Tools for 3ds Max
Four products — pick one
Drive any parameter in your scene from the music itself — bass, transients, spectrum.
A CUDA FLIP solver inside 3ds Max. Forty million particles, whitewater, surface mesh.
A native C++, GPU-accelerated generator that lays whole street networks and urban blocks in minutes.
Real volumetric clouds the renderer marches through. No simulation, no cache, no third-party solver.
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VanguardFX Studio builds GPU-accelerated plugins for Autodesk 3ds Max — three of them, each solving a problem that normally forces you out of Max and into another application.
The solvers are written from scratch in C++ and CUDA and run inside Max itself: simulate, look at it in the viewport, and render. There is no external bake pipeline and no round trip. The studio is independent and the software is written by one person.
Sound
Frequency analysis on the GPU drives an Equalizer object, and any parameter in your scene, from the track itself — bass, transients, spectrum. What you build bakes down to real animated objects for rendering and for tyFlow Pro. Its three parts are why it is also called DML: DSP, MSP and LSP.
Fluid
A FLIP/APIC liquid solver with narrow-band support, and an MPM solver for granular and elastoplastic material such as sand, snow and mud. Whitewater — foam, spray, bubbles and mist — is generated from the simulation and collides with your scene geometry. Caches to disk; the surface exports as geometry.
City
A native C++, GPU-accelerated generator that lays whole street networks and urban blocks in minutes, directly inside 3ds Max.
Written and maintained by Navid Kamyanfar, founder and developer of VanguardFX Studio. Read the FAQ, the getting started guide, or the terms, refund policy and privacy policy.