3dsMax vs Blender

that’s not good :frowning: but hopefully it can be adjusted. I can box select with just clicking in 2.79 (while having transform gizmo on)

Anyone knows how to subdivide n-gons? In MAX I can just select one face (ngon) and hit mSmooth - it will act like Blenders Subdivide+Vertex Smooth.
But in Blender Subdivide doesn’t work on n-gons. Any workaround?

I’m not sure what result you’re looking for, but Alt-P will subdivide an n-gon into triangles one way, and Ctrl-T in another way.

Blender’s Subdivide absolutely does work on ngons in that it will put a vertex in the middle of every one of the ngon’s edges.

I wish to have exactly same result as when applying subdivision surface modifier, except I want to do it on one selected ngon, not the whole object. You can absolutely do that in 3dsMax

Ctrl-T is not what I need, and Alt+p doesnt work on my key setup at all

Ah. There’s no partial catmul clark in blender, but there’s an add-on for it. I’ll look for it tomorrow.

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It seems I was thinking of the Catmul-Clark Smoothing addon, but that doesn’t actually do subdivision, just smoothing. It’s still a nice addon, but not what you’re looking for, sorry.

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Alt P is the shortcut for Poke Faces in 2.79. It was removed from standard keymap in 2.8.
But operator is still there in Face menu.

Most of Blender users are fixing Ngons by using Knife or Connect Vertices operators.

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Having come from Max myself some years ago, i’d like to know if the following is possible:

When rigging in max, I was able to create custom interface panels via Maxscript that connected some sliders up to the fingers of my charachter so that I could curl them up or set poses like a thumbs up or make the peace sign. I could store those poses as well for later use. The best bit was, the sliders got key framed, not the fingers! This kept the time line tidier.

I imagine it would involve learning Python, but is this doable in Blender?

something like this?
Shape Keys, Drivers, Controls and Limits in Blender - Rigging Tutorial

That looks kind of close, but it was more like this video.

This is the picker panel from blenrig. I’m pretty sure these little sliders (like where the red arrow is) are wired up to parameters so you can control float or integer values etc. from the panel instead of a control in the actual 3D space.

The one where I put the arrow controls the model resolution but I’m sure you could just as easily wire a slider up to finger bone rotation values instead.


Rigify addon puts some custom properties per bone under Rig Main Properties panel inside Sidebar of 3D View. Default rig does not include same sliders for fingers.
But that shows that is possible using python.

Blender armatures, by default, without addons, can store a pose library.
Pose Library panel is under Object Data tab of armature.
Kept data is rotation, location, roll, etc… properties of bone.

So, custom properties of addons are not kept by default pose library.
But you can create keyframes or drivers on thoses custom properties. So, by using python, you should be able to create a custom pose library for that.

Is there equivalent of V-Ray 2sided material in Cycles?
Good for grass, paper, curtains etc. (it’s not SSS or simple transparency)


There’s nothing like it in blender by default. You’d need to build a node group yourself. You can use backfacing in geometry node. There’s a task which extends principled shader with thin surface but this hasn’t been committed.

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Hi again,
This is material from Quixel - free one - rendered with simple HDRI.
I almost like it but it seems kind of blurred, especially compared too this example: https://quixel.com/assets/smspdebp

In 3dsMax I could control blurriness of texture, there is slider to do just that, I can’t find anything like it in Blender.
Anyone knows?

Blender doesn’t have parametrization of texture filtering like 3ds Max’s bitmap, but it does offer more than one filter:
So try them all out. Some of them could be sharper than default Linear. Closest definitely will be sharper, but it will disable the texture filtering completely.

Also, if you still haven’t sorted out all the keyboard shorcut, box selection in move tools, etc… stuff, then just save yourself frustration and use this: A Proper Keymap for Blender 2.8

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Might be your pixel width setting.

This may not be what you’re talking about, but it is possible to blur textures in cycles using some clever node wrangling. Look for bartek skorupa’s talk from the blender conference a couple of years ago. He shows the exact method (and gets a standing ovation from the crowd).

I can’t find that setting, anyway I think it maight be connected with displacement map (this blurriness). I saw tutorial about adaptive subdivisions in Blender but again - can’t find that setting in my version : 2.79 master.

Pixel Width is in the Render panel, under Film.
Adaptive subdivision is on the Subsurf Modifier, but you have to enable experimental features in the render panel for it to show up.

I mean, there’s only so many things that will make stuff blurry in Blender. Depth of field, rough refraction, pixel width, texture filtering.

But I think the biggest issue is actually that on the quixel website, they used a powerful sharp point light at a low angle, and here you have very diffuse lighting from all sides, so the normal map doesn’t get much play.

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