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3ds Max Ideas
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New Idea

Automatic Retopology Tools

Status: Gathering Support
by Participant msunderwood on ‎01-12-2017 07:31 AM

I would love to see tools in Max that allow us to clean up crappy CAD models and high poly count geometry into usable, "watertight" meshes with the click of a few buttons. Something along the lines of ZRemesher/Dynamesh, but with more options to deal with meshes that have holes or unwelded verts. 

Max needs a fast an easy way to setup sticky points/clusters,

also called dorito effect,

like in these videos:






Align and distribute tools

Status: Gathering Support
by Advocate davision on ‎02-10-2017 02:14 PM

We need quick, easy align and distribute tools.  The parametric array feature I already mentioned would make these less useful -- but still they have their place.


Adobe Illustrator and After Effects have very simple functional tools for handling alignment and distribution of objects.  Max should have the same type of functionality.



Partcile flow update

Status: Gathering Support
by Explorer Raymarcher on ‎01-04-2017 10:35 AM

Better performance, new features, tighter integration within 3ds Max and bug fixes.

0 Kudos

FIX slate editor bug

Status: Archived
by Participant julian.juju on ‎01-06-2017 06:30 AM

there's a bug that occurs totally randomly when you pick a shader or re-organize them

(see attached file below)

Status: Archived



Thank you for posting this but this is a defect and not a feature enhancement.


Please log this defect here:


Thank you and feel free to contact me directly if you have any questions or anything.



Kelly Michels

Sr 3ds Max QA

3ds Max Beta manager

Autodesk, Inc


So this is sort of the holy grail for 3d animation as far as I'm concerned.  At it's most complex I'm sure it would be extremely hard to implement and grind workstations to a halt.  However a simpler incarnation seems practical given today's hardware.


The idea is this: right now when we work in the viewports, we are basically manipulating a bunch of objects that have no mass or physical structure.  It's like pushing air around.  Any one object can intersect any other object freely.  Sometimes that's good.  But often it's not.


I'd like to see some live collision detection (as a toggle) where an object will no longer be able to pass through every other object.  I realize this would be extremely taxing if there was loads of complex geometry in the scene. But what if you could just select a few "live" objects?  One might be a point helper and the other a ground plane.  The live collision toggle would make it impossible to push the point helper (pivot) "through" the ground plane.  If you made a sphere or box primitive live along with the ground, then their mesh vertices would not be able to push past the ground layer.  If the meshes were very detailed then max could make simpler proxy objects on the fly (similar to massfx).  


Instead of making objects live piece by piece -- you could instead implement a "Limit box" (like the point cloud) or a "sphere of influence" that allows users to adjust the area where collision detection is active.  Object properties could be set to keep some objects always excluded from collision calculations.


So at its most basic, this form of collision detection is the ability to make a few objects "active" or "live" and have Max prevent intersections actively.  If not prevent them, then at least Max could detect intersections -- a red glow (or colored vertices) would appear near the intersection or whatever. 



A step up in complexity would look at interconnectivity between objects (as in hierarchies or rigged systems) and take that into account.... such as when rotating a shoulder bone and the hand bones strike a wall.  


The ultimate step up would detect skinned mesh collisions.  Think about animating a character's fingers wrapping around a railing.  Right now that takes a lot of careful adjustments and examining the hand from all angles.  BUT if the skinned mesh's intersection with handrail could be detected/prevented when adjusting finger bones, that would be incredible (but I imagine it would still be slow).  Then add adjustable deformation (based on a softness parameter) as the fingers squash against the solid surface.... but baby steps...


Initially if just basic objects could be used, including bones of a skinned mesh, it would mean real progress and we'll start to have some solidity in the viewports. No more pushing air.



Ocean Object

Status: Gathering Support
by Collaborator papaf1 on ‎03-03-2017 05:54 PM

A Water or Ocean object with waves and buoyancy objects with dynamics.

Show previous transform gizmo position in gray while manipulating

Status: Gathering Support
by Advisor Swordslayer on ‎02-01-2017 03:23 PM - last edited on ‎02-01-2017 03:25 PM |

Same was as in Softimage XSI, see for example here:



It provides a reference frame and gives a better idea of how much actually changed from the original state when tweaking just a little bit, back and forth.

This one is from my experience of Cinema 4D where you simply place the mouse cursor inside the spinner entry field and roll the mouse up/down to change the values.  In Max the problem/s I have are (1) The teeny-weeny arrows are near impossible to select individually for changing values up or down and (2) I find I need to drag the mouse across the room to change the values by any significant amount.  No doubt there's a setting for that (somewhere) but incorporating the simple "place cursor in spinner and roll mouse wheel" seems so much more intuitive and ergonomic as well.

