

Shader management isn’t a problem due to multiple tabbed workspaces.

Searching secondary titles, all noise shaders, for example, is impossible. A discreet binoculars icon expands into a node search field allowing one to zoom to specific nodes, though it only tracks primary material names. Albeit window resizes aren’t retained upon closure - quite frustrating given the sheer amount of material options. This is a vast improvement over its predecessor. Unlike recent UI inclusions, I found Slate snappy and the revamped material/map browser appealingly presented with seamlessly integrated material libraries and sample slots. Each node features realtime, updated previews, judiciously sized when expanded with a double click, offering a comprehensive depiction of shader development far beyond the vintage material editor. Feature rich without being overwhelming, Slate’s streamlined elegance recalls Max’s Particle Flow. Thankfully, it’s a stellar implementation. 2011 represents the 13th iteration of Max. I recall it being requested in a Discreet conference call during the development of 3ds Max 6. Max’s most egregious omission has been addressed with the node-based material editor, Slate, formerly the commercial plug-in NodeJoe. Max 2011 is a concerted and balanced effort to meet user demands, rectifying past omissions, while introducing more original functionality. Composite, formerly known as Toxik, is a prominent additionĪutodesk’s 3ds Max 2011:A satisfying upgrade that packs in many worthy additions.CAT offers simple, yet powerful character animation rigging.Slate allows the creation of materials in ways previously impossible.
