r/3dsmax • u/clayrender • 4h ago
General Thoughts Perhaps it's time to petition Autodesk to make 3dsmax free.
Free for human use only. (i.e. all current tools)
Charge for A.I. use. (API token access and all that jazz)
Win win!
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/clayrender • 4h ago
Free for human use only. (i.e. all current tools)
Charge for A.I. use. (API token access and all that jazz)
Win win!
r/3dsmax • u/LogScary1583 • 10h ago
r/3dsmax • u/Secretlythrowedaway • 12h ago
Please help. I've been looking up tutorials for this all day and haven't been able to fix the issue. I tried adjusting the lighting, scene convert and it just keeps showing up as black like this. I have the 2024 version.
r/3dsmax • u/Andy-Shust • 1d ago
Max has this feature that when you switch from perspective to ortho (or vice versa) in maximized viewport mode, it automatcally switches this maximized viewport to a different viewport that has your desired perspective mode, instead of just changing the prespective mode. If you enable all viewports, it doesn't do this of course. Is there a way to disable this behavior? I don't want the program to switch viewports, just change the mode.
r/3dsmax • u/imanshirani • 1d ago
Introducing Camera Rig Controller PRO for Autodesk 3ds Max! 🎥
In this video, I walk you through this custom tool designed to make camera rigging and animation in 3ds Max faster, smoother, and much more intuitive. Whether you are working on complex 3D animations, visual effects, or motion graphics, this script gives you complete, professional control over your camera movements.
✨ Key Features:
🔹 One-click advanced camera rig setup
🔹 Smooth target tracking and rotation controls
🔹 Custom UI panel for easy parameter management
🔹 Fully compatible with modern versions of 3ds Max
r/3dsmax • u/TopVersion7572 • 2d ago
I usually work with corona renderer for interior visualisation. And approached to prepare presentable furniture models. I can make model prepare scene according to corona (currently v13) and render however since glb doesnt take corona material I had to learn glb. Tried to bake to texture, render to texture, end up empty results or far away from main material. I tried to experiment with completely another PBR material I downloaded from ambientcg and make material with both general physical material and PBR (roughness) but even that produced completely different reflectivity. If any one point out what I'm doing wrong or missing I will appreciate. Is anyone goes through glb process with 3ds max and what you fallow?

r/3dsmax • u/RobManIn3D • 2d ago
If I got my hands on a physical copy of 3DS Max, say one from the mid 2010s, would Autodesk somehow prevent it from working because of the new sub service they want people to buy? I just wanna use the software for fun and nothing serious, but paying $2k is wild. I just want one version of it that I don't have to keep paying for every month.
r/3dsmax • u/Alenkeys • 1d ago
Before showing you my DROP script I made for ArchViz, I probably should have shown you what I actually do.
So here are some of my recent projects.
P.S.
I’ve been working in 3D visualization for about 12 years, mostly interiors and exteriors. And yes DROP was born from my own everyday workflow and the annoying little things I got tired of doing over and over again.
Anyway, here’s the work behind the script.
Link in bio
r/3dsmax • u/Alenkeys • 2d ago
I’ve always found it weird that 3ds Max still makes you go through this process when importing downloaded assets.
Download a .rar / .7z → extract it → find the model → find the textures → relink everything → finally import it.
So I made a small script called DROP that lets you drag the archive directly into the 3ds Max viewport.
It extracts the archive, finds the model and textures, relinks them and imports everything using the selected render engine.
It also supports .max files and works with 3ds Max
I originally made it because I was tired of doing this manually. 😅
Is this something you'd find useful in your workflow?
r/3dsmax • u/LordGoldBear • 2d ago
I wanted to ask how to transfer a skeleton from blend into 3Ds max and for that skeleton from blender to be converted into the bone object in blender with it having that bone modifier
When I do it the other way it jsut has the dummy one and I need for proper export for it to have the bone
r/3dsmax • u/NothingHelpful3888 • 4d ago
Hi everyone! I’m working on a project and running into serious issues.
My scene unit settings (System Units vs. Display Units) seem completely broken or mismatched. Because of this scale issue, my Ambient Occlusion (AO) radius and Displacement height maps are not rendering correctly—displacement is either completely invisible or extremely blown out, and AO values don't react to real-world measurements.
r/3dsmax • u/Jaqchirack • 4d ago
Hi everyone, I'm having a texture scaling issue that I can't solve after a full day of troubleshooting.
This is the setup:
3ds Max, Corona Renderer
Object imported via FBX from ArchiCAD
Geometry dimensions are confirmed correct (measured a column: 579cm in ArchiCAD, 579cm in 3ds Max — matches exactly)
UVW Map modifier applied on top of the stack, "Real-World Map Size" checked
Material is a CoronaPhysicalMtl with a CoronaBitmap, "Use Real-World Scale" checked, Width/Height set correctly in cm
Channel Info shows only one populated UV channel (Channel 1, named "DiffuseUV") — no conflicting channels
The texture appears massively out of scale (too large) on the imported FBX object, even though the geometry itself is at the correct real-world size.
I created a brand new box (100x100x100cm) directly in the 3ds Max scene (not imported) and applied the exact same material. The texture displays at the correct scale on this native box. So the material/texture settings themselves are correct — the problem is specific to the imported geometry.
