3ds Max is used in many different professional markets, including film, design, and visualization, and games. The workflow and performance requirements for users from these markets vary tremendously. As a result, different default settings are ideal for different types of scenes.
For example, a typical animation scene has a small number of lights; shadow maps provide a fast, accurate solution to generating shadows. On the other hand, a typical design visualization scene can contain hundreds of lights, in which case shadow maps can cause memory issues. For this type of scene, ray-traced shadows are much more appropriate.
In order to provide an efficient working environment for both project types, 3ds Max offers four sets of market-specific defaults, tailored specifically for general animation scenes and for design visualization projects (both with and without the use of the mental ray renderer). The sets are each located in their own subdirectories of the \defaults directory, whose location depends on the active language. For example, if you're using the English-language version of 3ds Max, you'll find the relevant \defaults directory inside the \en-US folder.
Each subdirectory contains an INI file ( currentdefaults.ini), which contains the global parameter defaults, a default material library (medit.mat), which populates the Material Editor at startup, and a startup file ( maxstart.max), which is the file that opens when 3ds Max is started or when you reset. You can edit any of these files, and you can also create your own sets; however, each set must be in a separate subdirectory of \defaults. In addition, each file in the directory should have the same names ( currentdefaults.ini, medit.mat, and maxstart.max). If one of these files is not present in a custom defaults directory that you have created, 3ds Max uses the corresponding file from the \defaults\max directory in its place.
Default sets are assigned through the Custom UI and Defaults Switcher.
To change the current set of defaults:
Include the following files in your default directory. If one or more of these files is not present in the current \defaults directory, 3ds Max uses the corresponding file from \defaults\max in its place.
The following table describes all of the sections that can be set in a default INI file. Any parameter with a blank or invalid value uses the hard-coded default.
Default Description [ini file section name] | Valid Values | Hard Coded Default | MAX Default | DesignVIZ Default |
---|---|---|---|---|
Advanced Raytrace Shadows
[10D0 20016D4E 58AB60F8] |
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shadow_mode (integer): The mode used to antialias shadows. | <= 0 = Simple − No antialiasing 1 = 1-pass antialiasing >= 2 = 2-pass antialiasing |
2-pass antialias | 2-pass antialias | Simple |
ray_bias (float): The minimum distance between faces that the shadow generator can resolve. | < 0 = 0 0 to 9999999.0 > 9999999.0 = 9999999.0 |
0.25 | 0.25 | 0.25 |
twoSidedShadows (integer): This controls whether backfaces cast shadows. | 0 = Backfaces do not cast shadows Any other value = Backfaces do cast shadows |
Backfaces do not cast shadows | Backfaces do not cast shadows | Backfaces do cast shadows |
shadow_transparent (integer): This controls whether correct shadows for transparent face are calculated. | 0 = Transparent faces are opaque Any other value = Transparent faces are transparent. |
Transparent faces are opaque | Transparent faces are opaque | Transparent faces are transparent |
Render Environment
[1010 EE448B23 0] |
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AdvancedLighting (class id): The class id of the advanced lighting plugin that is assigned by default. | 0 0 = No advanced lighting 0x795c4168 0x669a1835 = Radiosity 0x39ff19ec 0x772d5bff = Light Tracer |
No advanced lighting | No advanced lighting | Radiosity |
ExposureControl (class id): The class id of the exposure control assigned by default. | 0 0 = No exposure control 0x58b4684b 0x507f76e9 = Logarithmic Exposure Control 0x786c6aaa 0x449349db = Adaptive Exposure Control 0x55897318 0x34db21ac = Linear Exposure Control 0x575e3dff 0x60e13d9a = Pseudo color Exposure Control |
No exposure Control | No exposure Control | Logarithmic Exposure Control |
SimplifyAreaShadows (integer): The default setting for Simplify Area/Linear Shadows. | 0= Don't simplify shadows. Any other value = Don't simplify shadows |
Don't simplify shadows | Don't simplify shadows | Don't simplify shadows |
Scene
[100 2222 0] |
