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[Primitives] Add Extra Standard and Extended Primitives for Mechanical, Piping, Jewelry, Abstract, Visualization modeling purposes etc.

[Primitives] Add Extra Standard and Extended Primitives for Mechanical, Piping, Jewelry, Abstract, Visualization modeling purposes etc.

 
 
 
3ds Max could use some Extra Parametric Primitives for Mechanical, Pipe Joints, Jewelry, Abstract modeling or visualization purposes. There are other existing ones that could use some enhancements as well. Here is an exemplary but not exhaustive list of enhancements and extra objects with their possible parameters.
 

BOLT

 

3ds Max Extra Primitives Bolt and Nut.png

Parameters: Presets: M10, M12.... etc. ; Model: Bolt, Nut; Bit: Type: None, Allen, Phillips;  Depth, Flat Distance; Head: Type: Hex, Cap, Dome, Pan, Counter Sink; Flat Distance; Shank: Length, Diameter; Thread: Length, Major Diameter, Minor Diameter, Pitch, Crest Percent, Root Percent, Div Count.

 

GEAR

 

3ds Max Extra Primitives Gear.png

Parameters: Number of Teeth, Radius, Width, Base, Dedendum, Addendum, Pressure Angle, Skewness, Conical Angle, Crown.

 

GEAR WORM

 

3ds Max Extra Primitives Gear Worm.png

Parameters: Number of Teeth, Number of Rows, Radius, Row Height, Dedendum, Addendum, Pressure Angle, Skewness per Row, Crown.

 

DIAMOND

 

3ds Max Extra Primitives Diamond.png

 

Brilliant

Parameters: Segments, Table Width, Crown Height, Girdle Height, Real Girdle, Smooth Girdle, Pavilion Depth, Upper Facet Factor, Lower Facet Factor, Culet Size, Retain Angle of Pavilion Facets (if Cullet >0)

Diamond

Parameters: Segments, Girdle Radius, Table Radius, Crown Height, Pavilion Height

Gem

Parameters: Segments, Radius, Table Radius, Table Height, Pavilion Height.

 

 

PIPE JOINTS

 

3ds Max Extra Primitives Pipe Joints.png

Parameters: Radius, Divisions, Angle (per Arm if the case), Length Start, End Length, Arm Length (per Arm if the case), Number of Arms(For N-Joint type).

 

BEAMS

 

3ds Max Extra Primitives Beams.png

The default Max Beam like primitives lack some extrusion types and a Taper Parameter.

 

DISC

 

3ds Max Extra Primitives Disc.png

Creates a flat, filled circle with varying edge patterns. Parameters:

Sides: Determines how smooth the cap is. Subdivision mode: Determines the shape to further subdivide each slice of the disc into. Options include QuadsTrianglesPieCaps, and Circle. Subdivisions: Determines how many times the base faces are subdivided into the Subdivision mode. Radius: Determines the size of the disc based on the edge length from the center to one side.
 

SUPERTOROID

 

3ds Max Extra Primitives SuperToroid.png

Parameters: Big Radius, Small Radius, U-Segments, V-Segments, Ring Manipulator, Cross Manipulator.

 

STEP PYRAMID

 

3ds Max Extra Primitives Step Pyramid.png

Parameters: Number of Sides, Number of Steps, Initial Width, Height, Reduce Step by.

 

 

HONEYCOMB

 

3ds Max Extra Primitives Honeycomb.png

Parameters: Number of Rows, Number of Coils, Cell Diameter, Edge Width.

 

 

STAR

 

3ds Max Extra Primitives Star.png

Parameters: Points, Outer Radius, Inner Radius, Height

 

 

STUDIO BACKDROP

 

Ability to quickly create a flexible parametrical backdrop object for your visualizations. C4D recently introduced one as an capsule object asset in their Asset Browser with some handy parameters like overhanging, tilt, drop and some UV options like Fit mode (Fill, Contain, Cover, Custom Tile size) (link to video).

 

Cinema 4D_Backdrop Capsule Object.jpg

 

 

MENGER SPONGE

 

3ds Max Extra Primitives Menger Sponge.png

Parameters: Level, Width

 

QUAD CAPSULE

 

3ds Max Extra Primitives Capsule.png

As opposed the default Capsule in 3ds Max, this capsule variant has quad caps.