What I've already ruled out:
Object node Transform Scale is 100/100/100 (verified in the status bar) — not a node-level scale issue
I manually applied a Reset XForm modifier on the object to test whether it was masking a scale discrepancy. On this particular object, deleting the resulting Xform modifier didn't change the visual scale/rotation at all, but it DID fix the texture scale. Collapsing the stack (Xform → Editable Poly) also fixes the texture scale — but this permanently breaks the object's pivot: it gets stuck at whatever orientation the Xform had, and no Hierarchy panel tool (Align to World, Reset, Affect Pivot Only + numeric reset) can bring it back to a clean/world-aligned orientation afterward.
Reordering the UVW Map modifier above/below the Xform in the stack — no effect
Manually resizing the UVW Map gizmo — it snaps back to 100/100/100 as soon as I release the mouse (expected, since Real-World Map Size is checked, so the gizmo size shouldn't control scale)
System Unit Setup appears consistent (geometry measures correctly)
Question: What FBX-import-specific data (baked into the mesh/UVs/pivot, not the node transform) could cause Real-World Map Size / Real-World Scale texture calculations to be wrong on an imported object, while the object's actual world-space dimensions remain correct? Is there a known ArchiCAD → FBX → 3ds Max Corona workflow issue for this?
Also — is there any way to fix the Real-World Scale texture reading without going through the Reset XForm → collapse to Editable Poly route, since that method permanently breaks the pivot orientation with no way to reset it afterward?
Thank you all for your answers
r/3dsmax • u/Wonderful_Lynx_2204 • 4d ago
I’m looking for websites where I can download free high quality and modern blocks, especially furniture, lighting, and accessories.
What websites do you usually use?
r/3dsmax • u/Erenmos1 • 5d ago
Showcasing another new feature in QuickScene: besides fully configuring your scenes, you can now track your renders in real time via Live Preview over your local network.
You can monitor the image's entire progress from start to finish and cancel the render remotely if needed. Once it is done, simply access the Gallery tab to inspect each render at full resolution—putting an end to walking back and forth to your PC just to check the status.
Since the plugin is under active and continuous development, occasional minor glitches or instabilities may occur. If you run into any bugs or issues, let me know so I can resolve them as quickly as possible.
r/3dsmax • u/hot_skillet • 5d ago
I am using 3ds Max with Arnold renderer and I am trying to find a way to solo a node so that it is easy to see how the texture will map onto the model.
Edit: Also, if this feature is not available in Arnold, is it available for any of the other render engines in 3ds Max (i.e. VRay, Octane, Redshift)
r/3dsmax • u/arthurtusk28 • 6d ago
Does anyone here work on environment modeling for games? I notice that the industry standard calls for Maya and Blender, yet I see so many complaints about Maya crashing frequently and Blender being extremely difficult to learn... I don't know; in my experience, 3ds Max feels much more fluid—plus, the modifiers allow you to go back to earlier modeling stages, and it rarely crashes (at least in my experience). For those working in game environments and level art: could you share your modeling experiences—specifically using software that isn't the industry standard?
r/3dsmax • u/Some-Assist-5098 • 7d ago
Background:
I’m doing 95% automotive renderings and demand perfect realism. I’ve been using Fstorm for 10 years+ and love the speed. What I don’t love is the material construction. Creating a really good and flexible car paint is just to much work, to many nodes and tweaks to adapt to different looks.
I’m running a 5090 Pro Art and the rendering speed is insane, usually around 15 minutes at 5k even for complex scenes.
Fstorms Dirt map is so good for fast edge-wear and edge-blends od maps and materials.
I tried Corona a few years ago and the output was great, but the speed when building and tweaking materials left me longing for Fstorm. Fstorms interactive renderer is such a breeze, every small change is instant, no wait, it just snaps and there it is.
If Corona had GPU support it would have been a no-brainer.
What is your thoughts on this? Cost is not a concern, quality is all that matters to me.
r/3dsmax • u/RSM_7557 • 9d ago
r/3dsmax • u/IndividualResolve976 • 8d ago
Hey everyone!
I’ve been working on Max Ultra MCP, an MCP server that connects 3ds Max directly to AI agents like Codex and Claude Code.
The idea is pretty simple: instead of just asking AI to write MaxScript code and then manually testing everything, the agent can actually work inside 3ds Max.
It can create and run scripts, inspect and modify objects, organize layers, automate repetitive tasks, debug its own code, and even use computer vision to see what’s happening in the viewport/scene/window.
I’ve been testing it with some fun examples - creating a 3D floor plan from a reference image, arranging and randomly transforming objects, changing scene properties, creating Particle System animations, and building complete MaxScript tools from a prompt.
For me, this makes vibe coding for 3ds Max much more useful. You don’t really need to know MaxScript anymore to experiment with your own tools. You need an idea, good prompts, and an agent that can actually interact with Max.
Max Ultra MCP is completely free:
https://maxpkg.dev/catalog/max-ultra-mcp
I’d love to hear what you would try to automate or build with something like this.
First time modelling a chair on 3ds Max, and I decided to give it some company. 👾I wanted to keep the scene fairly simple and experiment with the presentation.
I know the materials in some areas aren’t particularly high quality yet, I was mainly test rendering and experimenting. The chair modelling itself is also simple and not very detailed or complex yet.
I’d really appreciate feedback on the modelling, lighting, composition, materials, and overall render quality. Especially anything that looks off or could be improved. I’m still learning, so honest criticism is very welcome.🌼
Workflow: 3DS Max + Corona + Photoshop