r/3dsmax • u/Internal_Program_436 • 5h ago
Cloth Modifier and Soft Selection
Is there a way to use soft selection on preserved verts? Soft selection on didn make any difference from the simulation with it disabled.
r/3dsmax • u/WarPrestigious4931 • Jan 15 '26
r/3dsmax • u/_LescArt_ • Mar 24 '25
My submission scene was completely built in Max, except fx/crowd sims in Houdini.
Hope you like it! :)
r/3dsmax • u/Internal_Program_436 • 5h ago
Is there a way to use soft selection on preserved verts? Soft selection on didn make any difference from the simulation with it disabled.
I need some assistance regarding an issue where the coordinate system in my scene is incorrect. Even though I have reset the coordinates to 0,0,0 in 3ds Max, the objects appear distorted. Furthermore, I am unable to add any new objects because the snapping function is malfunctioning.
This is the PLN file from Archicad that the client sent me. Thank you


r/3dsmax • u/3denthusiast_ • 1d ago
Hey guys!
I've been looking for a good GPU renderer for 3ds Max, primarily for product visualization.
I'm currently considering Redshift, Octane, and V-Ray GPU, but I'm having a hard time deciding which one would be the best fit.
My main priority is GPU rendering performance, along with good integration with 3ds Max, a responsive interactive render preview (IPR), stability, and a solid feature set for creating photorealistic product renders.
I mainly work on cosmetics, perfumes, and packaging visualization, so realistic materials, reflections, glass, and lighting are particularly important to me.
For those who've used these renderers with 3ds Max, which would you recommend based on your experience?
I'd love to hear your thoughts, especially regarding performance, workflow, and any limitations you've encountered.
Thanks!
r/3dsmax • u/lucas_3d • 2d ago
I find this demonstration to be useful and inspiring in the way models and materials are created in a primitive / minimalist way, the strength of flexibly is shown when adjusting elements with simple modifiers like the FFD, and then how clever use of repetition and scattering objects creates a great result.
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Hi guys,
2 weeks ago I posted this segment for feedback here and got some really helpful insights, mostly about the darks and contrast.
I've since worked on lots of improvements including - color correction, 2 lightning sequences, lots of more volumetrics and other small tweaks.
I think I'm now close to calling this segment done and move on to the next part of the shot where the camera stars going up the tower.
Before I do, I would love to hear if you think there are more things to improve in post here.
r/3dsmax • u/Odd_Scale9539 • 1d ago
Hi!

How am I supposed to match the rotation (pivot) of the dummies to the plane above them? The plane has 90 degree pivot, same as the dummies, it is a bit lowered on the left side with FFD modifier but the pivot remain the same so how am I supposed to find that exact rotation so I can slide the dummies along the shape of the plane?
r/3dsmax • u/Mr_Simsim • 2d ago
I've been dealing with finding missing maps in a scene with hundreds of assets, and it's incredibly tedious to manually scan the status column. Even third-party scripts like Relink Bitmaps don't always work. It's time for a built-in filter in the Asset Tracking dialog.
r/3dsmax • u/Sucaritasbruh • 2d ago
Being able to only see one curve at a time would be very convenient, but for some reason I can't figure out how to do this with scale curves
r/3dsmax • u/Xolmurod3d • 3d ago
Hey everyone!
Wanted to share a recent sci-fi corridor environment I built using modular panels. Modeled in 3ds Max with 50cm grid alignment, textured in Substance Painter with 4K PBR maps, and rendered out with clean/dark metallic variations. Focused heavily on getting the panel details, emissive lighting, and wall proportions right. Would love to hear your feedback on the overall composition and lighting!
r/3dsmax • u/DustyShinigami • 3d ago
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Hey everyone! I’m the creator of Eclipse Render Manager, and I’m happy to finally share my project with you.
It supports 3ds Max with V-Ray, Corona and Redshift, letting you submit directly from Max and distribute render jobs across your own machines. Everything runs on your hardware, with your scenes and renders on your own storage.
