
Well, pretty much every 3D Package does the same thing but the differences even small ones can make huge impact on the workflow and efficiency/speed. Of course I don't know a lot about Maya so I'm curious if there's some fancy stuff in Maya since it's animation and rendering software used a lot in the Industry so it has to have better lookdev and lighting features. Max is just insane I guess that's why it's the most popular software for ArchViz, it's so easy to find stuff very fast, replace materials and so on. Large Scene with a lot of materials management

BiFrost as far as I know is only for Fluid simulations sort of alternative of FumeFX and PhoenixFD.

Max has TyFlow, Thinking Particles and PFlow, Maya only has MASH which is very basic and super limited. Seems like Max sort of wins here by a little, Maya has look through, while Max has Highlight Picker which is way more powerful tool in terms of placing lights and the rest is sort of same. Imo Maya wins here especially since it even has sculpting. Also Maya doesn't have Multi-Sub material so if let's say I assign material on selected faces and accidentally delete the shader how do I find the selection? I suppose it gets deleted too. Box or Planar and set is as map #2 then in the bitmap settings set which UV to use. Still newbie in this area, but I'm not sure if Maya supports multiple UV's on same model, for example in Max there's map numbers, I can for example set map #1 as original UV map and then add another UV on top e.g. So far Maya seems bit more comfy in terms of UI customization, nodes seems a bit harder to work with, but there's some pros too such as "Favorite material", "Zoom to Material" etc. Look Development / Shading or whatever you wanna call it. Here's what I do mostly including what I plan to do: Hello, probably this was asked many times before, but I'm going to be more specific, I'm curious what Maya does better than Max since I know Max pretty well but I'm new to Maya and I'm not sure if it's worth a switch.
