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Why all these VFX plugins for Max only?
show user profile  Nanne
A thought just occurred to me.
How come all these VFX plugins like; FumeFX, Thinking Particles, Krakatoa, even V-Ray, (did I forget anyone?), first where developed for 3ds Max ony?
It's only in resent years they started to be ported for other 3D-packages, such as Maya, why not earlier?

Kristoffer Helander
www.kristofferhelander.se
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read 722 times
1/27/2014 12:34:29 AM (last edit: 1/27/2014 12:34:29 AM)
show user profile  Mr_Stabby
Back in the day, max was the bomb!

read 703 times
1/27/2014 1:09:29 AM (last edit: 1/27/2014 1:09:29 AM)
show user profile  Error404
Max is easier to develop for than Maya is.


And Max probably has a larger user base than Maya. But that's only a crude guess on my part, I could be wrong.

www.DanielBuck.net - www.DNSFail.com

read 659 times
1/27/2014 6:08:16 AM (last edit: 1/27/2014 6:08:51 AM)
show user profile  Nanne
How come Max is easier to develop for? In what way? :)

I hear a lot of arguments about Maya being totally exposed through the MEL script, allowing you to script any thing you want in it, more so then in Max. And a lot of studios have their own development of extra features and pipeline integration.

Is it the 3ds Max SDK that makes the difference? Is there no SDK for Maya?



Kristoffer Helander
www.kristofferhelander.se
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read 649 times
1/27/2014 7:54:40 AM (last edit: 1/27/2014 7:54:40 AM)
show user profile  Error404
I'm not a coder, so I couldn't tell you specifically. But I've always been under the impression that for plugins and stuff, Max is easier. Not sure why though, I don't know enough about coding to know why.

www.DanielBuck.net - www.DNSFail.com

read 609 times
1/28/2014 2:01:10 AM (last edit: 1/28/2014 2:01:10 AM)
show user profile  herfst1
Maybe it's because maxscript is similar to c++?
read 602 times
1/28/2014 2:47:35 AM (last edit: 1/28/2014 2:47:35 AM)
show user profile  Mr_Stabby
>>Maybe it's because maxscript is similar to c++?
its really not, also from what i remember max sdk used to be a tunneling nightmare, not really something i'd call easy to use.

read 598 times
1/28/2014 4:45:13 AM (last edit: 1/28/2014 4:45:13 AM)
show user profile  donvella
My thoughts would be because 3ds max was originally developed by Discreet Logic (Kinetix).

http://www.fundinguniverse.com/company-histories/discreet-logic-inc-history/

"Growth Pains in the 1990s

Discreet Logic was founded in 1991 by Richard Szalwinski, former director of sales for Montreal-based Softimage, along with two Softimage coworkers, Simon Mowbray, and Diana Shearwood. Discreet Logic's first business was as a licensed distributor and developer for Eddie, a two-dimensional software program developed by Animal Logic Pty. Ltd. At the end of 1992, however, the company abandoned Eddie, reassigning the rights to that product to Animal Logic and Softimage. Instead, the company hitched its wagon to a new product, called Flame, bringing the company into the booming visual effects field. Flame, which took advantage of the advances being made in computer processing power, digital transfer techniques, and increases in storage and memory capacity, had been developed by Gary G. Tregaskis; as part of the rights assignment agreement with Discreet Logic, Tregaskis became a company shareholder and joined Discreet Logic as director of advanced products.

New technology made it possible not only to reduce the time and cost of producing special effects, but also introduced a whole new range of effects possibilities....."

More information about the Autodesk takeover and their vfx partners/programs

http://en.wikipedia.org/wiki/Autodesk_Media_and_Entertainment






read 594 times
1/28/2014 4:52:39 AM (last edit: 1/28/2014 4:54:29 AM)
show user profile  digital3ds
i wish maxscript was similar to c++... like mel script 8 /

still fighting myself committing to a language that will be the most use for me. anyone know hlsl?
- Mike Sawicki




read 562 times
1/29/2014 11:26:28 PM (last edit: 1/29/2014 11:26:28 PM)
show user profile  Garp
About the original question, I see two reasons.
One it that when developping a commercial plugin for a certain domain of applications, it makes sense to pick the one with the largest user base. At the time, it was max.
The second reason has to do with development. After the first release it takes several iterations for the product to be robust enough (for some definition of enough). It's a period with a lot of experimentation, identifying and dealing with new problems, integrating user feedback, etc. During that time, the one thing you don't want is the aggravation of having to deal with different SDKs. Once all the quirks have been ironed out, then you can start porting.




read 551 times
1/30/2014 12:31:58 AM (last edit: 1/30/2014 12:33:41 AM)
show user profile  ScotlandDave
Also, I think some of the plugins you mentioned ( Krakatoa for example ) were developed in response to specific project requirements and then developed further for commercial use..


Website | Blog | Contact | Vimeo

read 532 times
1/30/2014 1:40:58 AM (last edit: 1/30/2014 1:40:58 AM)
show user profile  Mr_Stabby
>>anyone know hlsl?

hlsl is pretty simple by itself, sorta like a half way managed C. The tricky bits come from the platform you're using it for

read 507 times
1/30/2014 7:14:42 PM (last edit: 1/30/2014 7:14:42 PM)
show user profile  Nanne
Thanks Garp and ScotlandDave! :)

Kristoffer Helander
www.kristofferhelander.se
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 486 times
2/1/2014 5:37:52 PM (last edit: 2/1/2014 5:37:52 PM)
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