Update: Thinkinetic Pulldownit 3.8.8 for 3ds Max – Now Supports Autodesk 3ds Max 2019
This small update to Pulldownit adds full compatibility for Autodesk 3ds Max 2019, and it also has a few bug fixes.
What is Pulldownit for 3ds Max?
Pulldownit is a dynamics solver which allows for the creation of fractures as well as massive rigid bodies simulations. By using its technology digital artists are able to simulate fast and easily the collapse of buildings, cracking surfaces or fracturing any kind of brittle material.
What's new in Pulldownit v3.8.8?
- Available for 3d Max 2019
- Fixed switching a fracture body static ON/OFF makes it to ignore its velocity parameters
- Fixed cannot disable fracture bodies
- Fixed unbreakable activation at frame fractures moves in advance sometimes
- Fixed 3d Max crash if user delete the source node assigned for shattering
- Fixed 3d Max crash if user delete shatter path node when it is assigned for shattering
- Fixed 3d Max crash after scene new if source object for shattering was selected.
- Fixed vertex normals for objects with rotate transform are incorrect after shattering.
- Fixed jaggy framents get cut material lost when its slot is different than 1
A few thoughts on the 3ds Max 2019 update from Thinkinetic
The major additions to 3d Max 2019 are support and editing tools for OSL shaders, a new procedural wood material and booleans operation fro splines similar to those for 3D shapes, this may look like not enough to justify a major version but the new policy of Autodesk is to include new features regularly in software updates, they dit it in Max 2018 with paramount additions like Max fluids , VR support, new spline tools and important Arnold render updates, so there will be probably interesting features to come in futher updates of Max 2019.
Booleans operation for splines is an useful addition as it is faster and safer to modify a spline with booleans and then extrude it than applying booleans directly to 3d shapes which many times fails to do it correctly.
The new procedural wood material is nice, has quite a lot of controls to adjust the wooden look, like colour, roughness, number of wood rings and shape of the ribbon stripes, but I miss controls to add grime and scratches, just my suggestion for future updates, currently you can get a nice polished wooden look but not an old spoil wood material.
OSL shaders are also worth to check, they are well integrated in the Slate materials editor and the possibilities to create procedural shaders are endless.
Important to mention OSL shaders and procedural wood material are supported by Arnold render and also by Pulldownit plugin so you can shatter objects with these procedural shaders applied perfectly.
Posted by Kim Sternisha