DETERMINE PATHING SIZE OF STRUCTURE WORLD EDITOR WARCRAFT 3 FULL
We pushed blender through a show with roughly 100 full cg shots last year and I have to say the experience was very pleasant, even coming from Mantra. We’re a small boutique studio that switched from Houdini to Blender for more generalist stuff, but still use Houdini for more complex simulations. I wonder what are blender main shortcomings as of v3 for the mega pro´s handling and variety of primitives is quite bad.still cant seem to add materials to multiple selected objects.alembic implementation is needs improvement (looping, ping pong).larger sets of data acted odd as well sometimes but i did not investigate or try and optimize.i stumble upon some bugs (rarely) which can be tracked via the dev notes.I could name more but 3ds max is not something i want to remember. deprecated toon shading system (was never good to begin with tbh).woeful scattering systems (i was always forced to use third party solutions).obsolete and (when i used it severely buggy) skinning system.non existing 2d animation (see grease pencil).subpar native destruction and soft body dynamics (relative to blender).lacking cloth sculpting (see blender cloth brush).lacking cloth simulation (solver quality and speed).severely lacking and deprecated character animation (has catrig made any strides?).no native sky atmosphere/system (not sure if these two points are solved with arnold tbh).I used both and although i am not on the latest max version i can rattle off some shortcomings in max as i recall them (feel free to correct me): I read this often enough and i got to wonder, what are these blender pitfalls and shortcomings – from a user standpoint.īlender gets pitted against max constantly and if someone could mention a few features blender is missing compared to max, i´d love to hear them.