28 junio 2013
Service Pack 1 for 3ds Max 2014 and 3ds Max Design 2014 is available!
Download it here:
03 mayo 2013
18 marzo 2013
06 marzo 2013
01 marzo 2013
25 enero 2013
09 junio 2012
3DS Max 2013 Product Update 02

Fixes in this update are:
Animation:
Point Cache files saved from 3ds Max / Design 2013 would not open in previous versions, and Point Cache files from previous versions would not open in 3ds Max / Design 2013. These files now work correctly.
Using Alt+Tab to go to other programs while moving a key in TrackView no longer leaves the program in a hold state.
With the Region Key Tool, dragging in negative time caused a program error. This has been fixed.
Updating a CAT rig no longer unlinks non-CAT children.
Backburner:
The Manager and Server now display the Unicode resource string correctly.
The Monitor, Server, and Manager dialogs now display double-byte job names correctly.
Customer Error Reports (CER):
There are 25+ CER related fixes in this Product Update. We have fixed reports in the following areas: Reports related to closing the software, Disconecting Parameter Wires, List controllers, Unicode, Animation Keys, Computing Normals, UI rollouts.
General:
When creating text via the Text Spline object, the default text is now maintained.
Text Spline objects did not immediately display when using Save To Previous. They now display correctly. However, some High-ASCII characters may fail to load immediately.
When the same object was assigned to multiple channels in the Morpher modifier, a program error could occur when resetting. This has been fixed.
Adding selection-locked objects to hidden or frozen layers now works correctly.
A memory corruption issue with closing the program while the Render Scene dialog was open has been identified and fixed.
A program error when opening .max files from previous versions has been fixed.
The Terrain Compound object failed to create and apply a material with a Vertex Color map when applying to Color By Elevation using the Create Defaults button. This now works correctly.
A program error on startup related to CUI XML files has been fixed.
Resizing the Command Panel quickly would cause a program error. This has been fixed.
The Command Panel now works correctly when minimizing and redocking.
A common program error on exit was fixed.
An internal performance problem was identified in TextFile::Seek().This has been fixed.
Some .max files from previous versions would not open or merge. This has been fixed.
gPoly:
An update in the code has resolved a program error related to Normals.
InfoCenter:
A program error that occurred when creating the Info Center window has been fixed.
Interop:
When linking Revit files with multiple views, the Select Revit View dialog now works correctly.
Ellipse now works correctly when exporting to IGES files.
The Add Object Name To Material option from Inventor files now works correctly.
FBX files with Autodesk Materials now load and display correctly.
Localization:
The viewport was not displayed correctly when the install path included extended ASCII or double-byte characters. Viewports now work correctly.
When prompted to save a new MAXScript on a localized OS, the prompt message showed ‘^0^’ for “(Untitled)”. This has been fixed.
When using the 3ds Max Design Lighting Analysis tool, the Illuminance and Luminance fields on the Parameters rollout now display correctly.
The Turn To gPoly modifier has now been localized.
The class name of Deformable gPoly is now translated properly.
When using multiple ParamBlocks, only the first ParamBlock was being localized in MAXScript. This has been fixed.
The Egg Spline class, node name, and object name shared the same string entry. This has been fixed.
CAT Bone is now localized in CATMacroUtilFunction.ms.
Plug-In Manager descriptions are now localized.
MassFX:
When using Meters as the system unit the values in exported XML files were 1/1000 of the correct value. This has been fixed.
Redistributing mass for a dynamic ragdoll now works correctly.
Applying a dynamic ragdoll on a biped using footstep mode no longer causes a program error.
Constraint angular spring constants are now properly using force per degree (previously they were using force per radian).
“Export MassFX Scene” from the simulation menu no longer causes a program error.
Removing forces from the Multi-Editor now works correctly.
A MAXScript error no longer occurs when attempting to remove a force in the Multi-Editor when the forces list is empty.
Starting a simulation at a negative frame now works correctly.
The Bake and Unbake commands now work from the MassFX Explorer.