You can collect scene assets and follow your renders in one place, with frame progress, previews and logs.
The video shows it running on my own setup. The open beta is free to use, and full compatibility details and video tutorials are available on the official Eclipse Render Manager website.
Happy to answer questions and hear what you think!
r/3dsmax • u/kerosene350 • 5d ago
I am working on sort of complex (for me) 3D printing model. I am a relic so I don't want to switch to other modeling softwares. But the STL export is bit of a pita - for one my objects come in wrong scale (1/10th) in the slicer and any mirrored part that looks fine in Max side has inverted normals.
This means any export from work file takes several steps to get it right.
below is export script that creates a clean mesh entity attaches snapshot copies of your selected parts, exports with a scale multiplier option (defaults to 10 but you can change it).
exports and deletes the temp objects, seems to work exactly right currently. Claude work.

/*
Export Collapsed STL (v9)
1. Snapshots the selected geometry at the current frame (no cloning, hierarchy untouched)
2. Creates a box at the origin, deletes all its faces, attaches the snapshots to it
- after each attach, the part's winding is verified against its expected world-space
normal (mirroring taken into account) and the part is flipped if it disagrees
3. Asks for scale multiplier (default 10), scales vertices about the origin
4. Exports (scene export path, exporter's selection-only option), deletes the temp mesh,
restores selection + frame
*/
global _stlExpScale = undefined
format "=== Export Collapsed STL v9 ===\n"
rollout rolStlScale "Export STL v9" width:210
(
spinner spnScale "Scale multiplier:" range:[0.0001, 100000.0, 10.0] type:#float fieldWidth:60 align:#center
button btnOK "Export" width:80 across:2
button btnCancel "Cancel" width:80
on btnOK pressed do ( _stlExpScale = spnScale.value; destroyDialog rolStlScale )
on btnCancel pressed do ( _stlExpScale = undefined; destroyDialog rolStlScale )
)
fn findStlExporter =
(
local found = undefined
for c in exporterPlugin.classes do
(
if (matchPattern (c as string) pattern:"*stl*") do
(
found = c
exit
)
)
found
)
-- world-space normal of face f using the raw winding, vertices transformed by tm
fn faceNormalAt m f tm =
(
local fv = getFace m f
local a = (getVert m fv.x) * tm
local b = (getVert m fv.y) * tm
local c = (getVert m fv.z) * tm
cross (b - a) (c - a)
)
-- first face with a usable (non-degenerate) normal, 0 if none
fn firstGoodFace m tm =
(
local idx = 0
for f = 1 to m.numfaces while idx == 0 do
(
if (length (faceNormalAt m f tm)) > 0.000001 do idx = f
)
idx
)
fn exportCollapsedSTL =
(
local origSel = selection as array
local geo = for o in origSel where (superClassOf o == GeometryClass) and (canConvertTo o Editable_Mesh) collect o
if geo.count == 0 do
(
messageBox "Select at least one geometry object." title:"Export Collapsed STL"
return false
)
_stlExpScale = undefined
createDialog rolStlScale modal:true
if _stlExpScale == undefined do return false
local mult = _stlExpScale
local baseName = "export"
if maxFileName != "" do baseName = getFilenameFile maxFileName
local outFile = getSaveFileName caption:"Export collapsed STL" filename:(maxFilePath + baseName + ".stl") types:"STL (*.stl)|*.stl|"
if outFile == undefined do return false
if (toLower (getFilenameType outFile)) != ".stl" do outFile += ".stl"
local origFrame = sliderTime
local dups = #()
local shell = undefined
local errMsg = undefined
try
(
-- duplicates: snapshots at the current frame (modifiers/animation/dynamics baked,
-- hierarchy and originals untouched; the snapshot node keeps the original's world transform)
for o in geo do append dups (snapshot o)
-- empty shell at origin
