Skip to main content

RapidPipeline for 3ds Max

An introduction on how to use the RapidPipeline 3ds Max plugin coming with powerful 3D Processor Features.

Basic Usage

info

For installation instructions please refer to the RapidPipeline for 3ds Max Reference Docs.

Importing a 3D Model or Scene

  1. Make sure the RapidPipeline Processor Plugin for 3ds Max is installed and ready to use.
  2. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
  3. Choose Import 3D or CAD file in the Plugin window.
  4. Browse for your file to import.
  5. File is now imported into the scene. Note that CAD files are tessellated.
  6. You can now further edit the imported assets with Processing Actions!
tip

For a more in-depth walk-through of import actions, please see the 3ds Max Actions Guides further below.

Screenshot of the input model
Location of the UI in the Menu Bar.

Processing a 3D Model or Scene

  1. Make sure the RapidPipeline Processor Plugin for 3ds Max is installed and ready to use.
  2. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
  3. Select any meshes or model parts by clicking on them in the Viewport or Outliner, or the whole scene by do not selecting anything.
  4. Inside the Plugin window, choose an Action.
  5. Enable or disable any Options in the Action´s settings tab.
  6. Press the Run button.

Exporting a 3D Model or Scene

  1. Make sure the RapidPipeline Processor Plugin for 3ds Max is installed and ready to use.
  2. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
  3. Choose Export 3D file in the Plugin window.
  4. Select a file type to export to and configure export settings (if applicable).
  5. Browse for a directory to export to.

3ds Max Actions Guides

info

RapidPipeline Actions are now available together with the new integrations.

In the following you can find guides going through the usage of each RapidPipeline Action within the 3ds Max plugin:

tip

All Operations above are powered by the Actions Feature.


Import CAD Format

This tutorial contains these key points:
✔️ Use the 3ds Max Plugin
✔️ Select a part
✔️ Run "Import CAD Format" Action
✔️ Examine the results

This tutorial shows how use the RapidPipeline Processor Plugin in 3ds Max to import a 3D or CAD model.

It walks you through the use of the Import 3D or CAD file Option, focusing on the Import CAD Format Action, and explains the available import options.

tip

The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.

As an example model see below a coffee machine model, in SolidWorks Part format (.SLDPRT), can be easily imported into 3ds Max with the RapidPipeline Plugin. During this process, the model gets automatically tessellated, see a preview of this process below:

note

The example asset in this tutorial is based on a Coffee Machine model by bob-640, sourced from GrabCAD, solely used for documentation purposes and in accordance with GrabCAD’s Terms of Use.

Screenshot of the input model
The coffee machine original model (in SolidWorks).

Screenshot of the input model
The coffee machine model inside 3ds Max.

Import CAD Format Action

Here are the steps to achieve the same result as seen in the preview above.

  1. First step is to make sure the RapidPipeline Processor Integration for 3ds Max is installed and ready to use.

  2. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.

  3. Select the Action Import 3D or CAD file.

  4. Select your model in the file explorer.

  5. Inside the pop-up Import Action options window, select Import CAD Format.

  6. Press the Import button.

Screenshot of the input model
Location of the UI in the Menu Bar.

Screenshot of the input model
Location of the Import 3D or CAD file in the Plugin window.

Screenshot of the input model
The pop-up window with Import Action options.

This will import your CAD model with default values. However, there are different settings you can tweak to fix common CAD-related issues during import, or even already perform optimization during the import step, like:

  • Tessellation Resolution: Tessellation resolution for imported CAD surfaces.
  • CAD Sewing Tolerance: Tolerance for the sewing operation on the b-reps before tessellation.
  • Remove T-Junction: Attempts to remove T-Junctions after CAD tessellation (experimental).
  • Convert Z- to Y-Up: Turns rotation to z-axis pointing upwards on/off
  • Fix Winding Order: Automatically fip the winding order of triangles or parts (mesh lumps).
  • Remove Invisible Parts: Removes occluded (invisible) triangles.
  • Face Target: Sets a Face Target for the Decimation Operation.

Examine the Results

To properly analyze the results, enable “Edged Faces” from the Viewport Shading drop-down menu. This will display the mesh topology in the viewport. The outputs when selecting Tessellation Resolution fine and coarse are displayed in the picture below, where the face-count differences are remarkable.

