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How come the modifier stack of 3DS Max is more solid than Blender?
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>>1023526
I've used 3ds max for 20 years since the days of Discreet. And yes the modifier stack is a solid piece of shit (in terms of memory management). Don't worry blender's is shit too.
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>>1023533
Idk about other software but for blender you can look at Pochemu's Judy Hopps model that stack is a mess but it works somehow. It really comes down to understanding the modifiers and how they operate within their respective software to get the best results and most people can't be bothered to read documentation
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>>1023527
I'm just a hobbyist, but I started in 3ds max and moved to blender.
What I really liked about max is that most modifiers just work by themselves. For example deformation modifiers generate their own grid structure, of which you can then move the control points. In blender this always seemed more clunky because you have to create this geometry yourself, which gives you more flexibility, but is annoying for quickly doing something. And blender is like that throughout - requiring curves, geometry, empties or other reference objects for modifiers.
Still, blender is much more fun to me to use and somehow it inspires me more
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>>1024242
>For example deformation modifiers generate their own grid structure, of which you can then move the control points. In blender this always seemed more clunky because you have to create this geometry yourself,
You're supposed to use lattices for that which has been automated to fit the bounding box now
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>>1024243
Saying just use lattices doesn’t really fix it it just shifts the burden onto the user. Instead of adding a modifier and getting a cage to tweak, you're creating extra objects, switching modes, setting resolutions, and managing relationships yourself. Auto-fit helps, but it still feels bolted on compared to tools where the deformation grid is just part of the modifier and stays out of your way.
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>>1024242
>>1024821