The Function Connector: Part 1 – Reading MCG Functions
If you’ve started working with MCG, you’ve likely asked (perhaps out-loud) “What in the world is that little square function connector?” The goal of this post is to demystify this connector and to get...
View ArticleThe Function Connector: Part 2 - Building MCG Functions
In the previous post, we covered the basics of “reading” an MCG function to identify its inputs, its output, and the operators which compose its “body”. In this part, we’ll cover some useful techniques...
View ArticleThe Low Poly Modifier - Part 1
In this post, we’ll be venturing into the creative land of “Low Poly” art. This art style features the use of contrasting faces and sharp edges to highlight the scene’s simple geometry. This form lends...
View ArticleThe Low Poly Modifier - Part 2
In Part 1 of this series, we looked at how to combine the Low Poly MCG modifier with a simple material graph to render scenes in a “Low Poly” art style.In this post, we’ll be taking a deeper dive into...
View ArticleHorns and Transforms
In this post, we’ll be looking at how to create a horn in MCG. The secret sauce to this tool requires two main ingredients:Transformation matricesThe QuadMeshStrip operator.To create a horn, the idea...
View ArticleThe Array Looping Cook Book
If you’re coming from a scripting or a programming background, you may have spent some time in the MCG operator list searching for the “for loop”. While there is no specific operator called “for loop”...
View ArticleThe MCG Network Deployment Guide
If you’re looking to render your MCG creations on a networked instance of 3dsMax, or if you’re a technical director looking to deploy your procedural MCG tools to a set of artists in your studio, or if...
View ArticleWorld Space Effects
In many cases, procedural effects rely on the world space position, rotation, and scale of other objects in the scene. For example, you might want to hang wires between the vertices of two separate...
View ArticleThe Array Looping Cook Book
In this post, we dive into various array looping techniques, including how to reliably create an array of random values.
View ArticleFormula 1 - TV Globo
Interview with one of the CGI Team from TV Globo - Rio de Janeiro, Brazil. They have achieved an amazing opening for Formula 1 using 3DS Max and Maya 2016. Check it out!
View ArticleEmulating a Particle System using MCG
Using a Max Creation Graph geometry tool we can decently emulate a particle system as this tool made by one of our interns shows.
View ArticleAutodesk 3ds Max Asset Library 1.1
The Autodesk 3ds Max Asset Library gets some cool new functionality.
View ArticleWhat's New for Rendering in 3ds Max 2017
The Rendering team has been quite busy this past year, and we have a number of goodies for you in this latest release. This first blog post for 3ds Max 2017 will cover the highlights of the new...
View ArticleIntroducing 3ds Max 2017
For another year, the 3ds Max Development team has been working overtime to bring you our 3rd installment of 3ds Max 2017. It all started with Extension 1 in August, continued in December with...
View ArticleMax Creation Graph: The Year in Review
It's been a fun year for the MCG team.The community response has been overwhelming, and we've seen things done with MCG that I never anticipated!
View ArticlePython Enhancements in 3ds Max 2017
In 3ds Max 2017 a lot of effort went into improving the Python scripting experience.
View ArticleMax Creation Graph Samples for 3ds Max 2017
We've posted a new Max Creation Graph (MCG) sample pack for 3ds Max 2017.
View ArticleIntroducing Max to the Power of Arnold
New for 3ds Max 2017 SP2, one of the most requested plugings from Solid Angle, a new preview-release of the MAXtoA Arnold plugin. Now available free on the Solid Angle website www.solidangle.com
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