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3ds Max Support

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3ds Max Geometry Support

Supported Input Geometry

All surfaces and primitives that are convertible to Editable Meshes, even if not listed here, are supported by DCC Importer.

  • Geometry Surfaces: Editable Meshes, Polys, Patches, Shapes.
  • Standard Primitives
  • Extended Primitives
  • Patch Grid Primitives
  • Door Primitivies
  • NURBS Surfaces
  • Windows Primitives
  • Dynamics Objects Primitives
  • Stairs Primitives

Unsupported Input Geometry

Unsupported Geometry objects are removed during scene preprocessing within 3ds Max.

  • Particle System Primitives
  • AEC Extended Primitives
  • PointCloud Primitives
  • Compound Objects
  • Body Objects
  • Fluid Primitives
  • All Chaos Scatter specific geometry is unsupported.
  • All V-Ray specific geometry is unsupported, such as VRayFur, VRayPlane, VRayClipper, VRayProxy.
  • Notes about VRayFur:
    • No feasible way to convert to geometry at this time.
    • Chaos Group doesn't seem to have this feature in their plans, either.
    • It isn't feasible, either, to convert it to Hair & Fur, as the parameters can be completely different at times and achieving a similar look can be difficult, if not impossible.
  • Corona specific geometry is unsupported.
  • Arnold specific geometry is unsupported.

3ds Max Modifier Support

  • Generally speaking, an Object Modifier cannot be put on top of a World Space Modifier (WSM). For example:
    • Displacement Modifiers are Object Modifiers, Hair & Fur is a WSM.
    • As such, we don't need to worry about the possibility of a Hair & Fur modifier being under a Displacement modifier - moreover, Hair & Fur doesn't seem to be compatible with VRayDisplacementModifier at all.
  • If the underlying geometry can be converted to Editable Meshes, most 3dsMax modifiers can be collapsed to Meshes, as well.
    • However, not all modifiers will properly apply their changes when collapsing. These are considered "Unsupported".
    • As a rule of the thumb, if a modifier is not supported, it is ignored and won't affect the result. In some exceptions, the modifier might be removed preemptively to prevent errors.
  • Notably, at this time, RapidPBR doesn't support any Particles or Animation (e.g., skin, deform) related modifiers.
  • For the sake of clarity, differently from Hair & Fur, VRayFur is not categorized as a modifier, but rather a Geometry object, following VRay's conventions.
  • Any modifiers not listed here can be considered to be supported.

Supported Modifiers

  • Hair & Fur
    • Each hair modifier will have only one Material ID.
    • Only the diffuse color is converted from the material in the modifier.
  • VRayDisplacementModifier
    • Displacement can be baked into normal maps, or optionally into tesselated geometry.

Unsupported Modifiers

These modifiers cannot properly apply their changes when the model is collapsed, therefore these are unsupported.

  • Camera Map Modifier, Camera Map Modifier (WSM)
  • Free-Form Deformation (FFD) Modifiers
  • FFD 2x2x2, 3x3x3, 4x4x4
  • FFD box, cyl
  • Morpher
  • PathDeform, PatchDeform, PathDeform (WSM), PatchDeform (WSM)
  • Point Cache, Point Cache (WSM)
  • Physique
  • Skin, Skin Wrap, Skin Morph, Skin Morph Patch
  • Particle Skinner, PFlow Collision, Particle Face Creator, PFlow Collision (WSM)
  • VRayHairFarmMod
    • Compatibility modifier used to render hair strands produced by the Hair Farm plugin by CyberRadiance. HairFarm objects themselves seem to be "exportable" to meshes, though.
  • Arnold Modifiers
    • All Arnold specific modifiers are unsupported at this time.
  • Corona Modifiers
    • All Corona specific modifiers are unsupported at this time.

3ds Max Material Support

Fully Supported Materials

  • VRayMtl
  • VRayLightMtl
  • VRayBumpMtl
  • VRayMtlWrapper
  • VRayOverrideMtl
  • MultiMaterial
  • Shell Material

Work-in-Progress/Partially Supported Materials

  • VRayHairNextMtl
  • VRayHairMtl
  • VRayFastSSS2
  • VRayALSurfaceMtl
  • VRaySkinMtl
  • VRayBlendMtl
  • VRay2SidedMtl
    • Replaced by Front Material
  • VRaySwitchMtl
    • Replaced by first material
  • VRayCarPaintMtl
  • VRayCarPaintMtl2
  • VRayStochasticFlakesMtl
  • VRayFlakesMtl
  • VRayFlakesMtl2
  • Blend
  • PhysicalMaterial
    • Converted to VRayMtl
  • Standardmaterial
    • Converted to VRayMtl
  • RaytraceMaterial
    • Converted to VRayMtl
  • Architectural
    • Converted to VRayMtl
  • Shellac
    • Converted to VRayBlend
  • DoubleSided
    • Converted to VRay2Sided

