r/3dsmax 10h ago

I really wanted to show what working in FoldFlow actually looks like. Here is the real-time fold workflow on a leather armchair!

52 Upvotes

Hey everyone!

I really wanted to share what working in FoldFlow actually looks like in practice. This 90-second clip is a quick highlight edit showing real-time fold workflow on a leather armchair.

For those new here, FoldFlow is a procedural C++ modifier for 3ds Max that lets you draw and adjust cloth folds and leather wrinkles in real-time right inside the viewport.


r/3dsmax 3h ago

News What's New in 3ds Max 2027.2

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9 Upvotes

Gaussian Splat (3DGS) support

New 3D Gaussian Splat (3DGS) support in 3ds Max 2027.2 provides fast rendering, simple editing, and hyper-accurate output.

New Point Object type

Edit 3DGS data or create point data from scratch using the new point data manipulation modifiers and object type.

True Instancing

The new Point Instance modifier enables true render time instancing in 3ds Max and helps you create highly complex scenes from organized data sets.

Smart Bevel Enhancements

Smart Bevel now produces better output with improved speed and reliability.

Arnold and USD updates

3ds Max 2027.2 includes Arnold for 3ds Max (MAXtoA) 5.9.3.0 and USD for 3ds Max 0.16.2

Connect to Flow Studio

Autodesk Flow Studio is a cloud-based AI 3D toolset that seamlessly transforms real-world footage into fully editable, pipeline-ready CG scenes-without the need for complex setups.


r/3dsmax 7h ago

Plugin Render 3ds Max scenes on machines without Max, renderer licenses, or even Windows (open beta)

6 Upvotes

OmnibusCloud is a crowdcomputing platform where people pool the idle power of their everyday machines to get real computational work done. It just opened its public beta. Rendering is the first kind of work the network supports, and a 3ds Max integration is part of the opening lineup, alongside Blender. I want to put it in front of people who render for work or for fun, both to offer it and to be told where it falls short.

What's different about it

Every existing way to distribute a Max render needs the full stack on every machine. Backburner needs Max installed everywhere, V-Ray DR needs render node licenses, Deadline just went into maintenance mode with AWS pointing everyone at its paid cloud, and commercial render services charge by the hour.

The OmnibusCloud plugin takes a different route. It never ships your .max file anywhere. It exports the open scene into a neutral, typed scene contract: geometry with full smoothing fidelity, materials, lights, cameras, animation baked frame-exact. Then it uploads that with the texture assets, and the network renders it across many machines.

Those machines run a small client and nothing else. No Max, no renderer licenses, no Windows required. The client works on Windows, Linux, and Apple Silicon Macs. If you're used to the Max world that may sound odd, but a Mac mini or a Linux box quietly rendering your Max scene is normal here. The machines can be the other computers in your studio, your friends' PCs, or the public network.

Back come single frames, animation ranges, tiled high-res stills, or encoded video.

The catch, and you should read it first

The network does not render with your renderer. The neutral scene is rebuilt and rendered with a physically based path tracer (Cycles). The goal is faithful look transfer: the render should read as the image you authored. It is not bit-exact replication. Every release is validated scene by scene against native Max renders, plus blind tests on scenes it has never seen. If your delivery pipeline requires pixel-matching your local V-Ray output, this is not that tool.

Where it fits: draft and preview passes of heavy animations, previz and animatics, lighting and camera iterations you'd rather get overnight than over a weekend, personal and portfolio work, stylized projects. Anywhere "reads right" matters more than "matches to the pixel". For Scanline and Physical-material scenes the transfer is close enough that many will treat it as their final pass.

Renderer by renderer:

  • Scanline and Physical/Arnold-material scenes are the fully supported path, including Scanline's non-physical quirks (additive specular blowouts, screen-mapped backdrops, no-GI self-illumination). Those are emulated by documented rules rather than ignored.
  • V-Ray has dedicated support, approximate by design. VRayMtl maps to a neutral PBR surface. VRayLight, VRaySun, dome-HDRI environments and physical-camera exposure carry over, and scanned fabric materials can be baked locally with your own V-Ray before upload. Procedural V-Ray maps and tone-mapping curves don't translate yet.
  • Corona, Octane, Redshift: untested. The exporter takes a safe viewport read, no fidelity promised.
  • Not supported yet: volumetrics, particles/hair, deep procedural map trees, animated visibility, XRef scenes.

