Detailed Features
Autodesk® 3ds Max® 2010 software is a powerful,
integrated 3D modeling, 3D animation, and rendering
application. Its accessible tools enable artists to
quickly ramp up for production. Autodesk 3ds Max
software is popular with film and video artists,
game developers, and 3D enthusiasts who want to
achieve stunning results in less time.
(Note: Autodesk 3ds Max 2010 software is
available for the Microsoft® Windows® operating
system.)
3ds Max User Interface
Maximize your productivity.
- Gain unmatched productivity through a
combination of performance and workflow
features, including a fast, high-quality
viewport environment, schematic view, multiple
coordinate systems, interactive axis
constraints, customizable menus and buttons,
viewport grips/manipulators, and modeless
keyboard entry. Achieve efficiency through
streamlined workflows, custom hotkeys and
cross-application navigation tools like ViewCube®
and SteeringWheels® functionality.
- Use the unique modifier stack for a visual,
parametric workflow; any change made in the
modifier stack is automatically propagated to
the end result. Work nonlinearly on a completed
high-resolution character model; revert to the
original low-resolution geometry at the bottom
of the stack and add details, such as buttons on
a shirt or tweaks to the nose. Those changes
pass through finishing modifiers (such as
smoothing, mapping, and skinning) to appear in
the completed character.
- Use a mouse or tablet-based paintbrush
interface for object selection and deformation,
vertex color, and radiosity touch-up.
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Data and Scene Management
Boost productivity and workflow flexibility with
external and internal data and scene management
features.
- Facilitate the use and transfer of 3ds Max
data among file iterations, users, and locations
with file management utilities, including
project folders, relative paths, repathing
tools, asset tracking, Containers, increment on
save, auto-backup, resource collector, dynamic
texture reloading, and log files.
- Use the Scene Explorer Panel to sort,
filter, and search a scene by any object type or
property (including metadata) with stackable
filtering, sorting, and searching criteria. Save
and store multiple explorer instances and link,
unlink, rename, hide, freeze, and delete objects
regardless of the objects currently selected in
the scene. Configure columns to display and edit
any object property—a feature that can be
extended using MAXScript.
- Manage complex scenes and animations with an
intelligent external file-referencing feature
for scenes, objects, or materials.
- Work in layers using the Layer Manager to
quickly isolate related scene elements.
- Manage source controls for in-use assets
with Asset Tracker, a feature tightly integrated
with Autodesk® Vault data-management software
and compatible with most third-party
data-management solutions.
- Transfer building information models from
Autodesk® Revit® Architecture building design
software into 3ds Max with the Recognize™
scene-loading technology. Use Material Explorer
to navigate and manage all rendering-related
assets in a scene.
- The addition of the Containers toolset to
3ds Max facilitates collaboration and flexible
workflows by enabling users to collect multiple
objects into a single container when dealing
with complex scenes.
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Modeling
Efficiently create parametric and organic shapes
and objects to begin modeling quickly.
- Choose from ready-to-use geometry, including
standard and extended primitives; 2D shapes; and
architectural elements, such as doors, windows,
and stairs.
- Create models quickly and efficiently with
the new Graphite modeling toolset. Graphite
takes 3ds Max polygon modeling to a new level by
delivering over 100 tools for advanced polygonal
modeling and freeform design.
- Create compound objects using the Scatter,
Connect, Booleans, ShapeMerge, Morph, BlobMesh,
Terrain, and Loft operations.
- Convert parametric and compound objects to
base geometric types―editable mesh, editable
poly, editable patch, or NURBS objects―for more
detailed editing.
- Use 2D shapes as a starting point for
creating editable splines and spline cages to
convert to any 3D geometry type.
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Polygon Modeling and
Texturing
Use the polygon/tri-mesh architecture to create,
edit, and texture mesh models. These models can
contain color-per-vertex, mapping, and selection
channels and explicit normals, all of which can be
animated in the modifier stack.
Polygon Modeling Tools
- Employ creation and editing tools, including
create, collapse, attach, bridge, flip, hinge
from edge, turn, cut, split, slice, quick slice,
wedge, bevel, extrude, chamfer vertex, extrude
along a curve, mirror, edge loop, and edge ring.
- Use ProBooleans to reevaluate and optimize
the topology of meshes. Quickly fracture
geometry into smaller, individual chunks with
the ProCutter tool.
- Choose from workflow features, including the
Graphite modeling toolset; Preserve UVs, which
separate texture coordinates from the polygon
vertices to edit the mesh without destroying UV
data; subobject selection sets (vertices, edges,
and faces), which intelligently convert between
different types of selections (edges to
vertices); interactive previewing of edits and
animated edits; and the ability to change
modeling hotkeys and pivots to temporary
overrides.