Initial motion section is now disabled if rigidbody is set to Kinematic.
A memory leak was identified with the MassFX modifier panel redraw. This has been fixed.
Changing a Biped’s bones to dynamic if ragdoll is kinematic has been fixed.
Forces now awaken objects from the start if they are in sleep mode.
Inflation and Vertices parameters would always reset to the default value. This has been fixed.
Ragdoll bones search edit input was not working. This has been fixed.
MAXScript:
When using getSaveFilename an error would occur if the file name extension was more than three characters long. Now the method supports file name extensions longer than three characters.
Scripted Custom Attributes are now parsed correctly.
An issue was identified when calling Quadrify via MAXScript. This has been fixed.
Scripted material parameters in an XRef material that did not match the material in the current scene would cause a program error. This has been fixed.
A program error with the PickNodeCallback holding invalid has been fixed.
patch.weld2Verts and patch.weldEdges now work correctly.
The error message for unsaved scripts referred to the previous script’s file name. This has been fixed.
When using render() the renderer now respects the safe frame settings.
The catmuscle() deformertype now returns the expected value.
An internal CAT code fix was done related to dotNetMethod.
Maya Mode:
Some machine setups were only able to switch to Maya Mode when running the program in Administration mode. This has been fixed.
Skin vertices can now be subtracted from a vertex selection.
The Middle Mouse Button is now supported.
Nitrous viewports:
Turning on the Backface Culled option caused a Nitrous performance slowdown. This has been fixed.
Using Hide By Category no longer cause a performance drop.
Objects that were hidden on save now remain hidden when you reload the file.
There was a problem displaying a material with a black diffuse color that had a Normal Bump map applied. This has been fixed.
Rendering:
Using the mental ray and iray renderers, some objects were not blurred when rendering with motion blur. Objects now blur properly.
The error message for the Job Assignment dialog when Backburner failed to start was unreadable. This has been fixed.
When rendering via Deadline, there was a file load issue. Deadline now works correctly.
Tone Mapping now works properly with mental ray Hair.
Quicksilver was creating files and not removing them. Now it removes temporary files on exit.
In 32-bit builds of the software, the Quicktime render output path was not being set correctly. This has been fixed.
When rendering to .psd, the render range options did not display. This has been fixed.
Retimer:
The Retimer Tool could cause a program error when using Undo. This has been fixed.
A duplicate Retimer controller could be created when first assigning the controller. This has been fixed.
The Retimer naming system now conforms to the standard naming convention of the software.
In Retimer, a minor UI fix was added for the markers.
Using Save To Previous no longer strips trailing ‘(R0)’ on track names.
Deleting Retimer when multiple Track Views are open no longer causes a program error.
Files saved via Save To Previous 2012 no longer open with a retime.dlc error.
Slate Material Editor:
The Slate material/map browser no longer corrupts .max files when it saves a material library.
When using the D3D (DirectX) viewport driver, a program error would occur when using ArtToolkit materials. This has been fixed.
Gradient Ramp material flag labels with long names no longer reload with unreadable characters in the name.
State Sets:
Compositor and Link now get all State Sets states.
The Rotation and Transform information from linked Target Cameras is now read correctly.
The Composite View would refresh multiple times for the creation of each state. This behavior has been fixed.
Layers in the Composite View can now be dragged to re-order them.
Resetting 3ds Max when State Sets is minimized no longer causes a program error.
A situation where State Sets could at times get corrupted in some scenes, and State Sets would not load and could not be reset, has been fixed.
VW Unwrap:
A program error when using Weld has been identified and fixed.
Viewports:
When resetting a scene that used a custom background, the background is now completely removed.
Additional fixes have gone in for cases where DirectX would not respond when unlocking the OS.
Viewport Canvas:
Launching Viewport Canvas no longer causes a program error.
Workspaces:
Custom Workspaces are now available after restarting the software.
The Restore To Defaults feature now works correctly.
Docked Scene Explorer did not display properly in multiple viewport tabs. This has been fixed.
