The Geometry panel of the Import Options dialog controls how 3ds Max derives AutoCAD primitives and whether 3ds Max uses the scene material definitions when linking to or reloading the AutoCAD drawing. It also presents options for geometry translation and for toggling inclusion of certain elements in the DWG or DXF file.
For example, if a drawing file is built in millimeters and 3ds Max has its System Units set to inches, the AutoCAD DWG/DXF Import Options dialog automatically has Rescale on and the Incoming File Units set to millimeters.
When there is a scale disparity, It's generally advisable to rescale an incoming drawing to more realistic units to account for the precision limitations of 3ds Max compared to AutoCAD. For instance, if you import an airport designed in millimeters in AutoCAD, set Incoming File Units to Feet or Meters. For further information, see A Note on Large-Scale Drawings.
This group box contains options for translating the geometry in the DWG or DXF file to 3ds Max format.
Each block is imported separately as a hierarchy, with the block itself as the parent object and its constituent parts as child objects. The child objects of the block are combined by layer.
For example, take an AutoCAD file with six objects in layer A: three have a Brick material and three have a Stone material. Using this option, this file would be imported in the form of two objects, or nodes, one containing the Brick material and the other with the Stone material.
Each block is imported separately as a hierarchy, with the block itself as the parent object and its constituent parts as child objects. The child objects of the block are combined by layer.
On import, ACIS solids and polymesh geometry can support multiple materials. For polymesh geometry, one material is supported per face. For an ACIS solid, if the solid has more than one material associated with it, a multi/sub object material is created that contains the materials used. If the solid has only one material associated with it, a standard/architectural material is assigned instead.
One benefit of this option is that you can apply instanced animation controllers to block subcomponents and thus, by transforming a single member, transform all members at once. For example, in a scene containing a conference table with six chairs around it, you could move all of the chairs simultaneously by moving a single chair.
Another advantage is that all geometry is instanced, so edited UVs and normals and other modifications need be done only once.
Multiple materials per object are supported with this option, if needed. If the object is an ACIS solid, and has more than one material associated with it, a multi/sub object material is created containing the materials that can be edited in the Materials Editor. If the solid has only one material associated with it, a standard/architectural material is assigned instead. If the object is a Polymesh, one material per face is supported.
When off, objects with thickness (and closed capped objects) are converted directly to mesh objects.
When off, the File Link Manager always uses the material definitions contained in the DWG file, and will overwrite scene materials with the same name, regardless of which objects the material is applied to. All material definitions stored in the DWG file are reloaded (even when using a selective reload). If you make changes to a linked material, in Autodesk VIZ, then reload, those changes will be lost (if the switch is off).
When this option is off, 3ds Max calculates normals according to the face vertex order in the drawing file. Face normals for solid objects are already unified. Make sure this option is off when importing drawings containing solid objects.
You should also make sure this option is off when working with AutoCAD Architecture files.
AutoCAD solids will never have their normals unified, regardless of the setting of this import toggle. Solids generate faces and normals correctly.
When drawings are imported, objects are added to the scene as Editable Mesh objects that do not have UVW coordinate assignments. Before assigning materials to imported objects, you'll need to apply a UVW Map modifier to add texture coordinates. When you then apply the material and the material or texture map is set to Show Map in Viewport, the texture map is displayed if the viewport is set to Smooth + Highlights. If the UVW Map modifier is not applied, the object turns gray and you'll see a Missing Map Coordinates dialog when you render the scene.
This option gives you faster loading speed, but no UVW coordinate generation.
This option tells the DWG/DXF Importer to create UVW coordinates, but loading time is increased while the coordinate generation occurs.
Imported 3D solid with different Surface Deviation settings
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Top: Surface Deviation=10.0
Center: Surface Deviation=1.0 (the default)
Bottom: Surface Deviation=0.1
This group allows you to toggle the inclusion of specific parts of a drawing file during the import process.