- Use a large range of modeling modifiers to
work with geometry and subobject geometry in the
modifier stack, including Projection, Edit
Normals, Vertex Paint, and those that let you
bend, bevel, cap holes, cross section, displace,
extrude, and subdivide polygons.
Subdivision Surfaces and Polygon Smoothing
Subdivision methods include NURMS Subdivision,
which produces an object similar to a NURBS object;
classic, which like MeshSmooth produces three- and
four-sided facets; and quad output, which produces
only four-sided facets.
- Use MeshSmooth on polygon objects to control
the polygon count of the final mesh for render
optimization or level of detail.
- Use subdivision surface and polygon
smoothing tools―a hierarchical subdivisions
surface modifier, MeshSmooth, and TurboSmooth―when
modeling with the modifier stack.
Optimization Tools
- Geometry cleanup and level-of-detail tools
enable scene optimization for interactive
display.
- ProOptimizer lets the user precisely control
the number of faces or points in a scene or
model. Useful faces are removed last so that a
selection can be reduced up to 75 percent
without loss of detail.
Texture Assignment/Editing
Autodesk 3ds Max software offers a wide range of
operations for creative texture and planar mapping,
including tiling, mirroring, decals, angle, rotate,
blur, spline mapping, UV stretching, and relaxation,
Remove Distortion, Preserve UV, and UV template
image export.
- Paint directly on 3D models in the viewport
to create new maps or extend existing ones using
brushes, blend modes, fill, clone, and erase.
- Access the streamlined texture workflow for
a material/map browser with support for
drag-and-drop assignment and hierarchies with
thumbnails, and to combine an unlimited number
of textures.
- Use UV workflow features including Pelt
mapping, which defines custom seams and enables
users to unfold UVs according to those seams;
copy and paste (of materials, maps, and colors);
and quick-mapping (box, cylindrical, and
spherical).
- Use up to 99 UV sets for texture layering.
- Use extensive UVW mapping tools to directly
manipulate texture mapping coordinates.
- Work in the modifier stack with texture
modifiers, including Camera Map, Material
Modifier, UVW mapping modifiers, UV Xform, Map
Scaler, and Surface Mapper.
- Use the xView Mesh Analyzer to test or query
for flipped or overlapping faces, unwelded
vertices, missing maps, and object and Material
IDs.
- Navigate and manage all rendering-related
assets in a scene with the Material Editor.
- See Rendering for
more about Shaders/Materials.
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Spline/Extended Spline
Modeling
Precise spline-based curve and surface
construction tools include loft, one- and two-rail
sweep, beveling, extrude, filet, cap, offset, lathe,
ruled, mirror, and multisided blend.
- Attach, detach, align, stitch together,
extend, fillet, or rebuild surfaces with a high
degree of control over parameterization and
continuity.
- Deform, lathe, normalize spline, set spline
render properties, sweep, and trim/extend with
spline modifiers when modeling with the modifier
stack.
- Choose from a range of modifiers for direct
manipulation of subobject geometry, such as
Curve CV, Surface CV, and surface.
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General Animation
Benefit from a broad range of tools for keyframe
and procedural animation that can be used for almost
any parameter in your scene.
General Keyframing
- Two keying modes—set key and auto key—offer
support for different keyframing workflows.
- Fast and intuitive controls for keyframing
including cut, copy, and paste, let the user
create animations with ease.
- Animation trajectories can be viewed and
edited directly in the viewport.
Animation Controllers
- A wide range of controllers, both key-based
and parametric, may be used to animate the full
transform or the position, rotation, or scale of
objects.
- Key-based controllers, such as Bézier and
TCB, store values and interpolation methods in
each key, which can be edited with those
controls.
Constrained Animation
- Animate objects along curves with controls
for alignment, banking, velocity, smoothness,
and looping, and along surfaces with controls
for alignment. Weight path-controlled animation
between multiple curves and animate the weight.
- Constrain objects to animate with other
objects in many ways—including look at,
orientation in different coordinate spaces, and
linking at different points in time. These
constraints also support animated weighting
between more than one target.
- Collapse all resulting constrained animation
into standard keyframes for further editing.
Procedural Animation
- Parametric controllers unique to each
controller type store values that affect the
animation throughout.
- Users can create procedural animation based
on numerous built-in controllers including
noise, expressions, waveform, spring, and audio.