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GlobalShadowGenerator (class id): The class id of the default shadow generator that is used when Use Global Shadows Settings is set in a light. | 0x100 0 = Shadow Map ; Ray Traced Shadows = 0x200 0 0x1721305e 0x689452a1 = Area Shadows 0x20016d4e 0x58ab60f8 = Advanced Ray Trace Shadows 0x50c0a72e 0x3e2be365 = Mental Ray Shadow Map |
Shadow Map | Shadow Map | Advanced Ray Trace Shadows |
Standard Max Lights
[30 1011 0] Omni, Target Spot, Free Spot, Target Directional and Free Directional lights use these defaults. |
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castShadows (integer): Controls whether the light casts shadows. | 0 − Do not cast shadows Any other value − Cast shadows |
Do not cast Shadows | Do not cast Shadows | Cast Shadows |
useGlobalShadowSettings (integer): Controls whether the scene’s global shadow generator or the light’s shadow generator is used for shadows. | 0 − Use the light’s shadow generator. Any other value − Use the scene’s global shadow generator. |
Use the light’s shadow generator | Use the light’s shadow generator | Use the scene’s global shadow generator |
ShadowGenerator (class id): The class id of the default shadow generator assigned to a light. | 0x100 0 = Shadow Map ; Ray Traced Shadows = 0x200 0 0x1721305e 0x689452a1 = Area Shadows 0x20016d4e 0x58ab60f8 = Advanced Ray Trace Shadows 0x50c0a72e 0x3e2be365 = Mental Ray Shadow Map |
Shadow Map | Shadow Map | Advanced Ray Trace Shadows |
Target Point Light
[30 658d4f97 72cd4259] The Free Point, Target Linear, Free Linear, Target Area, and Free Area lights use these default values for castShadows, useGlobalShadowSettings, and ShadowGenerator. |
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castShadows (integer): Controls whether the light casts shadows. | 0 − Do not cast shadows Any other value − Cast shadows |
Do not cast Shadows | Do not cast Shadows | Cast Shadows |
useGlobalShadowSettings (integer): Controls whether the scene’s global shadow generator or the light’s shadow generator is used for shadows. | 0 − Use the light’s shadow generator. Any other value − Use the scene’s global shadow generator. |
Use the light’s shadow generator | Use the light’s shadow generator | Use the scene’s global shadow generator |
ShadowGenerator (class id): The class id of the default shadow generator assigned to a light. | 0x100 0 = Shadow Map ; Ray Traced Shadows = 0x200 0 0x1721305e 0x689452a1 = Area Shadows 0x20016d4e 0x58ab60f8 = Advanced Ray Trace Shadows 0x50c0a72e 0x3e2be365 = Mental Ray Shadow Map |
Shadow Map | Shadow Map | Advanced Ray Trace Shadows |
storeDirectIllumination (integer): Determines whether the radiosity solution supplies the illumination for a light or the light illuminates directly. | 0 − The light illuminates directly Any other value − The radiosity solution supplies the illumination. |
The light illuminates directly | The light illuminates directly | The light illuminates directly |
Free Point Light
[30 32375fcc b025cf0] |
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storeDirectIllumination (integer): Determines whether the radiosity solution supplies the illumination for a light or the light illuminates directly. | 0 − The light illuminates directly Any other value − The radiosity solution supplies the illumination. |
The light illuminates directly | The light illuminates directly | The light illuminates directly |
Target Linear Light
[30 45076885 40791449] |
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storeDirectIllumination (integer): Determines whether the radiosity solution supplies the illumination for a light or the light illuminates directly. | 0 − The light illuminates directly Any other value − The radiosity solution supplies the illumination. |
The light illuminates directly | The light illuminates directly | The radiosity solution supplies the illumination. |
Free Linear Light
[30 78207401 357f1d58] |
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storeDirectIllumination (integer): Determines whether the radiosity solution supplies the illumination for a light or the light illuminates directly. | 0 − The light illuminates directly Any other value − The radiosity solution supplies the illumination. |
The light illuminates directly | The light illuminates directly | The radiosity solution supplies the illumination. |
Target Area Light
[30 71794f9d 70ae52f2] |
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storeDirectIllumination (integer): Determines whether the radiosity solution supplies the illumination for a light or the light illuminates directly. | 0 − The light illuminates directly Any other value − The radiosity solution supplies the illumination. |
The light illuminates directly | The light illuminates directly | The radiosity solution supplies the illumination. |