Screenshot of the input model
"Edged Faces” option in the Viewport Shading drop-down menu.

Screenshot of the input model
The imported model with tessellation resolution “fine” and “coarse” .

Next Steps

To fix winding order, normal or topology issues in your model, try the Cleanup Mesh action!


Cleanup Mesh

This tutorial contains these key points:
✔️ Use the 3ds Max Plugin
✔️ Select a part
✔️ Run an Action
✔️ Examine the results

This tutorial shows how use the RapidPipeline Processor Plugin in 3ds Max to clean up model´s geometry and fix frequent mesh issues. This page will guide you through the use of the Action Clean Up Mesh with a CAD model example with faulty normals/winding order. For more information see the 3ds Max Plugin Documentation.

tip

The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.

See below an overview of the performed fixes during this tutorial: the normals and winding order of the mesh, wrong in the original file, have been fixed in the output.

note

The example asset in this tutorial is based on 'Gusto - electric sports car concept' by Mikko Hörkkö, sourced from GrabCAD and solely used for documentation purposes in accordance with GrabCAD’s Terms of Use.

Screenshot of the input model
Input with wrong Winding Order (normal view).

Screenshot of the input model
Output with correct Winding Order (normal view).

Clean Up Mesh Action

  1. First step is to make sure the RapidPipeline Processor Plugin for 3ds Max is installed and ready to use.
  2. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
  3. Select the faulty meshes by clicking on it in the Viewport, all the model, or do not select anything (all the scene will be processed).
  4. Inside the Plugin window, choose the Action Clean Up Mesh.
  5. Enable Fix Winding Order in the Action´s settings.
  6. Press the Run button.

Screenshot of the input model
Location of the UI in the Menu Bar.

Screenshot of the input model
The Clean Up Mesh action opened in the plugin.

These settings are optimal for this model, as it has wrong winding order. For other models with faulty mesh normals, the setting Fix Winding Order will not be needed. In that case, simple use Recompute Input Normals. The angle at which recomputed normals will be considered “hard” is controlled with the Normal Hard Angle Threshold setting.

Examine the Results

To inspect the winding order fix in 3ds Max, select the mesh that contains the roof of the car. Then, go to the Command Panel and add an Edit Mesh modifier from the drop-down menu. After that, select the Element selection from the Editable Mesh, and click on the car mesh again. Finally, enable the option Show Normals to inspect the mesh normals of your model.

You can follow the same steps for the input and the output model to examine the winding order fix closely.

Screenshot of the input model
The Edit Mesh modifier in the Command Panel.

Screenshot of the input model
The Element Selection in the Editable Mesh drop-down.

Screenshot of the input model
The Show Normals option in the 3ds Max UI.

Screenshot of the input model
The Input with wrong Winding Order (normal view).

Screenshot of the input model
The output with correct Winding Order (normal view).

Next Steps

To optimize your model further, try the Remove Occluded Parts action!


Decimate and Bake Atlas

This tutorial contains these key points:
✔️ Use the 3ds Max Plugin
✔️ Select a part
✔️ Run "Decimate and Bake Atlas" Action
✔️ Examine the results

This tutorial shows how use the RapidPipeline Processor Plugin in 3ds Max to simplify the geometry of a model with decimation and bake the material and texture information into a new UV atlas. For more information see the 3ds Max Plugin Documentation.

tip

The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.

note

The asset used in this tutorial is the "Belz's RTFKT Challenge" (https://skfb.ly/6VnPP) by Belzar Sirus is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

Screenshot of the input model
The shoe input model and the texture maps.

Screenshot of the input model
The shoe after the optimization and the texture maps (baked).

Decimate and Bake Atlas Action

  1. First step is to make sure the RapidPipeline Processor Plugin for 3ds Max is installed and ready to use.
  2. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
  3. Select the model you want to optimize (if no selection is made, the whole scene will be processed).
  4. Inside the Plugin window, choose the Action Decimate and Bake Atlas.
  5. Press the Run button.
caution

Please note that by default decimation actions have a deviation target set. If set, the face target acts as an additional cap for the maximum allowed face count and not as a forced target. If you want to reach the exact specfiied face target, deviation target must be set to 0.

Screenshot of the input model
Location of the UI in the Menu Bar.