All resulting procedural animation can be
collapsed into standard keyframes for further
editing.
Script and Expression Controllers
- Use custom controllers as scripts and
expressions.
- Control the animation by any math function
as well as by any MAXScript using expressions.
- Control the animation by any relationship
describable using MAXScript with scripted
controllers.
- Collapse all resulting script or
expression-based animation into standard
keyframes for further editing.
List Controllers
- Blend multiple animation tracks into a
single result using a hierarchy of controllers
in a list.
- Use list controllers to store different
poses and versions of animation on the same
object or objects.
- Weight and animate the influence of each
controller in the list over time.
Reaction Controllers
- Set up reactions to make objects respond to
the animation of other objects.
- Set up and trigger states for reactions with
desired values so the reacting object will be
controlled without having to be keyed by hand.
Parameter Wiring
- Wire together one- and two-way relationships
between controllers to offer a more custom
method of keying animation.
- Implement custom animation controls by
wiring UI elements such as sliders and spinners
to an object’s animatable tracks.
- Control multiple attributes with a single
slider.
Track View: Curve Editor and Dope Sheet
- Edit keyframe animation track by track using
curves along the timeline to more easily
visualize the components of the interpolation.
Tools for editing curves include limiting, curve
drawing, and curve modifiers.
- Use the Dope Sheet to edit keys individually
or in groups and ranges.
- Slide, move, and scale keys or sets of keys
in both time and value.
- Edit animation track by track by copying,
pasting, and instancing controllers.
- Use Track Sets to organize complex animation
into discrete entities for easier editing.
- Precisely control dense animation using soft
selection falloff and Reduced Keys that maintain
the integrity of the original animation.
- Load sound tracks into Track View for easy
synchronization with target animation.
- View animation before and after the current
frame to evaluate object motion.
Modifier Animation
The modifier stack offers animators another
procedural approach to animation with the ability to
key all modifier parameters.
- Use the Point Cache modifier to save and
load surface deformations for easy swapping and
fast playback.
- Use the Morpher modifier as an interface for
organizing and animating morphing targets and
for progressive morphing support.
Skinning
- Use either the Skin or Physique modifier to
achieve precise, smooth control of skeletal
deformation as joints are moved, even in
challenging areas, such as shoulders.
- Control skin deformation using direct vertex
weights, volumes of vertices defined by
envelopes, or both.
- Use capabilities such as weight tables,
paintable weights, and saving and loading of
weights for easy editing and proximity-based
transfer between models, providing the accuracy
and flexibility needed for complicated
characters.
- Apply the rigid bind skinning option to
animate low-polygon models or as a diagnostic
tool for regular skeleton animation.
- Use additional modifiers, such as Skin Wrap
and Skin Morph, to drive meshes with other
meshes and make targeted weighting adjustments
in tricky areas.
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Character Animation
Get the tools you need to animate sophisticated
digital characters.
Biped Overview
Integrated Biped toolset provides fast,
intelligent biped, physique, and crowd- animation
functionality.
- Automate the creation of bipedal and
quadrupedal character skeletons to allow
animation before the biped skeleton has been
determined and retarget onto bipeds/quadrupeds
of differing structures.
- Use state-of-the-art, intuitive FK/IK
blending and powerful IK pivot animation that
lets hands and feet roll and rotate around
points other than their base pivots.
- Use Xtras to create and animate extraneous
biped features via FK chains that can be
attached to any point and that are parentable to
any biped object and animatable in rotation and
position. Apply high-level tools for asset
sharing, animation layering, and nonlinear
editing.
- Control the physical forces acting on a
character with biped spline dynamics tools; use
these tools to calculate biped airborne
trajectory, knee bend on landing, and overall
balance.
- Use Physique to attach skin geometry
automatically to a biped or bones hierarchy.
- Use the integrated crowd system to control
biped characters or any 3ds Max object using
intelligent behavioral interactions, like goal
seeking and avoidance.
- Script or write behaviors as C++ plug-ins;
move between behaviors based on any scriptable
or programmable criteria using cognitive
controllers.
Skeletons and Inverse Kinematics (IK)
- Rig characters with custom skeletons using
3ds Max bones, IK solvers, and rigging tools.
- Use all animation tools—including
expressions, scripts, list controllers, and
wiring—with a set of utilities specific to bones
to build rigs of any structure and with custom
controls, so users see only the UI necessary to
animate their characters.