 

TWISTED TORUS

 

3ds Max Extra Primitives Twisted Torus.png

The default Twist parameter for Torus primitive in Max produce undesirable results.

 

 

SUPER SHAPES

 

3ds Max Extra Primitives Super Shape.png

 

In Autodesk Maya Super shapes are primitives of highly mathematical nature based on cubes and spheres that are capable of creating complex organic shapes. In 3ds Max the closest thing we have is the RingWave under Extended Primitives. Possible Parameters:

 

Primary Parameters

Shape: Determines the base shape. Options include Super Ellipse, Spherical Harmonics, and Ultra.
Radius: Determines the size of the primitive based on the distance from its center to its pole.
Horizontal Divisions, Vertical Divisions: The number horizontal and vertical subdivisions (per quadrant) on the base mesh.
Create UVs: Determines how default UVs are created for the primitive. Options include None, Pinched at Pole, and Sawtooth at Pole.
Random: Generates a primitive of the current Shape with random attributes. Useful for quickly creating interesting start points.
Reset: Sets all attributes back to their default values for the chosen Shape.

 

Helix

This section is common to all super shapes and allows you to form the geometry into a spiral shape before applying their respective super shape properties. Parameters:

 

Merge Vertices: Merges the vertices on each end of the helix. If enabled, the rest of the Helix attributes won't have any effect.
Horizontal Revolutions: Determines the number of spirals.
Vertical Revolutions: Determines the fullness of the coil.
Vertical Offset: Determines the stretch of the coil.
Internal Radius: Determines the diameter of the inner coil.
X Offset, Z Offset: Offsets the coil's scale in the respective direction.

 

Super Ellipse

 

A Super Ellipse generates primitives using an exponential equation along x and y, resulting in arcs or inverse arcs along each axis. Specific Parameters:

 

V Exponent: Controls the exponent used to calculate the parabolic arc along the vertical.

Super Elipse V exponent.gif

 

H Exponent: Controls the exponent used to calculate the parabolic arc along the horizontal.

Super Elipse H exponent.gif

 

Mirror: Forces the H Exponent to match the V Exponent.

 

Spherical Harmonics

 

Spherical Harmonics.png

Spherical Harmonics apply a series of frequency equations to the surface of a sphere, resulting in pulsing topology.

 

V multiplier, V exponent: Controls the mathematical variables used to determine the shape along the vertical.

 

H multiplier, H exponent: Controls the mathematical variables used to determine the shape along the horizontal.

GUID-A2384589-494C-4EB1-BB32-2ADB4C9DDAA4

 

Ultra

 

Ultra.png

Ultra shapes use an algorithm specifically designed to create organic-looking shapes.

 

Horizontal

Controls the pattern across the ultra shape's latitude

 

Multiplier 1, Multiplier 2: Controls the main horizontal protrusions from the ultra shape. Both values can exist on the ultra shape at once, and you can blend between them using the Mixer attribute

GUID-A2384589-494C-4EB1-BB32-2ADB4C9DDAA4

 

Exponent 1Exponent 2Exponent 3Exponent 4: Controls the extent of the horizontal extrusions for Multiplier 1 ( Exponent 1 and 2) and Multiplier 2 ( Exponent 3 and 4) respectively.

 

Exponent 5: Controls the overall extent of the horizontal protrusions resulting from the previous Multipliers and Exponents.

 

Vertical

Controls the pattern across the ultra shape's longitude.

 

Multiplier 1, Multiplier 2: Controls the main vertical protrusions from the ultra shape. Both values can exist on the ultra shape at once, and you can blend between them using the Mixer attribute (animation link).

 

Exponent 1, Exponent 2, Exponent 3, Exponent 4: Controls the extent of the vertical extrusions for Multiplier 1 ( Exponent 1 and 2) and Multiplier 2 ( Exponent 3 and 4) respectively (animation link).

 

Exponent 5: Controls the overall extent of the vertical protrusions resulting from the previous Multipliers and Exponents.

3 Comments
AiyappaBR
Contributor

its so disappointing that, even after a year there are only 5 votes. even for ideas with high vote counts, they are still gathering support even after 2 years. Autodesk is just pathetic at hearing user requests.

dswahn
Advocate

Can't believe I didn't see this excellent suggestion before. VOTED!

Swordslayer
Advisor

There's a Twisted Torus - make a Torus Knot, switch Base Curve to Circle and change the Twist value.

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