shell = box pos:[0,0,0] length:1 width:1 height:1 name:"__stl_export_tmp__"
convertToMesh shell
meshop.deleteFaces shell #{1..shell.numfaces} delIsoVerts:true
update shell
-- attach with winding verification
for d in dups do
(
local t = d.transform
local par = 1.0
if (dot (cross t.row1 t.row2) t.row3) < 0 do par = -1.0
-- expected world normal of a reference face (raw winding, flipped for mirrored parts)
local fi = firstGoodFace d t
local expN = undefined
if fi > 0 do expN = (faceNormalAt d fi t) * par
local startFaces = shell.numfaces
local done = false
try ( attach shell d; done = true ) catch ()
if not done and isValidNode d do
meshop.attach shell d attachMat:#neither deleteSourceNode:true
update shell
local flipped = false
if fi > 0 and shell.numfaces > startFaces do
(
local gotN = faceNormalAt shell (startFaces + fi) (matrix3 1)
if (dot expN gotN) < 0 do
(
meshop.flipNormals shell #{(startFaces + 1)..shell.numfaces}
flipped = true
)
)
format "part: parity %, native attach %, flipped %\n" par done flipped
)
dups = #()
update shell
if shell.numfaces == 0 do throw "No faces after attach"
-- scale vertices about the origin
if mult != 1.0 do
(
for i = 1 to shell.numverts do setVert shell i ((getVert shell i) * mult)
update shell
)
-- export
select shell
local expCls = findStlExporter()
format "STL exporter: %\n" expCls
if expCls != undefined then
exportFile outFile #noPrompt using:expCls
else
exportFile outFile #noPrompt
if not (doesFileExist outFile) do throw ("exportFile ran but no file was created: " + outFile)
)
catch
(
errMsg = getCurrentException()
)
-- cleanup
local leftovers = for d in dups where isValidNode d collect d
if leftovers.count > 0 do delete leftovers
if shell != undefined and isValidNode shell do delete shell
sliderTime = origFrame
if origSel.count > 0 then select origSel else clearSelection()
if errMsg != undefined then
(
messageBox ("Export failed:\n" + errMsg) title:"Export Collapsed STL v9"
false
)
else
(
format "Exported: %\n" outFile
true
)
)
exportCollapsedSTL()
r/3dsmax • u/sargisstg • 7d ago
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A few weeks ago I shared my WIP of UV Unfoldr here and asked what you’d want from a UV editor in Max. You gave me a lot of great ideas, and I listened. Many of your suggestions made it into the release, so this tool was really built for artists like you. Thank you! 🙏
It all runs on the standard Unwrap UVW modifier, so everything stays undoable and your scenes open fine without the plugin.
I’d love to keep building it with you: what should come next?
r/3dsmax • u/Polynexia • 10d ago
Hello r/3dsmax,
Looking for volunteers who have been trying to get into game modelling in 3ds Max but haven’t quite got where they want to be.
If disjointed YouTube tutorials aren’t cutting it, let’s change that.
I am offering free, full access to Genesis, our 3ds Max course covering everything from the fundamentals to creating, texturing and bringing your own game-ready assets into Unreal Engine, including high-poly baking.
All we ask for is honest feedback and, if you find the course helpful, a testimonial.
There’s plenty to learn, even for experienced artists. Some have already told me they picked up new things from the course.
Interested? Get in touch by commenting here, DMing me or head to our website to learn more (Polynexia.co.uk).
No catches, no buts. I am after feedback. Let's get you where you want to go.
Mike
r/3dsmax • u/Existing_Lion8675 • 10d ago
r/3dsmax • u/No_Concept_9842 • 12d ago
r/3dsmax • u/[deleted] • 12d ago
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Modelling, rigging, animation - 3ds max 2024.
Rendering - V-ray.
The mesh you can find in my profile.
r/3dsmax • u/Jojoelbio • 12d ago
I have a problem, we see those sort of triangles here that I don't have on my topology, which is full of quads, what can I do ?