- Reduce animation time with four powerful
plug-in IK solvers: history-independent, which
delivers smooth blending between IK and FK
animation and uses preferred angles for more
control over the positioning of affected bones;
history-dependent, for solving within joint
limits and creating machine-like animation;
limb, for a lightweight two-bone solver
optimized for real-time interactivity and ideal
for working with character arm or leg; and
spline, a flexible animation system with
moveable nodes, efficient animation of skeletal
chains (such as spines or tails), and
easy-to-use twist and roll controls.
Animation Assets
Both biped and 3ds Max objects have systems for
storing, loading, and retargeting animation assets,
enabling artists to reuse content and expand the
usefulness of each clip. Though the Biped file
format is specific to itself and thereby offers
unparalleled power and ease of restructuring and
retargeting, it can also contain 3ds Max animation
that a biped may depend on.
Export animation data from any object or
character to an XML file and then reimport with
track-to-track mapping, or, in the case of a
character, object-by-object control for retargeting
onto characters with different proportions from the
original.
Motion Mixer
Both biped and 3ds Max objects are supported by
the nonlinear animation mixer. Store libraries of
motions for use with the mixer; apply and retarget
motions to single objects, entire characters, or
specific sets of objects and tracks within
characters.
- Motion Mixer lets users move intelligently
between motion clips based on the clip patterns
for ultimate smoothness.
- Muting and soloing capabilities provide
control over each animation sequence in
isolation or in the context of other animations.
Animation Layers
Animate both biped and 3ds Max objects in
layers, allowing for targeted tweaks on even the
densest of animation data without compromising the
underlying keyframes.
Parameter Collector
Use this intuitive interface for collecting,
managing, and sharing specific sets of animation
controls.
Biped Motion Flow
- Use the Biped clip network interface for
setting up transitions between motions and
defining a sequence of movements.
- Use Motion Flow with the crowd system to
determine the animation behaviors the
crowd-driven biped has to choose from.
Biped Copy/Paste
A powerful copy-and-paste system for storing,
sharing, and retrieving poses, postures, and tracks
on whole bipeds or sets of objects therein,
facilitating animation blocking and hand posing.
Biped Workbench
A specialized version of the track view is
available for editing, analyzing, and modifying
biped animation based on high-level criteria such as
acceleration, spikes, and noise.
Biped Footsteps
Animate bipedal characters with footstep gizmos
that represent and control the placement of IK
constraints for locomotion.
Motion Capture
- Easily import and retarget motion capture
data—both hierarchical and marker—onto both
biped and 3ds Max objects.
- Support 3ds Max objects using the HTR and
TRC import formats, which can be converted into
XML or Biped formats for reuse and retargeting
on any character.
- Biped supports BVH and CSM data and has
tools for extracting IK constraints, reducing
keys on any body part within set tolerances, and
defining offsets within the character figure.
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Modifiers
Select, model, map, and animate objects and
subobjects using the modifier stack.
Selection
Move subobject selections up the stack to other
modifiers using Mesh Select, Poly Select, Patch
Select, and Volume Select.
Animated Deformations
- Animated deformers add life to creatures,
simulate fluidic effects, and work on all
geometry types, including particles.
- Modifiers for creating animated deformations
include free form, ripple, wave, squeeze, twist,
bend, stretch, spherify, noise, displace, skew,
and relax.
- World Space modifiers operate at the top of
the modifier stack and bind objects to animated
world conditions, such as surfaces, forces,
fields, and deflections.
Modeling and Mapping
- Edit mesh, poly, patch, and spline modifiers
provide base-level geometry editing tools on
parametric objects.
- MeshSmooth, TurboSmooth, Subdivide,
Tessellate, and HSDS modifiers increase the
resolution of objects or subobjects and offer
controls specific to each technology.
- Optimize and MultiRes reduce the resolution
of objects while maintaining important
characteristics.
- UV Map and UV Unwrap add texture coordinate
manipulation tools into any object stack.
- Other parametric processes—such as adding
custom attributes, capping holes in geometry,
painting vertex colors, overriding material IDs,
and adjusting surface normals—benefit from
modifier stack flexibility.
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Space Warps
Add world-space conditions to control the
behavior and interactions of all scene objects.
- Space Warps—objects that can be bound to
geometry and particles—introduce world-space
animation effects.
- Force-based Space Warps, such as wind and
gravity, add natural behavior to selections of
objects.
- Deflectors contain the animation of objects
and particles to enable parametric bouncing and
friction.
- Modifier-based Space Warps deform many
objects in relation to each other.
- Space Warps included in dynamics simulations
enhance physical realism.
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Dynamics
Create effects through the dynamic interaction of
geometry, including collisions between rigid and
soft bodies.
