/r/3dsmax
a hub for enthusiasts, professionals, and learners alike. Whether you're seeking help, showcasing your latest projects, sharing tutorials, or discussing tips and tricks, this is the place for all things 3ds Max. Dive in, connect, and keep creating!
A community of 3DS Max users. Feel free to ask for help, post projects you're working on, link to helpful tips or tutorials for others, or just generally discuss all things max.
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Is there any way to animate the Min Depth and Max Depth values for the RsDepth parameter?
I can't seem to keyframe them.
If not, what is the best way to do this using Redshift?
Thanks in advance.
Hi
So I have a series of models I’d like to transfer to a skeleton that’s smaller - less bones - less complicated.
I know which bones should be assigned where and can do this manually using SkinUtilities on every mesh.
But I’m wondering if there is a script that can be setup to allow to define which weights should be transferred over to which bone automatically so I can save myself a wee bit of time since it’s a few models I want to do this for.
So big 3DS Max noob here. I'm trying to render out a final shot and what I've noticed is that my image looks way better in the High Quality viewport and vastly different in my final render. I want to achieve the look of the high quality image. But basically I don't really know how? Any thoughts?
Edit: okay yeah I forgot to add the images
im trying to play around with rigging and i cannot use the skin modifier, i have the bones and mesh in the scene and when i try to click the "add" button for the bones in the skin modifier, 3ds max freezes, and anything i click plays that windows ding sound, no select bones window pops up, please help
All I want is there to be a normal amount of light in the renders through the camera but I cant seem to find a way to turn down the exposure?, brightness?, gamma? I have no clue.
Is there a way to render a view like a 2d elevation in 3dsmax? I'm using corona render and by placing the camera it still looks very much 3d, i tried using a "slice plane" modifier on the wall but it didn't work for me.
Hi reddit community. I'm struggling with two 3dsMax scripts that I am trying to merge but unsuccessfully.
==============================================
Script 1: Attach everything in a single poly
==============================================
macroScript UniAttach
Category:"_Ricardo"
Tooltip:"UniAttach"
buttontext: "UniAttach"
icon: #("_Ricardo-UniAttach",1)
(
global SendKey=(dotNetClass "System.Windows.Forms.SendKeys")
------------------------ FUNCTIONS ------------------------
fn MultiAttach_Spl_fn=(spl_ar=for i in selection where IsShapeObject i collect (convertToSplineShape i);
for i=2 to spl_ar.count do addandweld spl_ar[1] spl_ar[i] 0.002)
fn MultiAttach_byMaterial_fn = (
(select (objs=for i in selection where i.material==selection[1].material collect i))
for i in objs where classof i != Editable_Poly do converttopoly i
for i=2 to objs.count do polyop.attach objs[1] objs[i]
)
fn AttachMul_fn = (
arO = for o in selection collect superclassof o
if (findItem arO GeometryClass)==0
then with redraw off MultiAttach\_Spl\_fn()
else (
s0=selection as array
fn checkDialogMulAtt\_fn = (
if (UIAccessor.GetWindowText (DialogMonitorOPS.getWindowHandle())=="Attach List") then
(
SendKey.SendWait "^a{ENTER}"
/*
WindowHandle = DialogMonitorOPS.GetWindowHandle()
DesktopChild=(windows.getChildrenHWND (windows.getDesktopHWND()))
--clearlistener(); for i in DesktopChild do format "%\n" i
hwndBtn=(for i=1 to DesktopChild.count where DesktopChild[i][5]=="Attach List" do exit with DesktopChild[(i+18)][1])
WM_SETFOCUS = 0x007 -- ??????? ???????? ?????? ?? ??????? UI
BM_CLICK = 0xF5 -- ????