An issue switching workspaces with hotkeys has been fixed.
Download 3ds Max Product Update 02
Download 3ds Max Design 2013 Product Update 02
08 mayo 2012
06 febrero 2012
El futuro del 3ds Max
11 enero 2012
31 mayo 2011
BonyFace 2.6 ya está disponible
24 mayo 2011
Tutorial de Settings de Iluminación de Vray


Este tutorial te ayudará a iluminar y establecer apropiadamente los parámetros para lograr un render realista, haciendo uso de Vray 2.0 y 3ds max 2011 y posicionando adecuadamente las luces ies, el vray sky y escogiendo los parámetros adecuados para la cámara física.
Ir al tutorial en la web de CGARENA
17 mayo 2011
Hotfix 3ds Max 2012

Como lo anunciamos hace algunos días ya está disponible para descargar el Hotfix para 3ds Max 2012 y 3ds Max Design 2012. Para descargar dirígete al sitio oficial de Autodesk a través de los siguientes enlaces: 3ds Max 2012 o 3ds Max Design 2012
11 mayo 2011
3ds Max 2012 Hot Fix y planes de Service Pack

Autodesk ha anunciado el lanzamiento de un Hot Fix para 3ds Max 2012 el cual podría estar disponible para el 13 de Mayo.
Entre algunas de las mejoras que se plantean en el Hot Fix 1se encuentran
- Skin envelopes disappearing
- Mejora en la velocidad del UVW Unwrap editor
- Problemas con Unwrap UVW
- Errores de render con algunos Normal Maps
- problemas al trabajar con archivos Max 2010/2011
- mejoras en el desempeño del Nitrous con objetos de muchos polígonos
- Mejoras de conflictos con Autodesk Materials
18 febrero 2011
Un vistazo al Nitrous Viewport en 3ds Max 2012
13 enero 2011
Excalibur (XBR) Update
Join us for a special webcast where we’ll update you on Project Excalibur (XBR). XBR is a restructuring of 3ds Max and 3ds Max Design that is intended to occur over three phases. It addresses fundamental improvements in workflow, UI, and performance. This update will provide more detail about UI, dynamics and viewport changes. You’ll be able to post questions for the development team.
There will be three opportunities to attend identical sessions held at different times on February 8th, 2011 . These webinar sessions will be recorded and those that register will be provided with a link to view the recordings.
Date: Tuesday, February 8, 2011
Time: 9:00 AM - 10:30 AM EST
Time: 5:00 PM - 6:30 PM EST
Time: 8:00 PM - 9:30 PM EST
link
19 noviembre 2010
Silestone -- 'Above Everything Else' by Alex Roman
Silestone -- 'Por Encima de Todo' from Alex Roman on Vimeo.
Título: 'Por Encima de Todo'
Agencia: N/A - cliente directo
Anunciante: Grupo Cosentino
Producto: Encimeras cocina
Marca: Silestone
Sector: Comercio/Restauración
Productora: The Mushroom Company
Director/DoP/Dirección de arte/Post/Edición: Alex Roman
Idea original/Concepto: Alex Roman
CGI adicional: Juan Ángel García Martinez
Música: ZipZap Music
Copy: Juan Adrián Bravo (Copynstant)
Pieza: Spot TV 60"
thirdseventh.com
04 noviembre 2010
V-Ray 2.0 new features list
- V-Ray RT and V-Ray RT GPU interactive renderers are included as part of the V-Ray installation;
- VRayCarPaintMtl material with accurate flakes simulation;
- VRayDistanceTex texture that measures distances to arbitrary mesh objects;
- VRayLightSelect render element to extract the contribution of individual lights;
- VRayDRBucket render element to show which machine rendered a given bucket in DR mode;
- VRayLensEffects render effect for producing glow and glare with support for obstacle images and diffraction;
- VRayExposureControl plugin for proper exposure of regular viewport and camera views;
- VRayStereoRig controller for easy stereoscopic setup;
- Shade maps for faster rendering of stereo images, DOF and motion blur through the VRayStereoscopic helper;
- Dispersion in the VRayMtl material, utilizing the new support for wavelength-dependent ray tracing;
- Support for bidirectional path tracing for accurate unbiased lighting solutions;
- Directionality parameter for rectangle V-Ray lights to turn them into (textured) spot lights;
- Dynamic loading of tiled OpenEXR textures through the VRayHDRI texture;
- Command-line tool for mass conversion of textures to tiled OpenEXR files;
- V-Ray specific light lister;
- Integration of the various V-Ray components in the 3ds Max "Create" menu;
- Tools for calculating and rendering accurate camera distortion through .lens files;
- Support for MetaSL shaders.
