Share your 3dsmax Secrets


Sometimes when we are changing viewports between camera to perspective we’re getting some distortion in viewport which is very annoying.
To remove this just click on desired view on navigation cube.


When we are changing center of rotation in viewport (for example after clicking new object) - zoom in/out by scrolling can “lock” in viewport . We can zooming without problems by hold right alt + scroll button.


To reverse the selection we can simply use this shortcut: Ctrl + I.


The easiest way to line up a camera is get your perspective viewport to where you want the camera, create a camera in the scene and pres ctrl + c and the camera will snap to your viewpoint.

Its been said but autoback up is a must use feature.! Lifesaver as Max likes falling over.!

Definiatly export your materials into a personal mat library when you’ve created a great one, so you can reuse rather than recreate.!


Go to Customize>Customize User Interface>Menus,
Next navigate to Medit - Utilities. In the material editor’s Utilities menu right click on the action item “Reset Material Editor Slots” and click “Edit Macro Script”. This shows the 3ds max script.

Find this line:

meditMaterials[i] = defaultMtl name:(defaultMtl.localizedName + #’_’ as string + i as string)

and replace the defaultMtl with VRayMtl.

Of course Ctrl + S and Ctrl + E to evaluate it.
Go to the material editor and run the rest command under the utilities menu.


You need to Open the Mini Curve Editor and double-click the sound setting.


What max-version do you use? This is how it looks on 2014, and I cannot see the code you are referring to.

macroScript clear_medit_slots 
enabledIn:#("MAX", "VIZ")
	internalCategory:"Medit Tools"

on execute do
	defaultMtlLibFile = MeditUtilities.getDefaultLibraryFile()
	if defaultMtlLibFile != undefined do
		defaultMtlLib = loadTempMaterialLibrary defaultMtlLibFile
		global _meditMaterialsBeforeReset = #()
		for i in 1 to meditMaterials.count do
			append _meditMaterialsBeforeReset meditMaterials[i]
			if i <= defaultMtlLib.count then
				meditMaterials[i] = defaultMtlLib[i]
				meditMaterials[i] = defaultMtlLib[defaultMtlLib.count]



I’m using 2012.

I think you need to change those lines:

			meditMaterials[i] = defaultMtlLib[i]

			meditMaterials[i] = defaultMtlLib[defaultMtlLib.count]


			meditMaterials[i] = VrayMtl[i]

			meditMaterials[i] = VrayMtl[VrayMtl.count]

but - you know - do this provided you can get the previous state


Instead of saving the scene with different names for 10 minutes you can restore the control points from Manage Scene States - Tools > Manage Scene States. You can select the properties need to save (lights, camera etc.)


i set this to keyboard shortcut Y,

you basically hit Y (or w/e; toolbar icon, etc) then you click the object that has the material you want, then immediately click the object you want to transfer the material to.

So it copies the material on the first clicked object to the second one. suuuuper handy

edit: i actually found a much better solution, it automatically sets a default wirecolor and material, and its highly customized. Paul Neale has other really impressive scripts on his site as well.


Use “space” button like in Maya to maximize viewport, is really fast, much usefully like default “selection lock” (I never used this function, but space is the biggest button on my keyboard).

I have been use “space” in Max in this way since Max 7.


Good shout with right clicking undo.
I also set the interval for autoback for 15 minutes as less than that and with large poly heavy scenes you get slowdown too often. On top of that regulaly save often and always save a backup file incase the one your working on corrupts.


I’m a bit of a 3d max newb, but the very first thing I did after using the rather jarring (imho) navigation wheel was to assign rotate and pan to the two buttons on the side of my gaming mouse rather than have to mess with the middle button. I used x-mouse for this but I’m told you can do it inside of 3ds max. It works great, and also if I hold ctrl I can zoom with the side button as well, keeping all my navigation buttons ‘under my thumb’ (literally). :thumbsup:


use tools > channel info to get a better idea about object’s uv channels. this tool can be used to copy paste uv channels and do all sorts of stuff.

before using boolean, go to utilities> collapse and select the two objects you wish to boolean and define the boolean parameters from the bottom, and collapse to see the end result. this way, you just need to undo once to take the two objects back to normal stage.

use angle snap (srtc : a ) to rotate an object precisely.

use 1234… keys to move through sub levels of a modifire.

create a button/ menu item for “unfreez by hit” option in max, which can be found in customize > customize user interface dialog.


Now this might not be a secret but

kool free plugins which might improve the overall efficiency of our 3ds max worlflow.
You should definitely check this out once in a while.
For instance
this one might help create complex 3d motion graphic…


I’m not working in 3ds max for long time but what I’ve found very useful is Sergo’s script pack which contains awesome 3 point rotation tool and more. With 3 point rotation you can rotate object along spline or another object precisely. This tool can be found for example in AutoCAD… You can download it on scriptspot.

Another problem I’ve tried to solve many times is creating of grass. I’ve tried a lot of ways to do that (incl. hair & fur modifier, some plugins etc.) but after some time I’ve found best solution -> create small area of grass, attach each peace of grass together and make only one poly object, add texture (Multi/Sub-Object), create mr Proxy of this object, apply that Multi/Sub-Object texture and scatter this ‘proxy area of grass’ on desired surface. This way decreases render time unlike of H&F modifier.

I hope this will be helpful :wink:


i add a bunch of maps to a scene and sometimes i lose track of them, probably not much of a secret but i’ve been using it alot

Utilities Tab; on the same header as the Create and Modify tab at the very end,

Click on More…

Find "Bitmap/Photometric Paths (i added it to the main toolbar in the Configure Button Sets Rollout next to the “sets” button)

and it shows you all the folder paths and images that are in your scene.


Is there a way to create a modifier box or field where I can put some effector which only affect certain points of the object where it makes contact with it.

Kind like here:

Is there any way?



Well… I’m new here but I think that you wrote to wrong topic. Anyway - you can select part of your model in sub-object selection (like vertices, edges or polygons) and after that add some modifier that will affect only sub-object selection. That’s the way without any plugins… Also something like this can be found in “Helpers > Atmospheric Apparatus > SphereGizmo” but it works only with effects…


Thanks but it doesent really solve my problem. Is there anything like this and I can use a modifier?