UIAccessor.SendMessage hwndBtn WM_SETFOCUS 0 0
UIAccessor.SendMessage hwndBtn BM_CLICK 0 0
*/
)
return true
)
DialogMonitorOPS.unRegisterNotification id:#MultAtt\_mon
DialogMonitorOPS.registerNotification checkDialogMulAtt\_fn id:#MultAtt\_mon
DialogMonitorOPS.enabled = true
s\_all=for i in objects where not i.isHidden collect i
actionMan.executeAction 0 "281" -- Tools: Hide Unselected
select s0\[1\]; convertToPoly $; $.ButtonOp #AttachList
DialogMonitorOPS.unRegisterNotification id:#MultAtt\_mon
DialogMonitorOPS.enabled = false
for i in s\_all where IsValidNode i==true do i.isHidden=false
)
)
fn WeldBorder_fn fco=
(
if subobjectlevel==2 then fco.ConvertSelection #Edge #Vertex
if subobjectlevel==3 then fco.ConvertSelection #Border #Vertex
if subobjectlevel==4 or subobjectlevel==5 then fco.ConvertSelection #Face #Vertex
try (fco.ButtonOp #WeldVertex; if subobjectlevel==3 do max select all) catch (polyop.weldVertsByThreshold $ (polyop.getVertSelection $); if subobjectlevel==3 do max select all)
)
fn EPoly_Attach_fn fco= (
if subobjectlevel==0 or subobjectlevel==undefined
then macros.run "Editable Polygon Object" "EPoly_Attach"
else
if ((subobjectlevel==4 or subobjectlevel==5) and not(fco.getselection #Face).isEmpty) or (subobjectlevel==1 and not(fco.getselection #Vertex).isEmpty) or ((subobjectlevel==3 or subobjectlevel==2) and not(fco.getselection #Edge).isEmpty)
then WeldBorder_fn fco
)
------------------------ SCRIPT ------------------------
if getCommandPanelTaskMode() != #modify then (max modify mode)
local gco = modPanel.getCurrentObject()
if selection.count > 1
then
if keyboard.escPressed
then MultiAttach\_byMaterial\_fn()
else AttachMul\_fn()
else
Case classOf gco of
(
Edit_Poly:EPoly_Attach_fn gco
Editable_poly:EPoly_Attach_fn gco
Edit_mesh:macros.run "Editable Mesh Object" "EMesh_Attach"
Editable_mesh:macros.run "Editable Mesh Object" "EMesh_Attach"
line:macros.run "Editable Spline Object" "ESpline_Attach"
SplineShape:if subobjectlevel==1 and (for i=(numsplines $) to 1 by -1 where (not ((getKnotSelection $ i)as bitarray).isempty) collect (not ((getKnotSelection $ i)as bitarray).isempty))\[1\] then weldSpline $ 0.002 else "Editable Spline Object" "ESpline\_Attach"
Edit\_Spline: "Editable Spline Object" "ESpline\_Attach"
unwrap\_uvw:gco.stitchVertsDialog()macros.runmacros.run
)
)
==============================================
Script 2. Place the pivot on the poly's center base
==============================================
(
on isEnabled return (selection.count >= 1)
on Execute do
(
try
(
--loop through selected objects and set pivot point to object's centre
for i in selection do (
CenterPivot i
i.pivot.z = i.min[3]
)
)
catch
(
messageBox "The object's pivot point could not be centered!" title:"JJTools Error" beep:true
)
)
)
==============================================
This is my try but it doesn't work :
==============================================
macroScript CombinedScript
category:"_Ricardo"
tooltip:"UniAttach and Centre Pivot Base"
buttontext:"UniAttachCentrePivot"
icon: #("_Ricardo-UniAttachCentrePivot",1)
(
global SendKey=(dotNetClass "System.Windows.Forms.SendKeys")
------------------------ FUNCTIONS ------------------------
fn MultiAttach_Spl_fn=(spl_ar=for i in selection where IsShapeObject i collect (convertToSplineShape i);
for i=2 to spl_ar.count do addandweld spl_ar[1] spl_ar[i] 0.002)
fn MultiAttach_byMaterial_fn = (
