Auddomate Docs

Bring your work

From 3ds Max

Send your 3ds Max scene to the studio in one click with the free Auddomate Render plugin, or export a GLB by hand.

Send to Auddomate Render

The free Auddomate Render plugin puts a Send to Auddomate Render command in 3ds Max. One click exports your scene, opens the studio in your browser, and your model arrives already loaded.

Download Auddomate Render for 3ds Max · version 1.0.0 · 3ds Max 2023 and later, on Windows

Install it

  1. Drag the downloaded .mzp file onto a viewport in 3ds Max.
  2. Restart 3ds Max.
  3. An Auddomate Render menu appears in the menu bar.

You can also put the command on a toolbar or a shortcut: it's in Customize → Hotkey Editor, under the category Auddomate Render.

Use it

  1. Open your scene.
  2. Choose Auddomate Render → Send to Auddomate Render.
  3. Your browser opens the studio, and your scene arrives a moment later.

The first time, your browser may ask whether auddomate.com may access other apps and services on this device. Allow it: that's how the studio collects the scene from 3ds Max. Nothing leaves your computer.

Every scene you send is also saved in Documents › Auddomate Render as a GLB, so you can drop it onto the render by hand at any time.

Export a GLB by hand

Recent versions of 3ds Max can export glTF directly. For older versions, or for the fullest support of cameras, lights and animation, install the free, open-source Khronos glTF plug-in for 3ds Max, available for 3ds Max 2020 to 2027. It adds glTF to Max's Import and Export menus.

  1. Choose File → Export, or Export Selected to export only what's selected.
  2. Pick the glTF format, and choose the binary GLB version, so everything travels in one file.
  3. In the export options, include cameras, lights and animation if your scene has them.
  4. Export, then drag the .glb file onto the render in Auddomate.

Materials

Physical Material, 3ds Max's standard physically based material, comes across best: its base color, metalness, roughness, transparency, coating and emission map directly onto glTF, along with the textures in those slots. 3ds Max also offers a dedicated glTF Material, which matches the format exactly.

V-Ray, Corona and Arnold materials can't be exported as they are. Convert them to Physical Material, or bake their look to textures, before exporting. See Materials.

Animation and rigs

Keyframed objects and cameras, Skin-modified characters and Morpher targets can all come across through glTF. Before exporting:

  • Bake simulations, like MassFX, cloth and particle flow, to keyframes.
  • Keep four influences per vertex. Auddomate reads up to four bone influences per point, the glTF standard. Limit your Skin modifier's bone affect limit to 4.
  • Collapse modifiers you don't need to animate, like TurboSmooth, so the exported mesh matches what you see.

See Animation for playing it back.

Units

glTF is always in metres. Set your system units correctly in Customize → Units Setup before exporting, so your model arrives at its real size, which matters for depth of field.

If you prefer OBJ

OBJ works for still models. Export with materials, then drop the .obj, the .mtl and every texture image onto the render together. OBJ can't carry cameras, lights or animation.