Screenshot of the input model
The Decimate and Bake Atlas Action opened in the Plugin.

Examine the Results

To see the results with proper shading and the effect of the texture baking, enable “High Quality” from the Viewport Shading drop-down menu.

Screenshot of the input model
"High Quality” option in the Viewport Shading drop-down menu.

To fully check the topology optimization by enabling “Edged Faces” from the Viewport Shading drop-down menu, so you can see a wireframe view of your models.

Finally, you can compare the materials and texture count of input and output by selecting each of them and opening the Material Editor (shortcut M). Then, click on Materials and Get from selected from the top bar.

Screenshot of the input model
"Get from Selected” option in the Material drop-down menu.

Screenshot of the input model
"Materials & textures from input model.

Screenshot of the input model
"Materials & textures from output model.

Next Steps

Learn more about importing files with the Import 3D and CAD files Actions!


Remesh and Bake Holes

This tutorial contains these key points:
✔️ Use the 3ds Max Plugin
✔️ Select a part
✔️ Run "Remesh and Bake Holes" Action
✔️ Examine the results

This tutorial shows how use the RapidPipeline Processor Plugin in 3ds Max to simplify a 3D model. It walks through the use of the Remesh & Bake Holes Action , and explains how to use it for closing holes and baking them into Alpha information. For more information see the 3ds Max Plugin Documentation.

tip

The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.

note

The asset used in this tutorial is a high-resolution wicker sofa model available free here from Sketchfab. Credits: "wicker sofa" (https://skfb.ly/prBJM) by Md Imamul Hasan is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

Screenshot of 3ds Max Add-On with the "Remesh and Bake Holes" action
The wicker sofa input model.

Screenshot of 3ds Max Add-On with the "Remesh and Bake Holes" action
The wicker sofa after processing the wicker.

Here is a preview of the processing´s output: the original wicker (top) is 811,008 triangles, and the output wicker (bottom) is 10,476 triangles.

The wicker has been remeshed, and textures were baked including an alpha map for the holes.

Screenshot of 3ds Max Add-On with the "Remesh and Bake Holes" action
The remeshed wicker sofa (upper left), baked color (upper right), baked alpha (lower left), and baked normal (lower right).

Remesh and Bake Holes Action

  1. First step is to make sure the RapidPipeline Processor Plugin for 3ds Max is installed and ready to use.
  2. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
  3. Select the wicker mesh by clicking on it in the Viewport.
  4. Inside the Plugin window, choose the Action Remesh and Bake Holes.
  5. Press the Run button.

Screenshot of 3ds Max Add-On with the "Remesh and Bake Holes" action
Location of the UI in the Menu Bar

Screenshot of 3ds Max Add-On with the "Remesh and Bake Holes" action
The Remesh and Bake Holes Action opened in the Plugin

Examine the Results

To see the results with proper shading and the effect of the alpha baking, enable “High Quality” from the Viewport Shading drop-down menu.

Screenshot of 3ds Max Add-On with the "Remesh and Bake Holes" action
"High Quality” option in the Viewport Shading drop-down menu

To see the difference in the mesh and inspect the holes-closure even closer, select the “Clay” effect from the Visual Style & Appearance Menu. You will so be able to see the mesh differences between input and output.

Screenshot of 3ds Max Add-On with the "Remesh and Bake Holes" action
The Input in ”Clay” Visual Style

Screenshot of 3ds Max Add-On with the "Remesh and Bake Holes" action
The Output in ”Clay” Visual Style

If you want to inspect your model in a web-viewer, you can export the FBX and upload it to the RapidPipeline Web Platform for conversion into other formats, like GLB and USDz.

Next Steps

To optimize the cushions, try the Decimate Mesh action!


Remesh and Bake Decals

This tutorial contains these key points:
✔️ Use the 3ds Max Plugin
✔️ Select a part
✔️ Run "Remesh and Bake Decals" Action
✔️ Examine the results

This tutorial shows how use the RapidPipeline Processor Plugin in 3ds Max to simplify a model by generating a simple, clean mesh and bake details such as graphic images and logos into textures using the Remesh and Bake Decals Action. This optimization method is optimal for assets like apparel with seams or prints. For more information see the 3ds Max Plugin Documentation.

tip

The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.

note

The example asset used in this tutorial has been created and modified by DGG.