Enhanced features
- Faster rendering of VRayProxy objects;
- Support for proper motion blur of Thinking Particles;
- Proper blending of gizmos for VRayEnvironmentFog;
- Improved raytracing precision in certain cases;
- Render history for the V-Ray VFB;
- Load and compare images directly in the V-Ray frame buffer;
- Support for rendering of VRayProxy objects as point clouds;
- Better representation of V-Ray lights in the new hardware viewport for 3ds Max 2010 and later;
- Retrace threshold for the light cache
...and many other small fixes and improvements
- Support for MetaSL shaders.
Enhanced features
- Faster rendering of VRayProxy objects;
- Support for proper motion blur of Thinking Particles;
- Proper blending of gizmos for VRayEnvironmentFog;
- Improved raytracing precision in certain cases;
- Render history for the V-Ray VFB;
- Load and compare images directly in the V-Ray frame buffer;
- Support for rendering of VRayProxy objects as point clouds;
- Better representation of V-Ray lights in the new hardware viewport for 3ds Max 2010 and later;
- Retrace threshold for the light cache
...and many other small fixes and improvements
link:
13 septiembre 2010
Subscription Advantage Pack for 3ds Max 2011 and 3ds Max Design 2011
Substance Procedural Textures
Achieve a vast range of look variations with a new library of up to 75 Substance procedural textures. These dynamic, resolution-independent textures have a tiny memory and disk space footprint, making them very good for exporting to games engines via the Allegorithmic Substance Air middleware offering; integration is currently provided for Unreal® Engine 3 game engine, Emergent's Gamebryo game engine, and Unity. Alternatively, textures can be baked to bitmaps for use with certain renderers. Some examples of dynamically editable and animatable parameters are: brick distribution, surface aging, and mortar thickness in a brick wall; pupil size, eye color, and extent of veining in an eye texture; and the age, roughness, curb borders, and lane markings of a street texture.
PhysX Rigid-Body Dynamics
Create more compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. The multi-threaded NVIDIA® PhysX® engine supports static, dynamic, and kinematic rigid bodies (the latter for rag doll simulations), and a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball & Socket, and Gear. Animators can more quickly create a wider range of realistic dynamic simulations, and can also use the toolset for modeling: for example, creating a randomly placed landscape of rocks. Assigning physical properties – friction, density, and bounciness – is as simple as choosing from a set of initial preset real-world materials and tweaking parameters as required.
iray Photorealistic Renderer
Creating realistic images has never been easier with 3ds Max, using the newly integrated iray® rendering technology from mental images. Another major milestone in the Rendering Revolution, iray enables artists to set up their scene, press “render,” and get predictable, photo-real results without worrying about rendering settings just like a “point-and-shoot” camera. Artists can focus on their creative vision as they intuitively use real world materials, lighting, and settings to more accurately portray the physical world; iray progressively refines the image until the desired level of detail is achieved. iray works with standard multi-core CPUs. However, NVIDIA CUDA-enabled GPU hardware will significantly accelerate the rendering process.
Link:
14 julio 2010
Animación de Machu Picchu

Jakub Gobda, de Eslovaquia, realiza una interesante animación de Machu Picchu. Fué realizada con 3ds Max y After Effects
Machu Picchu - Lost in Time from Jakub Goda on Vimeo.
Link