Finally 3dsMax 2011 is out and We have our own copy to put hands on 🙂
The most exciting improvement is QuickSilver Hardware Renderer, I had great expectations about it and yes, it works enought. I’m satisfacted of it at 70%. In my opinion for my work that will not be so much important: when creating a scene I don’t need to continuously render it to see the results. I know a lot the various parameters and with 3 or 4 quick renders at the end of the production I can manage some fine tuning.
But there is a thing not clear for me: Why is not possible to use QuickSilver with ActiveShade?!
ActiveShade was something inserted in 3ds max but never used and announced (or developed) with the proper importance.
ActiveShade is a sort of semi-realtime renderer that could be inserted inside a viewport and use like Vray-RT, fPrime, Modo preview and so on. Now in 2011 they have QuickSilver, a semi-realtime (hibrid) renderer and ActiveShade, but the weird thing is that is not possible to use QuickSilver as ActiveShade.
This means we’ll put hands again in one of our most famous plugins for 3ds Max: DMRB.
It was born as an experiment, and now is a professional tool, absolutely integrated in 3ds max, efficient, stable , bla bla… We will manage to release a pubblic version of DMRB 3.0 soon, so everyone will be able to merge it’s flexibility to QuickSilver 🙂
One reply on “3dsMax 2011 and PlaySys DMRB 3.0”
[…] che lavoriamo con software di prossima generazione, che abbiamo gestito riviste, scritto manuali, sviluppato tool interni, partecipato ad eventi, tenuto docenze universitarie in italia e all’estero, tenuto conferenze e […]