LuxXeon opened this issue on Sep 06, 2020 ยท 32 posts
LuxXeon posted Mon, 21 September 2020 at 10:19 AM
@CHK2033 I used to be a 3dsmax user until the last year or two when I switched to Blender. I worked with 3dsmax since 2004 in a studio environment but had been playing around with it since 1998 (maybe even earlier). I think the first version I ran with the trial was 3ds Max r3. Anyway, a lot of the most popular raytracing/pathtracing engines we have today started as a plugin for 3dsmax. Maxwell and Vray come to mind first, but there were others like Brazil (which is now only available for Rhino I believe). Brazil was extremely popular for Max when I got my first freelance VFX job back in 2005, and a lot of studios were using it then. Vray was just starting to make waves. Mental Ray was only available in Softimage XSI back then, Arnold wasn't yet invented that I'm aware of, and Renderman was only used by the most elite studios that could afford a TD in the rendering/shading pipeline. Man how things have changed. Just 15 years ago, no one was using path tracing or even basic raytracing in production. Everything was either baked like they are now in video games, or we used scanline rendering with fake reflections and shadow maps only. GPU rendering changed that forever. Now everything is path traced, and baking has become so advanced that it's almost indistinguishable from how path traced stuff looked just 10 years ago.
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