0 Kudos

I would like to see much of the Civil View functionality rebuilt using MCG. I suspect it would be much more flexible with the data coming in (support for all the 3ds max import types), as well as faster.

Currently in 3dsmax 2017, Autodesk Material supports only mental ray. Switching arnold or V-ray, Autodesk Material will be invisible in material editor. But what I tested with "Physical Material", it works with V-ray, Arnold. Then my idea is please convert all Autodesk Material to use with any type of renderer just like Physical Material.


Or Make the PRESETS of Wood, Concrete, Steel, Tile Floor, Roof, Smoke etc in "Physical Material". Then the user can switch to any renderer without worrying about Reassigning Material.


PS: I'm an architect. Not VFX or film production.

Update Object Paint

Status: Gathering Support
by Contributor Xerges on ‎01-16-2017 08:04 AM

Could we see object paint updated?

take a look at PhysX Painter or Maya Xgen,

or how in Houdini you can paint the normal direction,

which is very useful for flow maps.


This is a powerful tool that needs some update.


0 Kudos

Maya Forum Portfolio

Status: Archived
by Advisor on ‎02-05-2017 02:39 PM

Why  can't the Maya Forum have the portfolio link under the Avatar like CG talk has?

That's an Idea.

Also the page before this one didn't show "Maya" under the tab categorie....just showed 3DS

Status: Archived

Not related to 3ds Max Ideas.


Maya's feedback is on uservoice:

exclude xrefs of a xref scene

Status: Gathering Support
by Participant julian.juju on ‎01-06-2017 06:28 AM

be able to not xref the xrefs of a xref scene.

Sound a bit complicated, just look at the screen below:

As per this forum post from a year ago...


Can we please have the substance engine in Max updated to the newer version?


Not being able to use the materials I've bought from the marketplace on is incredibly frustrating, and rendering out to flat textures in substance player defeats the point of using a substance textures.


For those of us not talented enough or equipped to use substance painter/designer ourselves - being able to buy these fantastic looking materials and have them work out the box is a massive benefit.

Add the possibilty to create point cache for changing topology objects, like complex particle flow system, for example. The integration of the XMesh plugin would be perfect!

improve chamfer modifier

Status: Gathering Support
by Explorer kamzigi on ‎01-05-2017 09:54 AM

Chamfer mod is very useful but I want better topology like this.


In addition, sometime it makes strange UV like this kind of unnecessary connection. Please fix it.



Scene Optimization Manager

Status: Gathering Support
by Advocate kauffman on ‎01-05-2017 07:55 AM

There are a multitude of plugins, scripts, and general workflow methodologies, which help to optimize scenes, however, there is no native centralized tool to accomplish this. Therefore, I recommend the creation of a "Scene Optimization Management" panel (SOM), which utilizes a dashboard to help a user identify potential issues within a scene and provide a multitude of options for the user to optimize their scene to meet particular production goals.

This management panel should contain the following:

  1. Dashboard - This interface would function on several levels; provide a general overview of the scene, display general statistics such as polygon counts, object numbers, xrefs, materials, etc., display potential issues based on stock and user generated criteria (drop menu). This would also display stats based on specific object, group or layer selections.
  2. Asset Management Tool – This would be a significant overhaul of the current tool. This should allow remapping, searching, copying of assets from one location to another, file format change (JPG to TGA for instance), file scaling (scale to binary multiples or scale from 2048 to 512 for instance), gamma adjustments, support for all assets other than just images (Proxies, Xrefs, Containers, etc.), sorting by columns.
  3. Wizard based optimization – This would be a wizard oriented tool which walks the user through various questions to help optimize a scene based on user defined criteria. This wizard tool could also create “batch presets”, which can be saved by the user for later use.
  4. Integrate the Scene Converter functionality
  5. Maxscript/Python/.Net/MCG integration – This would allow for users to create their own custom tools to meet specific production need.
  6. Render to texture integration – This should support both bitmap and procedural rendering
  7. Batch Processing integrated into 3ds max command or core – This functionality would allow a user to batch process scenes without opening 3ds max. Perhaps this could be integrated into the 3ds max Asset Library Tool.
0 Kudos



When i need passes requirement in my project. Sometime it take too much time to doing adding passes for different objects. Is it possible to add pass contribution option in 3Ds Max. It will give more user friendly experience for production and it will save time. If it work there is no need to jump every time to Maya.


It will easy if it support 3 party plug in like Vray.

Progressive Saving

Status: Gathering Support
by Enthusiast kartalturhan1 on ‎02-20-2017 01:55 AM

For large scale projects there should be a progressive saving method. Like a history for changes. So every saved file in a folder could represent a change in max scene.  That would be awesome.

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