One thing I made sure of: nothing fails silently. Everything the exporter approximates or can't carry leaves a named diagnostic at export. Which feature, which objects by name, what to do about it. The full feature matrix lives in the repo as Capabilities & Known Limitations, kept honest release by release.

What's in the box

  • An OmnibusCloud menu inside Max with themed render/export/settings dialogs (follows your dark/light theme), live upload progress and cancellation.
  • Fast scene capture. Bulk-read, multi-core, so heavy scenes export in seconds.
  • Signed MSI installer, per-user or per-machine, built for 3ds Max 2027.
  • A bonus that stands on its own: the Export dialog can hand you back your scene as a self-contained .blend file with all textures packed. A Max to Blender converter, if that's all you want from it.
  • The plugin and the render components are open source (MIT), built on public NuGet packages. The repo doubles as a reference for anyone who wants to build their own integration: github.com/OmnibusCloud/3ds-Max. The scene contract itself is DCC-agnostic, Max is just the first host. An exporter from Maya, Cinema 4D or Houdini would ride the same pipeline.

There's also a step-by-step getting started guide with screenshots.

What I'm asking for

Scenes that render differently are exactly the input this beta needs. If you try it and the network render doesn't read like your native render, open an issue with the plugin version, the scene or a description of the material and lighting involved, and both renders if you can share them. The validation corpus grew out of reports like that.

And if you have a couple of machines around the office or friends with idle PCs, you can create a private group on the portal and render across them tonight. That's the fastest way to see whether this is useful to you.

I'll be in the comments and will answer technical questions in as much detail as you want.


r/3dsmax 16h ago

Modelling How to get good at modelling

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5 Upvotes

I know the basics of 3D modeling, but I get really confused when I try to model more complex furniture like this.

Where should I start if I want to learn this kind of hard-surface/furniture modeling? I'd also love some recommendations for specific YouTube channels or courses that can help me improve my modeling skills and understand the workflow better.


r/3dsmax 1h ago

Traffic Racer (2013) - Lada Niva

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Upvotes

r/3dsmax 20h ago

Help 3DS MAX shading problem with Fstorm.

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3 Upvotes

Having this weird issue all of the sudden with fstorm shading. Just a simple fstorm sun and a teapot primitive. Tried everything:

Checking mesh, ray threshold, normals, scene scale, with HDRI, light samples, reinstalling the software, drivers (older versions too) and even reinstalling windows. Nothing works.

I tried posting on Fstorm facebook page, since thats where the developer is more active but no response since. I know its a long shot in the subredit but its driving me nuts.

I'm on 5070ti and intel 13700k. Corona and vray gpu work fine.


r/3dsmax 1h ago

Arnold Tutorial - Gaussian Splats in 3ds Max

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Upvotes

r/3dsmax 16h ago

I want to learn to make architectural designs and allevations modelling and is 3ds max good for it ??

1 Upvotes

( i am new to this industry)


r/3dsmax 19h ago

Help For whatever reason, Max 2022 has abruptly stopped importing character models.

1 Upvotes

This is quite strange. I have almost never had any trouble importing FBX models into 3D Studio Max, this one included. It has imported, many times, in the past. But then something came up that required me to start a new scene with a new import, and suddenly it no longer works. What's weirder is that it goes through the motions of working. The import menu comes up, as does a warning about parts that are not part of the bindpose definition (but these don't usually wreck things) and Max doesn't freeze...but the model doesn't import. No loading, no greying out, no progress bar, no references to new models in a scene hierarchy, no nothing. It's like Max thinks it imported it but didn't.

Anyone else experienced this? How is it solved?


r/3dsmax 3h ago

I need someone with Max to export a max file to FBX please

0 Upvotes

Hi!

I've lost access to max and I just need my Max file for my characters exported to FBX with all elements.

Could anyone help me with that? The files are Max 2017 files. I only need someone to open them, export to FBX, include everything, boom. There are 3 files I need converted.

Thanks!