- Create a full range of rigid- and soft-body
dynamics simulations with the integrated reactor
plug-in, based on the Havok 3.2 solver, and
compatible with the 3ds Max Space Warp
modifiers.
- Use multiple constraints to create intricate
and accurate physical relationships between
objects.
- Use simple constraints, such as springs and
dashpots, to create realistic dynamic
connections between two objects.
- Generate more complex and accurate
multiobject simulations with cooperative
constraints, such as hinge, car wheel,
point-to-point, and rag-doll.
- Facilitate trial-and-error iteration using a
real-time simulation window facilitates.
- Write simulation results into 3ds Max PRS
keys and opt to add to list controllers or Biped
layers to avoid overwriting existing animation.
Rigid-Body Dynamics (Reactor)
- Realistic, high-speed simulations of
multiple rigid objects are easy to set up and
iterate upon using reactor object collections.
- Detailed control over mass, friction, and
elasticity lets the user determine each object’s
physical characteristics.
Soft-Body Dynamics (Reactor)
- Deformable objects and surfaces can interact
with rigid bodies and add secondary motion
effects, such as clothing, jiggling fat, and
floppy ears.
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Cloth
Use powerful cloth simulation tools to create
realistic fabric simulations and tailor-made
clothing for characters with the Integrated Cloth
Solver.
- Use the integrated cloth-simulation engine
to turn almost any 3D object into clothing, or
build garments from scratch.
- Use local simulation to drape cloth in real
time and initiate a clothing state before
setting animation keys.
- Use cloth simulations in conjunction with
other 3ds Max dynamic forces, such as Space
Warps.
- Animate multiple independent cloth systems
with their own objects and forces.
- Cache cloth deformation data to the hard
drive to allow for nondestructive iterations and
to improve playback performance.
Fashion Design
Choose from several preset cloth types and mix
fabric types and weights on one garment.
- Supports intuitive stitching of flat
clothing patterns similar to traditional garment
assembly methods.
- Use real-world patterns, including jackets
with collars, vents, and lapels, and pants with
cuffs and pockets, as well as loose or
tight-fitting clothing styles. Quickly define
and stitch seams to construct garments on
characters.
- Tailor and customize clothing in the
stack—shorten hems, pinch darts, and tighten
sleeves—using standard modeling techniques. The
cloth-pinching solution addresses the challenge
of pinching cloth between two objects, such as
under the arm.
Animation
- Animate any cloth object to create sails,
skins, tents, drapery, and bedding effects.
- Clothing moves, folds, and gathers whenever
characters move.
- Use texture maps to create wrinkles,
deforming the cloth.
- Apply a variety of cloth constraints for
greater control of realistic clothing behavior
effects, such as slippery or wet and clingy
cloth.
- Tear cloth with variable strength and
timing.
- Set collision objects to cut cloth when they
collide.
- Create a smooth transition for staged
simulations with Inherit Velocity, a tool for
blending a new Cloth simulation with one from
previous frames.
Cloth-Based Visual Effects
Create inflated, enclosed cloth and cloth-like
surfaces, such as cushions or balloons.
View, Edit, and Blend Between Caches
Use multiple cloth caches; blend and interpolate
among them.
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Particles
Control fully integrated particle effects by
forces based on real-world physics or by deformers.
Extensible Integrated Particle System
- Seven different particle emitters give
artists a wide range of event-driven and
non-event-driven particle behaviors, including
spray, snow, blizzard, and super spray.
- Particle Flow provides a sophisticated,
event-driven particle toolset for designing the
behavior of a particle based on a series of
defined events.
- Workflow features include script and
expression-based control over particle
attributes, motion, and dynamics; direct
manipulators for interactive control of
particles, fields, and emitters; and the ability
to have particles controlled by texture values.
- Users can use geometry instancing to place
individual objects, or a sequence of objects,
onto any particle.
- Intuitive control of particles via geometric
shapes makes it easier to precisely place
particles.
- Standard 3ds Max deformer modifiers—such as
bend, twist, and taper—can be applied and
layered for nonphysically based particle
effects.
- Collision events can trigger multiple
procedural animation effects.
Operators and Tests
- Build particle systems using operators that
control particle characteristics, such as
emission, speed, geometry, and materials.
- Build particle event systems using
tests—which trigger changes in behavior—and
spawning based on characteristics such as age,
speed, and collision.
- Customize operators and tests using scripts
or the particle flow API.
Forces
- Bind Space Warps—such as wind, gravity, and
vortex—to particle systems and operators to
generate world-space conditions.
