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RapidPipeline for 3ds Max

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

All operations are powered by Actions which offer a curated set of common functions for quick and easy processing.

tip

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

Basic Usage

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

Import a 3D Model

  1. On the Menu Bar, click on RapidPipeline and choose Load Plug-in.
    RapidPipeline menu button
  2. Choose Import 3D or CAD file in the Plugin window.
    Import button
  3. Browse for your file to import. For a list of supported formats see Format & Material Support.
  4. Adjust import settings in the popup window.
    Import popup
  5. The file is imported into the scene.

Process a 3D Model

  1. Select any meshes by clicking on them in the Viewport or in the Scene Explorer. Alternatively the whole scene can be processed, by not selecting anything.
  2. Inside the Plugin window, choose an Action.
  3. Enable or disable any Options in the Action´s settings.
  4. Press the Run button.
  5. Once processing is complete, the original mesh is hidden, and the processed mesh is shown.
caution

Please check the Known Limitations Section in the Reference Docs, as currently not all input data is supported (no animations, only Physical Materials).

Export a 3D Model

  1. Choose Export 3D file in the Plugin window.
  2. Select a file type to export to and configure export settings (if applicable).
  3. Browse for a directory to export to.
  4. The file is exported.

3ds Max Actions Tutorials

Here are guides that walk through each RapidPipeline Action within the 3ds Max plugin.

For detailed documentation about the individual settings, see the Actions Reference.

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.

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:

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. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plug-in.
    Menu button

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

  3. Select your model in the file explorer.

  4. Inside the pop-up window, press the Import button.
    Import popup window

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. For detailed information about each option, see the Actions Reference Documentation.

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.

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. On the Menu Bar, click on RapidPipeline and choose Load Plug-in.
    RapidPipeline menu button
  2. 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).
  3. Inside the Plugin window, choose the Action Clean Up Mesh.
  4. Enable Fix Winding Order in the Action´s settings.
  5. 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 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 simplify the geometry of a model with the “Decimate Mesh” action.
For more information see the 3ds Max Plugin Documentation. The Add-On runs on a powerful 3D data optimization and automation toolset, for more about this see the 3D Processor Reference.

The asset used in this tutorial (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 show input model

Screenshot of the output model
The shoe after the optimization

Here is a preview of the processing´s output: the input shoe (top) has about 150K faces while the output (bottom) has been reduced to 50k faces.

Decimate Mesh Action

  1. On the Menu Bar, click on RapidPipeline and choose Load Plug-in.
    RapidPipeline menu button
  2. Select the model you want to optimize (if no selection is made, the whole scene will be processed).
  3. Inside the Plugin window, choose the Action Decimate Mesh.
  4. Press the Run button.
note

Please note that if a deviation target is set, it acts as a cap. If you want to reach the exact specified face target under any circumstances, Deviation Target must be set to 0.


Location of the UI in the Menu Bar

Screenshot of the plugin with the Decimate Mesh button active
The Decimate Mesh action opened in the Plugin

Examine the Results

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

Screenshot of the Edged Faces option in the menu
“Edged Faces” option in the Viewport Shading drop-down menu

Screenshot of the input shoe with wireframe overlay
Wireframe inspection of input

Screenshot of the decimated shoe with wireframe overlay
Wireframe inspection of output

Next Steps

Learn more about our Bake Materials action!

Bake Materials

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 simplify the shader graph complexity of a model´s materials by baking atlases. For more information see the 3ds Max Plugin Documentation. The Add-On runs on a powerful 3D data optimization and automation toolset, for more about this see the 3D Processor Reference.

The asset used in this tutorial (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 texture maps

Screenshot of the output model
The shoe after the optimization, and the baked texture maps

Here is a preview of the processing´s output: the input shoe (top) has 3 materials with 12 texture maps; and the output (bottom) has only 1 material with 3 texture maps.

Bake Materials Action

  1. On the Menu Bar, click on RapidPipeline and choose Load Plug-in.
    RapidPipeline menu button
  2. Select the model you want to optimize (if no selection is made, the whole scene will be processed).
  3. Inside the Plugin window, choose the Action Bake Materials.
  4. Press the Run button.

Screenshot of Load Plugin in the menu bar
Location of the UI in the Menu Bar

Screenshot of the plugin with the Decimate Mesh button active
The Decimate Mesh 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 Edged Faces option in the menu
"High Quality” option in the Viewport Shading drop-down menu

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, open the Materials menu and Get from selected from the top bar.

Screenshot of the input shoe with wireframe overlay
"Get from Selected” option in the Material drop-down menu

Screenshot of the input shoe with wireframe overlay
Materials and textures from the input model

Screenshot of the decimated shoe with wireframe overlay
Materials and textures from the output model

Next Steps

Learn more about our Decimate and Bake Atlas 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.

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. On the Menu Bar, click on RapidPipeline and choose Load Plug-in.
    RapidPipeline menu button
  2. Select the model you want to optimize (if no selection is made, the whole scene will be processed).
  3. Inside the Plugin window, choose the Action Decimate and Bake Atlas.
  4. 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 specified 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.

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. On the Menu Bar, click on RapidPipeline and choose Load Plug-in.
    RapidPipeline menu button
  2. Select the wicker mesh by clicking on it in the Viewport.
  3. Inside the Plugin window, choose the Action Remesh and Bake Holes.
  4. 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.

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. On the Menu Bar, click on RapidPipeline and choose Load Plug-in.
    RapidPipeline menu button
  2. Select the model you want to optimize (if no selection is made, the whole scene will be processed).
  3. Inside the Plugin window, choose the Action Remesh and Bake Decals.
  4. 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.

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. On the Menu Bar, click on RapidPipeline and choose Load Plug-in.
    RapidPipeline menu button
  2. Inside the Plugin window, choose the Action Remove Occluded Parts.
  3. If you also want to remove meshes behind transparent surfaces, like the pizza behind the glass in the microwave, enable Ignore Transparency.
  4. 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 by removing small parts with our Remove Small Parts Action!

Remove Small Parts

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

This tutorial shows how use the RapidPipeline Processor Plugin in 3ds Max to filter and remove small parts of your model automatically. This workflow is useful with trims, bolts, screws and similar small parts.

For more information see the 3ds Max Plugin Documentation. The Add-On runs on a powerful 3D data optimization and automation toolset, for more about this see the 3D Processor Reference.

The example asset in this tutorial is Degradation Vessel with Gear Pump by Steve Feamster, solely used for documentation purposes and in accordance with GrabCAD’s Terms of Use.

Screenshot of the input model
Input with small parts

Screenshot of the input model
Output without small parts

Here is a preview of the processing´s output: the input asset (top) has 870 K faces and the output (bottom) has around 800 K faces. Over 10 small meshes (screws) from the input model have been automatically removed.

Remove Small Parts Action

  1. On the Menu Bar, click on RapidPipeline and choose Load Plug-in.
    RapidPipeline menu button
  2. Select the model you want to optimize (if no selection is made, the whole scene will be processed).
  3. Inside the Plugin window, choose the Action Remove Small Parts.
  4. Press the Run button.

Screenshot of the input model
The Remove Small Parts Action opened in the Plugin

Examine the Results

To examine the results, you can enable “Wireframe Override” to check the X-Ray view of your model.

Screenshot of the input model
"Wireframe Override” option in the Shading drop-down menu.

Next Steps

Learn how to import models including CAD formats, with our Import CAD Format Action!