if this is the complete list of improvements, this is s**t, pay,pay,pay…
Just installed and uninstalled it.
No important features for me, I stay with 2016 version.
Most important feature would be to finally fix all those bugs, they’ve manage to introduce in previous 3-4 releases… I’m on max 2016 now, but instead of wishing to jump to max 2018, i’m considering to go back to max 2014 ![]()
Totally agree. I would even pay for a “new” version if there has “only” been bugfixing/optimizing existing features and basic functionallity and NO new feature at all.
Good Luck
well… you got your second wish ![]()
/hides
Oh there are new features. Means they introduced a lot new bugs joining those 15 years old ones.
Rather go fixing your bugs :]
Good Luck
For the lazy, MAX 2018 change log, excluding Arnold and 2017.1 changes:
User interface improvements:
QT5 framework with enhanced docking
Timeline tear-off
Ongoing Hi-DPI icon conversion (370 icons converted)
Tear-off menus
Faster switching between workspaces
Modular main toolbar.
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Max Creation Graph changes:
Easy Map adds the ability to map over an operator by connecting an array of values for graph simplicity
Live Type displays computes types in the editor as you work
MCG type resolver improved so you no longer need to add extra nodes to provide hints about the type system in MCG
Compiler significantly improved to better optimize graph expressions, particularly with functions
No longer need to unpack MCG graph and MCG now uses compounds from the package
Consumes graphs in package form (.mcg) by simply dragging in the viewport
Automatic tool input generation
More artist friendly operator/compound naming and categorization
New Node Properties window with better operator/compound descriptions
78 new operators
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Motion paths:
Previews the path of animated objects directly in the viewport. You can adjust motion paths using transforms, and convert them to and from splines
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State sets:
SlateSDK based UI gives you a more consistent look and functionality
New node based render pass management
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Chamfer modifier:
Chamfering now supports quad intersection to control how corners are affected when multiple edges connect to the same vertex. Also applies to the Edit Poly Chamfer tool
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Alembic
Visibility track support and shape suffix management has been added via MAXScript
It’s kinda sad, that they list “Ongoing Hi-DPI icon conversion” as a feature. Should have been a 2017 “feature”
Did they forgot to mention redesigned splash screen? That would be easily 20% more feature rich release! :]
So far my two favourite features:
- The icons on the “next steps” page. Someone could defend them saying that they were supposed to look like this, but to me they just look like they were made in ms paint by a 10 year old.
- (related) If you stay on that page long enough, you will get a 404 inside 3ds Max. At least it happens here.
It’s ironic how Adobe pushed subscription as an advantage for the user in that now they didn’t have to wait for the next release with new features when it is exactly the opposite, now they no incentive all to be ready with something, no deadlines, no pressure, nada.
3ds max 2018 is out but with The worst update in history of 3dsmax
peoples say they fill that the end of 3ds max is get close to us… (like soft image).
so corona - max artist… what you think?
corona developer i know you go hard on the c4d side too but also you make hard work on 3dsmax .. you know something that we dont know about the future of 3dsmax?
if not… its not a good develop work that go for nothing?
answers are welcome
We dont know anything you dont, except what is in the beta program, and even if we did, we couldnt share it because of NDA ;).
If you are aiming in the direction “Autodesk is going to kill 3dsmax” - they won’t. Autodesk is publicly traded company, which means you can google their financials. Look it up to see how much 3ds max makes - that alone is rock solid argument for the fact that 3ds Max will be around for a loooong time.
BTW: recently I learned that maya people have exactly the same fears - “autodesk is going to kill maya”. And they are using those financials same way 3dsmax crowd is using the release announcements - to perpetuate fear and uncertainty.
So 3ds Max will be around indefinitely, question is how much better it will get in the future. From our perspective, developing in 3ds max API is pain, but we managed to learn, tame, and control it. Developing for Cinema 4D is pain for different reasons, and we have not yet mastered and conquered that API :/.
Not to derail the thread but I always wondered what kind of differences are there in working with these two APIs? Is it the messed up structure, poor documentation or just a flat out closed system on each side?
combination of all. The problems we encountered so far with various systems:
- Documentation flat out missing - imagine having all button labels removed from 3dsmax - you would have to basically try every button to blindly find out what it does. 3dsmax did this for few years (around 2011 release), fortunately they dont do it anymore. Cinema4D does this often
- Documentation omitting important stuff - who frees the memory? Is this function safe to call from multiple threads? Are we supposed to call this notification before each render, or only once per animation sequence? … 3ds Max does this often, which leads to subtle bugs
- Missing API for certain parts of the software/not powerful enough - such as hair&fur, network rendering, … - makes developers either unable to implement some features, or they have to do it by themselves, which is extra unnecessary work. This is common in Cinema4D and sketchup (in sketchup there is basically nothing and sofware developers have to reinvent everything by themselves - like material editor)
- API making things hard to do for developers - this is case of C4D, many things are overcomplicated and error prone - even when there is proper documentation, following it may be hard because the system is just too complex and awkward on the inside
- API is not good fit for Corona - For example maya shaders are made for realtime renderers, not raytracers. 3dsmax shaders are made for offline renderers, not interactive ones. Cinema4D has its own frame buffer while corona relies heavily on its own VFB.
- Software generally being unstable - 3ds max

Thanks Ondra, I appreciate it. Always cool to get some insight on that ![]()
Another dud eh? I’m still on 2014; I found 2016 too buggy for me, and I could never get the MCG updates to install (or extension 1, whatever the package was called). That’s my only incentive to move on from 14 as the MCG seems cool, but alas it seems I’ll never get to use any of it.
In our experience Max 2018 has been great. I would in no way go back to other versions. I would rather just stop doing 3D at that point. There have been so many good improvements since 2014 you are crazy to still be on that. Just my opinion though, I know everyone has specific needs.
It is lame, and they’ve been lame for the past decade or more as far as I’m concerned, but I will say that this 2018 version seems to perform better with Corona for me Maybe that’s something to do with my specific system, I’m not talking render times but just using the UI; the time it takes to display the render setup dialog, the compact material editor, minor things like that. The amount of money they charge each year is ridiculous for the improvements they make - this really is nothing more than a rental, except unlike renting a house we can’t decide to rent a better one next week without losing all our home-contents…
http://help.autodesk.com/view/3DSMAX/2018/ENU/?guid=GUID-8A1FC708-5D40-4B50-B88E-592C4B6DAC23
interesting…
if you havent yet, go check out max’s ideas site: https://forums.autodesk.com/t5/3ds-max-ideas/idb-p/164
at least it seems like they are listening…