(select (objs=for i in selection where i.material==selection[1].material collect i))
for i in objs where classof i != Editable_Poly do converttopoly i
for i=2 to objs.count do polyop.attach objs[1] objs[i]
)
fn AttachMul_fn = (
arO = for o in selection collect superclassof o
if (findItem arO GeometryClass)==0
then with redraw off MultiAttach_Spl_fn()
else (
s0=selection as array
fn checkDialogMulAtt_fn = (
if (UIAccessor.GetWindowText (DialogMonitorOPS.getWindowHandle())=="Attach List") then
(
SendKey.SendWait "^a{ENTER}"
)
return true
)
DialogMonitorOPS.unRegisterNotification id:#MultAtt_mon
DialogMonitorOPS.registerNotification checkDialogMulAtt_fn id:#MultAtt_mon
DialogMonitorOPS.enabled = true
s_all=for i in objects where not i.isHidden collect i
actionMan.executeAction 0 "281" -- Tools: Hide Unselected
select s0[1]; convertToPoly $; $.ButtonOp #AttachList
DialogMonitorOPS.unRegisterNotification id:#MultAtt_mon
DialogMonitorOPS.enabled = false
for i in s_all where IsValidNode i==true do i.isHidden=false
)
)
fn WeldBorder_fn fco=
(
if subobjectlevel==2 then fco.ConvertSelection #Edge #Vertex
if subobjectlevel==3 then fco.ConvertSelection #Border #Vertex
if subobjectlevel==4 or subobjectlevel==5 then fco.ConvertSelection #Face #Vertex
try (fco.ButtonOp #WeldVertex; if subobjectlevel==3 do max select all) catch (polyop.weldVertsByThreshold $ (polyop.getVertSelection $); if subobjectlevel==3 do max select all)
)
fn EPoly_Attach_fn fco= (
if subobjectlevel==0 or subobjectlevel==undefined
then "Editable Polygon Object" "EPoly_Attach"
else
if ((subobjectlevel==4 or subobjectlevel==5) and not(fco.getselection #Face).isEmpty) or (subobjectlevel==1 and not(fco.getselection #Vertex).isEmpty) or ((subobjectlevel==3 or subobjectlevel==2) and not(fco.getselection #Edge).isEmpty)
then WeldBorder_fn fco
)
fn CenterPivotAtBase obj = (
CenterPivot obj
obj.pivot.z = obj.min[3]
)
------------------------ SCRIPT ------------------------
if getCommandPanelTaskMode() != #modify then (max modify mode)
local gco = modPanel.getCurrentObject()
if selection.count > 1 then (
if keyboard.escPressed then
MultiAttach_byMaterial_fn()
else
AttachMul_fn()
) else (
case classOf gco of
(
Edit_Poly: EPoly_Attach_fn gco
Editable_poly: EPoly_Attach_fn gco
Edit_mesh: "Editable Mesh Object" "EMesh_Attach"
Editable_mesh: "Editable Mesh Object" "EMesh_Attach"
line: "Editable Spline Object" "ESpline_Attach"
SplineShape: if subobjectlevel==1 and (for i=(numsplines $) to 1 by -1 where (not ((getKnotSelection $ i)as bitarray).isempty) collect (not ((getKnotSelection $ i)as bitarray).isempty))[1] then weldSpline $ 0.002 else "Editable Spline Object" "ESpline_Attach"
Edit_Spline: "Editable Spline Object" "ESpline_Attach"
unwrap_uvw: gco.stitchVertsDialog()
)
)
-- Center pivot for the resulting merged object
if selection.count == 1 then (
try
(
for obj in selection do CenterPivotAtBase obj
)
catch
(
messageBox "The object's pivot point could not be centered!" title:"JJTools Error" beep:true
)
)
)macros.runmacros.runmacros.runmacros.runmacros.runmacros.run
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So i have an FBX from an architect, and the mesh is mostly ok. The issue is railing and cylinders. It looks like a body object with a circle and a line and if i apply an edit poly it breaks the mesh. I dont have the original STL file, i only have the FBX. What would be the easiest solution to retopologzie the edit mesh?
