Reclaim

Buildings become ruins.

VanguardReclaim ages a whole scene — grime under every sill, rust, cracked and missing glass, weeds in the kerb line and ivy climbing the walls. One slider, Years abandoned 0 to 50, takes a clean building to lived-in, to neglected, to a street the city has stopped coming to. Built for VanguardCity first; it works on any mesh.

Aging & Damage
Weathering
Nature Takeover
Procedural
DOWNLOAD
3ds Max 2024–2027 · Windows 64-bit
MOVE ACROSS THE BUILDING — THE POINTER IS YEARS ABANDONED, 0 TO 50
🎚 One slider, fifty yearsYears abandoned 0–50 is the whole interface. 0–5 is lived-in, 10–20 neglected, 30–50 taken back by nature. Every generator is a function of that number, so it animates: ivy grows, panes fall one by one, moss spreads across a shot.
🧱 It reads the building, not a textureSky exposure, sun, rain flow, ground contact and shelter are measured on the GPU over your actual triangles. Water runs down walls and off ledges, so streaks land under the sills and a balcony keeps the wall beneath it dry.
🌿 Everything that grows, generatedIvy that climbs the wall and drapes over ledges, weeds in kerb lines and pavement seams, moss pads, leaf litter, rubble, broken planks and glass shards. Procedural, so nothing repeats and there is no asset library to install.
🖼 Its own renderer includedOne licence covers the aging tools, the materials and a GPU renderer built to draw them. The output is plain Max meshes and Physical materials, so V-Ray, Corona and Arnold render the same scene.
— Plans & Pricing
Monthly
$49
  • The whole pluginEvery feature, every render element, no watermark and no frame limit.
  • Commercial use, no royaltyAnything you render with it is yours to sell.
  • 3ds Max 2024–2027One key covers every version you have installed on that machine.
  • Stops when the term endsA monthly key is a hard plan — it is for one job, not for keeping.
Get 30-Day →
Annual
$169
  • Everything in the 30-Day plan
  • Keeps working after the term — for everWhen the year ends you keep the last build released during it, permanently.
  • Perpetual licence + 12 months of updatesThe term buys builds, not permission to run. You keep the last build released during your year, for ever.
Get 1-Year →
Long-Term
$249
  • Everything in the 1-Year plan
  • Perpetual licence + 24 months of updatesTwo years of builds, then the same permanent fallback: the last build of your term keeps working for ever.
  • Keeps working after the term — for ever
Get 2-Year →

Every plan is one computer, bound to that machine’s firmware ID, and a key opens only the product it was issued for.

Every plan begins with a free 7-day trial — the whole plugin, one trial per machine. Checkout is securely processed via our payment partner, Raven Computer, Inc.

— Media
Coming soon
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Reference

Documentation.

From a fresh install to a frame you can send.

Pick a step on the left.

Six short chapters, in the order you would actually do them. The downloadable guides are listed below.

1. Install VanguardReclaim

VanguardReclaim is a plugin for Autodesk 3ds Max on Windows 64-bit. The installer carries everything it needs and puts the right build in the right folder for every version of Max it finds.

  1. Close 3ds Max. The installer cannot replace a file Max is holding open.
  2. Run the installer. Windows may say “Windows protected your PC” — that is SmartScreen reacting to a new file with no download history, not to anything found inside it. Click More info, then Run anyway.
  3. Start Max. You should find a Reclaim modifier in the modifier list, and Reclaim Growth under Create → Geometry → VanguardFX.

What it needs

3ds Max 2024, 2025, 2026 or 2027, 64-bit Windows, and an NVIDIA CUDA-capable GPU. The fields are measured on the card; without one the plugin will not run.

2. Activate your licence

A licence is tied to one machine. The plugin shows you a Hardware ID; that is what a key is issued against.

  1. Open the Reclaim rollout and find the Licence page.
  2. Copy the Hardware ID.
  3. Sign in at vanguardfx.pro/panel.php, choose VanguardReclaim and your plan, and paste the Hardware ID.
  4. Paste the licence you are given back into the plugin.

If you bought through Gumroad, the key in your receipt is an order reference, not the key the plugin takes. Exchange it at vanguardfx.pro/redeem.php for a VanguardFX licence.

One licence, both halves

VanguardReclaim ships with its own renderer. The same licence opens the aging tools and the renderer — there is no second purchase.

3. Your first aged scene

Nothing needs setting up. The defaults are meant to look right with no configuration at all.

  1. Select the object you want aged — a VanguardCity, a building, a wall, anything with faces.
  2. Add the Reclaim modifier.
  3. Drag Years abandoned. That is the whole operation.

The modifier hands back the same mesh with its material IDs reassigned and a generated Multi/Sub-Object material applied, so it renders in VanguardReclaim Render, V-Ray, Corona or Arnold without anything else installed.

On a VanguardCity trial it will look like nothing happened

A City trial licence hands out an empty mesh by design, so there is nothing for Reclaim to age. The plugin says so rather than silently doing nothing. Any paid City licence gives it real geometry.

4. The Years slider

One number drives everything, and it is animatable — key it and the decay runs as a shot.

0 to 5 — lived-in

Dirt where rain actually runs: under the sills, along the plinth, at the parapet. Glass all intact. This is the range that makes a clean render stop looking like a render.

10 to 20 — neglected

Streaks lengthen and join, paint fades on the sun-exposed faces, rust appears where metal meets water, the first panes crack and a few go dark. Weeds start in the kerb line and the pavement seams.

30 to 50 — reclaimed

Panes gone rather than cracked, ivy up the walls and over the ledges, moss where water pools, litter and rubble at the base. The building is still the building; it is simply no longer being looked after.

Presets

Lived-in, Neglected and Reclaimed set the slider and the per-layer amounts together. They are a starting point, not a lock — every control stays live afterwards.

5. Growth: ivy, weeds and debris

Everything added to the scene comes from the Reclaim Growth object rather than the modifier, so the viewport never pays for geometry you are not looking at.

Viewport and render are separate choices

The viewport draws points, boxes or proxy cards on a budget that degrades rather than stalls. Full geometry is built only when something asks for the real mesh — at render time. You can set each layer (ivy, leaves, weeds, debris) to Full, Reduced or Off independently.

Watch the triangle readout

The object tells you what a layer will cost before you render it. A full ivy cover on a city block is millions of leaf cards; the readout is there so that is a decision rather than a surprise.

It is deterministic

The same seed and the same Years give the same result, every time, on every machine. Re-rendering a frame does not re-roll the decay.

6. Tips & fixes

Nothing changed when I added the modifier

Years abandoned is at 0, or the object is a VanguardCity on a trial licence — see chapter 3. Those are the two common ones.

The decay looks the same on every building

Reclaim varies per building from the geometry itself. If a whole block is identical, it is one object: separate the buildings, or raise the variation amount.

It is using more memory than expected

Turn the ivy and leaf-litter layers to Reduced and check the triangle readout. Leaf cards are the expensive part — everything else is small beside them.

Walls behind balconies stay clean

That is correct, and it is measured rather than guessed: a balcony shelters the wall under it, so rain never reaches it to carry dirt down. A default VanguardCity has balconies on every floor, which is why its facades read drier than you might expect.

📚 Documentation

User guides, tutorials, and reference docs.

No documents available yet.

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