- Add custom forces via the extensive dynamics
API.
PFlowAdvanced
PFlowAdanced adds 12 operators to the particle
toolkit in the following categories: painting tools,
for precise particle placement; Shape Plus, for
defining the shape of particles; and Grouping tools,
for creating subsets of particles. PFlowAdvanced
builds on the previous PFlow functionality while
reducing UI complexity.
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Multiple Rendering
Options
Use multiple renderers, tightly integrated
through a consistent rendering interface, to create
any 3D modeling effect.
3ds Max Production Renderer
- Fast scanline rendering provides
production-quality software renders.
- Raytrace materials and maps create realistic
reflections and refractions.
- A full range of effects offer depth of
field, motion blur, film grain, hair, fur, and
lens-based effects.
- Photometric lighting support allows the use
of real-world lighting profiles.
- Plug-ins for volumetric light and fog, as
well as for fire, create atomospheric effects.
- Advanced software shader types include
anisotropic, metal, and ink ‘n paint (for
cartoon looks).
- High-quality software particle rendering
provides fine control over the assignment of
materials to particles.
- mental ray® renderer shading is available
for use with conventional 3ds Max materials.
Integrated mental ray Renderer
- Realize significantly shorter render setup
times and improved overall usability with the
high-level of integration with mental ray; 3ds
Max physical Sun/Sky workflow is also available
via mental ray.
- Use advanced photorealistic lighting
features, such as Global Illumination, caustics,
blurry reflections and refractions, ambient
occlusion, and motion-blurred particles and
contours shading.
- Create custom mental ray shaders.
- Convert light baking of shadows and lights,
including Global Illumination and Final Gather,
to file textures or to color-per-vertex data.
- Use real-world lighting profiles for
rendering or lighting analysis with photometric
lighting.
- Directly render fur and hair.
- Use architectural and car-paint shaders for
rich, easy-to-use rendering.
- Simplify the lighting of indoor scenes with
outdoor lighting and re-creating the lighting of
windows, skylights, open doors, and more with
Sky Portal.
- Use the ProMaterials™ library for a wide
variety of physically based mental ray materials
based on manufacturing-supplied data and
professional images. Materials include wall
paint with glossy or matte finishes, solid
glass, and concrete.
- Save memory with support for Proxy Objects.
mental ray Satellite Software
- Contains the same functionality as the
integrated mental ray renderer.
- Assists in distributing render jobs over
processors located across a network.
- Includes eight licenses with each 3ds Max
license, at no additional charge.
VUE File Renderer
- Create VUE files in an editable ASCII
format.
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Rendering Controls and
Effects
Set up and evaluate your scene or create popular
effects.
Viewport Renderer
- The multithreaded viewport maximizes
productivity and creativity; adaptive
degradation technology automatically simplifies
the scene display to meet user-defined target
frame rates.
- DirectX® application programming interface
viewport shading displays materials as they
would appear in other real-time applications.
- Provides support for all shader types via
MAXScript—including HLSL and Cg shaders—along
with shader performance enhancements; works with
CgFX files alongside .fx files in the
viewport.
- mental images’ mental mill® shader language
fully integrates with 3ds Max software, vastly
simplifying the process of creating
hardware-agnostic shaders.
- Get immediate feedback on various render
settings using Review. Features include
- Graphical processing unit (GPU)-based,
real-time shadow support, including support
for self-shadowing and up to 64 lights
simultaneously.
- Sun/Sky workflow support with
interactive previewing of objects/scenes
using the 3ds Max Sun/Sky system.
- Support for mental ray architectural and
design material settings.
- Full photometric light support,
including support for IES files.
- Support for ambient occlusion, HDRI-based
lighting, hardware antialiasing, soft
shadows, interactive exposure control, and
mental mill shaders.
Reveal
Reveal™ functionality lets users visualize and
manipulate a given region in both the Viewport and
the Framebuffer. The rendered image Framebuffer
contains a toolset to quickly validate changes by
optionally filtering out objects, regions and/or
processes to temporarily balance quality versus
speed versus completeness.
- Autogenerate regions around selections.
- Reuse temporary Final Gather maps at any
time.
ActiveShade
Preview window lets the user evaluate lighting
and material changes to a scene.
Render Elements
- Output multiple components from any software
renderer simultaneously for reassembly in a
compositor; output elements include diffuse
color, lighting, alpha, reflection, refraction,
and shadow. Separately store Z-depth and motion
vector data for use in post processes.
- Use a mental ray render element for
extracting HDR data from architecture and
design materials, and another element to extract
user-defined data from a shader tree.