The Editable Mesh:
With Edit Poly:
There are tons of railing, fencing etc. Fencing was ok, i used substitute and collapsed the mesh, after recreating a clean mesh. But railing... Any ideas? Thanks
Hello guys, I have recently made a community here for people who use 3dsmax and Chaos Vantage for rendering because there was nothing for it. You are welcome to join and help grow the community! Just search ChaosVantage
Hi everyone! 👋
I’m looking for freelance 3D modelers to collaborate on projects related to furniture and interior design companies. I’ve checked out a few platforms but would love to hear recommendations from the community about where to find professionals experienced in this field.
I can’t guarantee a steady stream of work at the moment, but I frequently work with companies that require high-quality results. The models might also be reused in other projects or scenes, always respecting any agreed conditions.
If anyone here is interested or knows someone who might be a good fit, feel free to reach out to me directly to discuss further details. I’m open to exploring collaborations or simply getting advice.
Thanks in advance for your time and help! 😊
Hello everyone,
I’m looking for some help because I’m completely stuck with this. I’m trying to create a “classic” handrail, and so far, the best method I’ve found is using a line combined with sweep. However, I’m running into a problem: the handrail slightly twists on itself, and at this specific point (where it changes direction again), I can’t seem to control it. I’m not sure if I need to add more points to manage the “cut” that appears or if there’s another way to handle it because adding more points causes the extrusions to overlap.
I’ve tried applying a turbosmooth on top, but it doesn’t seem to improve things. Does anyone have any methodology or advice to help me get better control over this process? I’d really appreciate any guidance!
Thanks in advance. 🙏
Hello. I have 3ds max scene with many corona light objects. Is it possible to somehow export the coronalights to blender?
Any kind of automation or something would help a lot, as I have quite a lot of 3ds max scenes to convert.
I just so happened to come across the first ever car I modelled and rendered, I remember at the time I was so pleased with myself and I thought I had done such an amazing job lol. Now putting it next to my latest model and render, wth was I thinking??? And I'll add even the latest I now realise still has much work to better still. I love 3D max and the constant pursuit of better digital image and model making.
i'm afraid i overdo the contrast in post production and get this bad effect, but every time i look at the render the more i look at it, the more i think ‘i need more’. iI think you can see that post production is not my strong point, how would you correct this render?
Hi all, I’m struggling a little bit, I’m trying to create and texture a 20m x 15m ground plane with a trench dug into it.
I can model the trench fine, but when it comes to texturing I just cannot get close to realism. I’ve tried using substance painter, and used noise masks to hide the tiling, and used the height so with a vray displacement modifier, but I’m still not happy with the results.
How on earth do people manage to realistically model and texture terrain for rendering?
Very often I see beginners struggling with the wealth of tools in 3dsmax or claiming it doesn't do that or asking how I can do the other thing, and I feel a lot of tutorials are not teaching some great tools, methods, and utilities that can help you troubleshoot, fix, or do things faster.
So, I thought I should create a list of the Tools I use most frequently for modeling to help beginners focus their efforts and give them the opportunity to explore and familiarize themselves with the toolset.
From the most basic and common, to a couple of obscure ones.
Perhaps if people are interested, I could do a couple of basic tutorials to showcase a few of them, and how they can be combined to do things you might need plugins in other tools to replicate.
My workflows cover mostly modeling for real time content, so you will not see much about rendering and lighting here, but most are universal modeling tools that you can use for anything as well as some basics any generalist should be familiar with.
Which ones are new to you? Do you want to see a tutorial?
Which ones do you use a lot?
Did I miss any that you believe is a must!?
Modeling
Deformation
UV Mapping
UVW Map
Unwrap UVW
UVW Xform
MapScaler
Animation
Utilities
Hi everyone!
Could you tell me and write down step by step how to extrude shapes from Splines with holes inside as picture shows?
Whenever I do it they are extruded together and there are no holes inside.
Thank you for your help in advance.
Csaba
The top one is the screenshot i took of the rendered view, bottom one is what i get after saving the render. Whats going on?