Unsupported Materials

  • VRayToonMtl
  • VRayScatterVolumeMtl
  • VRayVectorDisplBake
  • VRayGLSLMtl, VRayMDLMtl, VRayOSLMtl
  • VRayPointParticleMtl
  • VRayPluginNodeMtl
  • VRayVRMatMtl
  • VRayScannedMtl
    • Apparently requires a separate license for the 'Chaos Scans system'. Untested.
  • PBR and 'External Format' Materials:
    • These materials can be exported directly, but the textures still need to be baked. Their output textures should require no translation, however. Work in progress.
  • PBR Material (Metal/Rough)
  • PBR Material (Spec/Gloss)
  • GLTF Material
  • USD Preview Surface
  • Other 3ds Max standard materials
    • Untested/unverified at this time. Not guaranteed to be bakeable.
  • Corona Materials
    • All Corona-specific materials, such as CoronaPhysicalMtl, are currently unsupported.
  • Arnold Materials
    • All Arnold-specific materials, such as Standard Surface, are currently unsupported.

3ds Max Texture Node Support

If any 3ds Max texture node is not mentioned here, it should be considered "unverified" and will force the material to be baked. If any texture of a material is considered to be "procedural" the material will be baked.

Supported Input Texture Nodes

Non-procedural texture nodes

  • Advanced Wood
  • Bitmap
  • Cellular
  • Color Correction
  • ColorMap
  • Checker
  • Composite
  • Dent
  • Gradient
  • Gradient Ramp
  • Marble
  • Mask
  • Mix
  • Noise
  • NormalBump
  • Output
  • Perlin Marble
  • RGB Multiply
  • RGB Tint
  • Smoke
  • Speckle
  • Splat
  • Stucco
  • Swirl
  • Tiles
  • VertexColor
  • VRayBitmap
  • VRayBump2Normal
  • VRayColor
  • VRayColor2Bump
  • VRayCompTex
  • VRayCurvature
  • VRayDirt
  • VRayDistanceTex
  • VRayEdgeTex
  • VRayMultiSubTex
  • VRayNoiseTex
  • VRayNormalMap
  • VRayUVWRandomizer
  • Waves

Unverified Input Texture Nodes

If an unverified texture node is found, it forces the material to be baked as a fallback.

  • BlendedBoxMap
  • Camera Map Per Pixel
  • Map Output Selector
  • OSL Map
  • MultiTile
  • Particle Age
  • Raytrace
  • ShapeMap
  • Substance
  • TextMap
  • TextureObjectMask
  • VectorDisplacement
  • Vector Map
  • OSL 3ds Max texture nodes
    • All OSL 3ds Max texture nodes are considered unverified at this time.
  • VRayLut
  • VRayGLSLTex
  • VRayOCIO
  • VRayOSLTex
  • VRayOSLOutputSelector
  • VRayParticleTex
  • VRayPtex
  • VRaySky
  • VRaySamplerInfoTex
  • VRayPluginNodeTex
  • VRayPointCloudColor
  • VRaySoftBox
  • VRayTriplanarTex
  • VRayUserColor
  • VRayUserScalar
  • Arnold 3ds Max texture nodes
    • All Arnold 3ds Max texture nodes are considered unverified at this time.

Unsupported Input Texture Nodes

Unsupported texture nodes are removed, skipped or converted during scene preprocessing. Errors and Warnings logged during conversion can be reviewed using RapidPipeline QC Tools.

  • Falloff:

    • Falloff cannot be supported directly in standardized real-time materials because Falloff is view-dependent.
    • Falloff nodes are converted by DCC Importer into an 80:20 mix between the two nodes/colors in use.
    • As an alternative, we suggest using the Sheen parameters in VRayMtl; we convert this directly into the glTF extension KHR_materials_sheen.
  • SigerNoise and other third-party plugins

    • We do not have support for third-party plugins at this time.
    • If unsupported third-party nodes are detected, they are removed during scene preprocessing, and an Error is logged.
  • VRayHairInfoTex

    • Basic colors are converted to a color map, or a mix of colors, to roughly preserve the general appearance of fur geometry.
    • VRayFur is not currently supported, but we do support VRayHairInfoTex when used on explicit geometry.