Render to Texture
- Bake each object’s material and lighting
into new texture maps.
- Supports output per element to allow
generation of specific characteristics, such as
diffuse color, height, normal, lighting, and
mental ray ambient occlusion.
Material Design Workflow
- Use the Material Editor to design and edit
simple-to-complex shading hierarchies.
- Material/Map Navigator displays libraries of
textures and images or image swatches for easy
management and selection.
- Extensive library of 3D procedural maps
includes cellular, dent, falloff, marble, noise,
particle age, particle motion blur, planet,
smoke, stucco, wood, and waves.
Render Management
- Use Autodesk® Backburner™ render-management
software on an unlimited number of networked
machines running the same operating system
(mental ray excepted).
- Load and save Render Presets that contain
settings for active renderers, lighting schemes,
and overall render quality; enables studios to
share render settings between users, reducing
scene setup times and helping maintain
consistency across the entire production for
most rendering parameters.
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Hair and Fur
Easily create hair, fur, and other strand-derived
effects with the Hair and Fur modifier.
Creation Tools
- Manipulate hair directly in the viewports
using Hair selection and styling tools.
- Copy and paste hair from one object to
another.
- Derive hair from splines and convert it to
splines or meshes.
- Instance any source object as hair strands.
- Use Spline Deform to add splines to a set of
hairs that can act as control guides so hairs
can be posed, keyed, or assigned a dynamic
target, with the hair following.
Styling
- Deliver a brush-based interface for the
creation of hair and fur styles: directly
manipulate control hairs along the contours of
an object—individually, in groups, or
globally—into any number of styles using
traditional transformations (move, rotate, and
scale) as well as tools for cutting, brushing,
and clumping.
- Add kinks and frizz to hair and animate
frequency and speed.
- Save and load more than 10 preset styles.
Rendering
Render hair directly in the 3ds Max scanline
renderer or mental ray.
Dynamics and Collisions
- Hair can collide with polygons or implicit
spheres.
- Hair can respond to the dynamic parameters
of gravity, stiffness, root holding, and
dampening.
- Hair and fur systems can be connected to
existing dynamic forces such as Space Warps.
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ProSound
- Add up to 100 audio tracks per animated
scene.
- Synchronize audio with the viewport play
rate, render to match playback speed, or play
backwards and forwards (Ping Pong mode).
- PCM and compressed audio in AVI and WAV
format with up to six output channels.
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MAXScript
Use an open interface for customizing and
scripting 3ds Max.
- Access most features in 3ds Max through
scripting.
- Easily extend the user interface and
automate operations to perform batch processing.
- Establish live interfaces to external
systems through OLE Automation.
- Use the MAXScript ProEditor intelligent
interface for working with MAXScript and
streamlining the scripting workflow.
- The MaxScript debugger supports the display
of line numbers.
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3ds Max API/SDK
Unlock the power of the 3ds Max 3D modeling, 3D
animation, and rendering software architecture for
programmers.
Direct Access to Functionality
- Extend 3ds Max software with direct access
to functionality.
- Create any type of geometry, including
triangle-based meshes, splines, NURBS, and other
geometric forms; create procedural geometry and
parameter controls in the command panel.
- Develop new object modifiers that alter
entire objects, or aspects of objects, such as
texture coordinates and material assignments;
implement Edit Modifiers to enable editing of
specific object types.
- Implement Space Warps—object modifiers that
affect objects in world space.
- Create controllers for animation data of
various types.
- Create new systems that combine items such
as procedural objects, controllers, modifiers,
and Space Warps.
- Develop new materials, shaders, and
textures.
- Write image-processing plug-ins that
implement different types of filters.
- Increase the software’s file-type support
with file import/export and image loading/saving
plug-ins; develop plug-in renderers,
antialiasing filters, and rendering effects
plug-ins.
- Implement modal utilities, such as 3D paint.
- Access mental ray data via the mental ray
for 3ds Max SDK.
- Access Biped and Particle Flow through
separate interfaces.
- Use 3ds Max Data Exchange Interface (3DXI)—a
streamlined interface fine-tuned for game
developers—to efficiently transfer 3ds Max data
into a game engine.
Development Resources
Autodesk 3ds Max SDK Help, available with Visual
Studio integration, includes the following:
- 3ds Max Programmer’s Guide and SDK Reference
3DXI Programming Guide
- Particle Flow Reference
- mental ray Programmer’s Guide
- Biped Programmer’s Guide and Reference
- MAXScript Programmer’s Guide
- Sample source code with project files and a
Visual Studio wizard for generating plug-in
projects from templates.
