There are two common reasons for Frost to update:
- For the display. In this case, there’s no reason to update when hidden.
- It’s evaluated as an input to something else. For example, using a PRT Volume to fill a Frost mesh with particles. In this case, Frost should update whether it’s hidden or not.
It seems that 3ds Max’s behavior changed in a recent update, so 3ds Max itself now evaluates the Frost object even when it’s hidden. I can’t see any way to distinguish this from case 2 above.
I will keep looking into the problem, but I suspect we will need to make some user interface change as a workaround. Here are a few ideas. I’m not really happy with any of them:
- The built-in way to deal with this is to turn off “Enable in Viewport” instead of hiding the Frost mesh. I know this is less convenient. Is there anything we could do to make this easier to use?
- Add an option to “Evaluate while hidden”?
- When you press Esc to cancel, disable viewport meshing until you explicitly enable it?
Do you have any suggestions?