The scanline renderer is fast and flexible and more powerful than it is getting credited for, but development of it has ceased and the renderer is sadly being phased out. Release the source code as a compilable sample so that we can improve it in-house and fix things that are broken such as HDR-rendering, gamma bugs and the forced clamping. It would also be a great resource when writing other plugins as a reference to how things work. Maybe even some fixes could find their way back to autodesk for free.42 votes
Max.NET SDK Wrapper by Ephere would be a great addition to the 3ds Max .NET SDK18 votes
There is a Sleep(time) function in Windows API that suspends the execution of a thread. Similarly I would like Max SDK to implement and expose to plugin developers a function that would suspend all Max use of CPU and GPU. Why? To be able to finish plugin task earlier in cases when the user has to wait idly for its outcome. In such scenario there is no need for a plugin to compete with Max for CPU and GPU time.15 votes
As far as I know the only way to get rid of global variables is to restart the program. It would be nice to have a function to wipe off this data.14 votes
Each 3ds max processing plugin (modifier, object, textures) can create custom output channels.
This could benefit for future node editing interface, where you can connect any output information to other nodes and do very complex stuff like maya/houdini. Now 3ds max has only the concept of input-input connection. but an output-input will be very very helpful.
like Sphere->Vertex Array->GetVertByIndex->GetUVW->GetMaterialColorAtUVW->Push PlaneVerticiesByIntensityAmount9 votes
The wrapper actually require that you understand the complex SDK working but is different enough for the samples in c++ to not allow a simple rewritte. The documentation is far too thin. Overall it too often feels like it would be easier to go for c++.
What I would like is to see NET have a real place in the SDK, with higher level implementation as maxsharp but complete.
Internally Max looks like it is going more and more for c# (scene explorer, ribbon, etc...) but on the SDK side it is not going as fast.6 votes
Objects, materials and maps' parameters should be exposed to maxscript even if the plugin isn't installed. In other words if I have a Vray Material on an object but no Vray Installation maxscript should still be able to access all of the material settings.
The "glossiness" parameter may not make any sense to the application but it should still be readable through scripting.4 votes
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