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Connectivity and
Integration
Implement tools for integrating 3ds Max content
into production pipelines.
- Facilitate team management of complex scenes
and animations with xref―an intelligent,
external file-referencing feature for scenes,
objects, or materials.
- Manage absolute and relative file paths (for
all asset types, including xrefs), or assign new
paths, to keep external references intact when
artists share files.
- Utilize source control management for in-use
assets through Asset Tracker, a feature closely
integrated with Autodesk Vault data-management
software.
FBX Plug-In
- The Autodesk® FBX® software
platform-independent 3D authoring and
interchange format provides access to 3D content
from most 3D vendors and platforms. The FBX file
format supports all major 3D data elements, as
well as 2D, audio, and video media elements.
- Use the free*,
downloadable FBX plug-in to integrate 3ds Max
into production pipelines—with data integrity
safeguarded.
- Ongoing plug-in updates make it easy to
transfer files between 3ds Max and applications
such as
Autodesk® Maya® and
Autodesk® MotionBuilder® software.
Integration with Autodesk Mudbox
Extensive support for the OBJ file format
supports pipelines that rely on both 3ds Max and
Autodesk®
Mudbox™ software. This support includes
- Display of texture coordinates and smoothing
groups
- Options for triangulating polygons on
import, choosing how normals are imported, and
saving presets for normal and polygon import
Integration with Revit Architecture
- Quickly and accurately import building
information models into 3ds Max and then rapidly
manipulate in the viewport.
- Quickly and accurately transfer
Revit® Architecture software scene
data―geometry, cameras, lights and
materials―into 3ds Max with the FBX-based
Recognize scene-loading technology.
Integration with Autodesk Vault
- The Autodesk Vault plug-in, which ships with
3ds Max, consolidates 3ds Max assets in a single
location, enabling you to automatically track
files and manage work in progress.
- Easily and safely share, find, and reuse 3ds
Max assets in a large-scale production or
visualization environment.
Autodesk Combustion Integration
- Live integration with
Autodesk® Combustion® compositing software
via the Material Editor enables you to use
in-progress composites as texture maps.
- The RPF bitmap format contains channels for
3D data—such as Z-depth, material IDs, UV
coordinates, and velocity—that Combustion
software uses to better delineate data for
compositing.
Autodesk Toxik Integration
- Integration with the
Autodesk® Toxik™ compositing software lets
you quickly composite scene elements, including
HDR-rendered elements, in a collaborative
setting.
- Support for a streamlined content
creation/compositing workflow eliminates the
need to rerender scenes if lighting intensity is
incorrect or a layer needs a perspective change.
Adobe Photoshop Integration
Import Adobe® Photoshop® software PSD files as
texture maps using the entire composited image or
individual layers. The Viewport Canvas offers
support for Photoshop blending modes and quick
updating of textures on 3ds Max models.
Adobe Illustrator Object Nodes
Import Adobe® Illustrator® software vector
elements as either curves or groups.
Web Integration
The embedded Asset Browser lets the user view
web pages and quickly drag supported geometry and
bitmap texture files into a scene.
Supported Scene Import Formats
3DS, AI, DDF, DEM, DWG, DXF™ file format, HTR,
IAM, IGES, IPT, FLT, LP, LS, MTL, OBJ, PRJ, SHP, STL,
TRC, VW, WRL, WRZ.
Supported Scene Export Formats
3DS, AI, ASE, ATR, BLK, DF, DWF™ file format,
DWG, DXF, HTR, IGES, LAY, LP, M3G, MTL, OBJ, STL,
VW, WRL.
Supported Texture Import Formats
AVI, BMP, CIN, CWS, DDS, EXR, GIF, HDR, ICB, IFL,
JPEG, MPEG, MOV, PIC, PNG, PSD, RGB, RLA, RPF, SGI,
TGA, TIF, VDA, VST, YUV.
Supported Bitmap Output Formats
AVI, BMP, CIN, DDS, EPS, EXR, HDR, ICB, JPEG,
MOV, PIC, PNG, PS, RGB, RLA, RPF, SGI, TGS, TIF, VDA,
VST, VUE. Some formats applicable to certain
renderers only.
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Plug-ins
Visit the Autodesk Developer Network (ADN)
Sparks site for an extensive list of third-party
plug-ins for 3ds Max software.
*Free software is subject to the terms and
conditions of the end-user license agreement that
accompanies download of the software.
mental ray is a registered trademark of mental
images GmbH licensed for use by Autodesk, Inc.
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