Screenshot of the input model
The t-shirt input model.

Screenshot of the input model
The t-shirt after the optimization, remeshed and baked.

Here is a preview of the processing´s output: the input t-shirt (top) has 32 nodes and 700k faces, and the output (bottom), 1 node and 8k faces.

The fabric, trims, seams and prints have been remeshed into a single mesh, and the details have been baked into texture maps.

Remesh and Bake Decals Action

  1. First step is to make sure the RapidPipeline Processor Plugin for 3ds Max is installed and ready to use.
  2. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
  3. Select the model you want to optimize (if no selection is made, the whole scene will be processed).
  4. Inside the Plugin window, choose the Action Remesh and Bake Decals.
  5. Press the Run button.

Screenshot of the input model
Location of the UI in the Menu Bar.

Screenshot of the input model
The Remesh and Bake Decals Action opened in the Plugin.

Examine the Results

To see the results with proper shading and the effect of the texture baking, enable “High Quality” from the Viewport Shading drop-down menu.

Screenshot of the input model
"High Quality” option in the Viewport Shading drop-down menu.

tip

To correctly inspect the shading of the input model, you have to enable Arnold ActiveShade, as 3ds Max viewport has some issues displaying the alpha cut materials. This issue gets fixed in the output with baked baked materials, where the viewport looks correct without needing Arnold.

Screenshot of the input model
Input without Arnold ActiveShade (wrong).

Screenshot of the input model
Output without Arnold ActiveShade (correct).

To see the difference in the node hierarchy between input and output, open the Scene Explorer, available under Tools in the Menu Bar.

Screenshot of the input model
"Scene Explorer” in the Menu Bar.

Screenshot of the input model
Node hierarchy of Output (“RPDProcessed02”) and Input (“RPDProcessed01”).

Finally, to fully check the topology optimization by enabling “Edged Faces” from the Viewport Shading drop-down menu, so you can see a wireframe view of your models.

Screenshot of the input model
The Input with enabled “Edged Faces”.

Screenshot of the input model
The Output with enabled “Edged Faces”.

Next Steps

Learn how to optimize assets with the Decimate and Bake Action!


Remove Occluded Parts

This tutorial contains these key points:
✔️ Use the 3ds Max Plugin
✔️ Select a part
✔️ Run "Remove Occluded Parts" Action
✔️ Examine the results

This tutorial shows how to use the RapidPipeline Processor Plugin in 3ds Max to clean up occluded geometry for more light-weight models with the “Remove Occluded Parts” action. For more information see the 3ds Max Plugin Documentation.

tip

The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.

note

The example asset used in this tutorial has been created and is owned by DGG.

This microwave includes geometry that cannot be seen from the outside. Like in real microwaves, the inner geometry illustrates the technical details like cables and intricate parts.

This can be important for use cases with wireframe or technical renders.
However, it can also be unnecessary and influence performance. Let’s take a look at how to eliminate unnecessary geometry.

Remove Occluded Parts Action

  1. First step is to make sure the RapidPipeline Processor Plugin for 3ds Max is installed and ready to use.
  2. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
  3. Inside the Plugin window, choose the Action Remove Occluded Parts.
  4. If you also want to remove meshes behind transparent surfaces, like the pizza behind the glass in the microwave, enable Ignore Transparency.
  5. Press the Run button.

Screenshot of the input model
Location of the UI in the Menu Bar.

Screenshot of the input model
Input with occluded geometry.

Screenshot of the input model
Output without occluded geometry.

This microwave has a window that has a transparent material. RapidPipeline identifies the meshes with transparent materials and ignores the occluded parts that are behind that object.
However, the plugin can also ignore the transparent mesh and remove the objects behind it, just make sure to check “Ignore Transparency” in the settings.

Screenshot of the input model
Input with occluded geometry behind a transparent mesh (window).

Screenshot of the input model
Output with” Ignore Transparency” and without occluded geometry behind the transparent parts.

Examine the Results

To properly analyze the results, enable “Wireframe Override” from the Viewport Shading drop-down menu. This will display the X-Ray view in the viewport.

Screenshot of the input model
X-Ray view of the output (occluded parts removed).

Next Steps

Learn how to optimize models with intricate geometry, like wicker, with our Remesh and Bake Holes Action!