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Experiences with 3ds Max 2018 Interactive VR?

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  • Experiences with 3ds Max 2018 Interactive VR?

    I'm interested in any opinions regarding Autodesks "new" tool for creating VR experiences.
    I've made myself familiar with UE4 over the last couple of months and while it was a bit hard to get into (I have no game engine experience at all) I got the hang of it and can pretty much do whatever I want in terms of VR experiences (not talking about real game programming).

    Now the biggest hurdles for me apart from learning the engine itself:

    1) Getting your whole scene into UE. I had to bake everything as single entity and reposition it etc and had a messed up Pivot due to it being at 0.0 if I didn't want to move stuff around.
    2) I had to redo the shaders from scratch

    Now I am not a fan of AD products AT ALL and I don't trust this company to produce anything of fundamental value that doesn't break apart as soon as you try a little more stuff than pushing boxes around (as in: use it for actual production). I've watched these 10 Videos they have on this new VR engine thing and while it didn't blow me apart I thought maybe it could actually be useful.

    We're on 3ds max 2016 and I don't wanna upgrade to 2018 yet just to use this since we got a setup running with UE now which works pretty well.

    What are your opinions on this new AD software? And one of the biggest points for me: Am I actually able to bake an *.exe to send to customers where they don't need ANY software (besides obvious stuff like an OS, graphics drivers, Vive software etc...) to run that file and experience VR?
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag
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