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Blender's biggest weakness compared to 3DS Max, IMO, is the relative lack of non-destructive editing options. Specifically, Max unifies (many) editing operatio
by parenthephobia 10y ago
Blender's biggest weakness compared to 3DS Max, IMO, is the relative lack of non-destructive editing options.
Specifically, Max unifies (many) editing operations on the modifier stack. An object is the result of a sequence of operations on meshes/paths/patches/etc, from a root creation facility.
In Max you can take a torus, say, apply materials, move it about, distort the mesh, apply physics settings, and then go back to the first modifier and change the torus' inner radius.
In Blender, although you can parametrically create a torus with the same options as in Max and customize those settings immediately afterwards, once you edit the created mesh in any way - or even just select another object - you can't edit those settings any more: it becomes "just a mesh".
Max has mesh editing as a stage in the modifier stack (it also has Blender-style "real" mesh editing). You can layer multiple mesh edits on top of each other and toggle each off or whatever you like. Blender can do the same thing, but as shape keys. Both applications can make the same edits to a mesh, but in Blender they can't apply at different points in the modifier stack: they're all effectively applied before all the actual modifiers.
- mikebelanger 10y agoNon-destructive editing is overrated imho. In fact, one of the reasons I used Blender to model instead of Maya was its destructive editing features. Even though I had a full, legal access to a Maya workstation through college, I preferred Blender. I found that most of the time, Maya's construction history was more of a hindrance, and if your scene file started acting funny for a reason you couldn't figure out, you just had to delete all the construction history. For this reason, working in Maya always felt a little precarious, and Blender's relatively crude modifier stack felt more predictable. Now, I was doing 3d, cartoony animation when I was working in Maya, and one could argue that non-destructive tools aren't that applicable to that context anyways. Fair enough -- if you need to change the inner radius of a torus after you've distorted the whole torus, Blender has a fairly mature add-on called sverchok: https://github.com/nortikin/sverchok https://github.com/nortikin/sverchok