Tools for 3ds Max
Seven 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.
VanguardFX’s own GPU renderer, in Max’s Assign Renderer. Meshes, materials and lights, ray-traced on the card.
Ages a whole scene — grime, rust, broken glass, ivy taking a city back. One slider from lived-in to abandoned.
Real volumetric clouds the renderer marches through. No simulation, no cache, no third-party solver.
A GPU storm solver — a pressure-solved funnel with dust, debris and wall cloud. Point it at a VanguardCity block and it writes out which buildings it hit and how hard. Exports Krakatoa PRT and OpenVDB.
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VanguardFX Studio builds GPU-accelerated plugins for Autodesk 3ds Max — seven 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.
Cloud
Volumetric clouds a renderer marches through — not billboards. There is no simulation and no cache: the density field is built and lit on the card, so changing a setting changes the sky immediately. Sky, sun and lightning come with it.
Render
VanguardFX's own GPU renderer, in Max's Assign Renderer beside the ones you already use. Ray-traces meshes, materials and lights on the card, and reads Physical, Standard, VRayMtl and Corona materials by parameter. It is built for these plugins rather than bolted on.
Reclaim
Ages a scene on one slider — Years abandoned, 0 to 50. Grime where rain actually runs, rust, cracked and missing glass, weeds and ivy. It measures the building rather than tiling a texture, so a balcony keeps the wall beneath it dry. Built for VanguardCity first; it works on any mesh.
Tornado
A storm solved on the card — inflow at the base, a buoyant core and a pressure solve every step, so the debris follows the air rather than a curve somebody drew. Dust, debris and the wall cloud come off the same field. Point it at a VanguardCity block and it writes out which buildings it hit, how hard and on which frame, generating debris per building; point it at your own meshes and it collides with those. Exports Krakatoa PRT and OpenVDB carrying velocity and density.
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.