire and water simulations with integrated tools.
I would love it i Max would catch up in this area. Fume FX and Realflow are great. But massively expensive add-ons. All 3ds Max has is Metablob particles from 1994...
3ds max lacks in not having a fluid simulation system for years! It's even not possible to fake it in any way. (No interparticle collisions in PFlow, the blob mesh is outdated and the surface looks bad) There are commercial plugins... but since even Blender have fluids there should be a solution right out of the box even if it can't compare to the very expensive commercial plugins. Better something then nothing!
To second what others have said....I don't care if it's Bifrost or something else...I care about the capability/feature, not the source
So....does Autodesk even acknowledge the number of votes for this? and how long it's been at the top? And how many other high-vote requests are just specific options for this? Or will 2017 have a bunch of lower ranked items instead...tired of being ignored.
""Kristoffer Helander"" not need to be everything is plugins one software must be solved as good same as people solition ıf max is best and bigger in the world """"
Here is a cool demonstration of FLEX (Lucid) for simulating cloth and for simulating fluids with PFlow :)
More demos of Ephere's implementation of FLEX, called Lucid. This is what 3ds Max 2017 needs! It would be awesome! :D
Ephere has made a proof och concept for FLEX in Max.
ephere works on a flex integration but a particle flow connection seems to be as far as realistic.
we need flex and multithreaded gpu accelerated particles first.
Well, eodeo it is the same thing, there is nothing that says Flex can't be used you are just assuming from the the comments that this pertains to Bifrost. It does not, it requests a unified integrated system. This request has twice the votes and is also 2 years older. It makes more sense for them to come here.
If anything this could be edited to include the idea of using nVidia Flex.
Also note that this one is currently "Under Review" :-)
Why not kill this tread and vote for this?
Unite the votes.
I'm afraid that this is not going to happen,
since Autodesk decided to kill Naiad for Max and integrated Bitfrost in Maya it would have no sense to add fluid simulation to 3ds Max.
Is the way Autodesk has to force you to use Maya for fluid simulations and the use "send to Max" or Allembic to bring it back to max... absurd.
Kenneth Turner commented
Autodesk brought Naiad and Killed it as a max plugin. They had to virtually nothing to give Max users a solid high end fluid sim. Instead they spent a ton of time rewriting it as bitfrost in Maya. Arg Put it max *^&*!!
This most important. Maya looks so hard in some cases. we 3ds max users really need realflow and fumefx like water, fire as well as destruction simulators.
Maya looks complete in some sense but max doesn't without plugins. 3Ds Max really need those feature upgrade.
I would like real-time robust fluid system like the one Nvidia is currently developing using voxels based on Nvidia's new Gameworks particles for fire, smoke, fluid.
Now with the news of a 199$ Houdini indie (the full Houdini FX with the only limitation to render at full hd max and for people earning not much than 100K/y) a lot of people need a good reason to stay with max! And soon they will release Houdini engine for max. So we could possibly do fluid in Houdini and render them easily in max. i will certainly give this a try but I'm still eager to see Naiad fully integrated in max. then we will be able to have them all in max: Houdini fluids,. naiad and phoenixFD! And Real Flow by the real flow plugin.
Eddie Perlberg, if you are reading this, please, Bifrost's addition to Max would be more than just a much needed feature and a great addition, it would be a very very very clear signal to everyone that autodesk is truly committed to Max and it's future, if you go ahead and add a second rated simplified fluid system to Max at this point it WILL make everyone question all you've done for Max until now, it will raise all kinds of concerns and it will affect the future of Max, please don't send out the wrong signal and let us see Bifrost in Max, things are volatile enough right now, please help everyone calm down!
Shawn you should try PhoenixFD if you want to simulate liquids directly in max. It works great. Look I did this with it:
Shawn Olson commented
Got some votes released today ... so moving them here. A lot of people are asking for BiFrost. That might be great... but I do not know its work flow. Whatever the solution, I just hope it is seamlessly integrated with both Pflow and MassFX. I don't like systems where you have to export data from app A into another app and then back to Max. The last time I played with Real Flow, for example, it did not feel seamless. Hopefully the fluids solution for Max is more interactive inside Max. The Flex demo from NVidia last year looked pretty cool... and you'd hope that it would be a painless addition with the other NVidia functions in Max. Just my two cents (and 3 votes).
Based on some recent revelations, I think people expecting to see Bifrost in Max including myself will be a bit disappointed since for some reason it doesn't appear that it's on their radar right now, so I guess there'll be another round of ****-throwing ahead at least where this issue is concerned.
Please keep in mind that this request is also Mental Ray related. Mental ray has absolutely no usable volume shader. So in order to successfully produce fluid simulations without plugins, you should also be able to render them without plugins. So some capable volume shader for Mental Ray is on order.