Free Area Light
[30 36507d92 105a1a47] |
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storeDirectIllumination (integer): Determines whether the radiosity solution supplies the illumination for a light or the light illuminates directly. | 0 − The light illuminates directly Any other value − The radiosity solution supplies the illumination. |
The light illuminates directly | The light illuminates directly |
The radiosity solution supplies the illumination. |
IES Sunlight
[30 23fe7f4f 6cf2fe9] |
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castShadows (integer): Controls whether the light casts shadows. | 0 − Do not cast shadows Any other value − Cast shadows |
Do not cast Shadows | Do not cast Shadows | Cast Shadows |
useGlobalShadowSettings (integer): Controls whether the scene’s global shadow generator or the light’s shadow generator is used for shadows. | 0 − Use the light’s shadow generator. Any other value − Use the scene’s global shadow generator. |
Use the light’s shadow generator | Use the light’s shadow generator | Use the scene’s global shadow generator |
ShadowGenerator (class id): The class id of the default shadow generator assigned to a light. | 0x100 0 = Shadow Map ; Ray Traced Shadows = 0x200 0 0x1721305e 0x689452a1 = Area Shadows 0x20016d4e 0x58ab60f8 = Advanced Ray Trace Shadows 0x50c0a72e 0x3e2be365 = Mental Ray Shadow Map |
Shadow Map | Shadow Map | Advanced Ray Trace Shadows |
IES Skylight
[30 4b241b11 64e8527d] |
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castShadows (integer): Controls whether the light casts shadows. | 0 − Do not cast shadows Any other value − Cast shadows |
Do not cast Shadows | Do not cast Shadows | Do not cast Shadows |
storeDirectIllumination (integer): Determines whether the radiosity solution supplies the illumination for a light or the light illuminates directly. | 0 − The light illuminates directly Any other value − The radiosity solution supplies the illumination. |
The radiosity solution supplies the illumination. | The radiosity solution supplies the illumination. | The radiosity solution supplies the illumination. |
Skylight
[30 7bf61478 522e4705] |
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castShadows (integer): Controls whether the light casts shadows. |
0 − Do not cast shadows Any other value − Cast shadows |
Do not cast Shadows |
Do not cast Shadows |
Do not cast Shadows |
storeDirectIllumination (integer): Determines whether the radiosity solution supplies the illumination for a light or the light illuminates directly. |
0 − The light illuminates directly Any other value − The radiosity solution supplies the illumination. |
The radiosity solution supplies the illumination. | The radiosity solution supplies the illumination. | The radiosity solution supplies the illumination. |
Daylight System
[50 4a1e6deb 31c77d57] |
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sun (class id): The class id for the default sun in the daylight system. | 0 0 = No Sun 0x1013 0 = Standard Sun 0x23fe7f4f 0x06cf2fe9 = IES Sun |
Standard Sun | Standard Sun | IES Sun |
Sky (class id): The class id for the default sky in the daylight system. | 0 0 = No Sky 0x7bf61478 0x522e4705 = Skylight 0x4b241b11 0x64e8527d = IES Sky |
Skylight | Skylight | IES Sky |
SunShadowGenerator (class id): The class id for the shadow generator assigned to the sun. | 0x100 0 = Shadow Map ; Ray Traced Shadows = 0x200 0 0x1721305e 0x689452a1 = Area Shadows 0x20016d4e 0x58ab60f8 = Advanced Ray Trace Shadows 0x50c0a72e 0x3e2be365 = Mental Ray Shadow Map |
If the default shadow generator is missing or invalid in the default set, the shadow generator defaults to the shadow generator for the sun in use. | Ray Traced Shadows | Advanced Ray Traced Shadows |
SunCastShadows (integer): Determines whether the sun casts shadows. | 0 − Do not cast shadows Any other value − Cast shadows |
Cast shadows | Cast shadows | Cast shadows |
SunUseGlobalShadowSettings (integer): Determines whether the sun uses the local or global shadow generator | 0 − Use the light’s shadow generator. Any other value − Use the scene’s global shadow generator. |
Use the light’s shadow generator | Use the light’s shadow generator | Use the light’s shadow generator |
SunOvershoot (integer) Determines whether the sun illuminates beyond its specified area. This setting applies only to sun objects that define an area of illumination and shadowing, for example the Standard Sun. This value is not applicable to the IES Sun. | 0 = The sun is restricted to its defined area 1 = The sun is not restricted to its defined area, but casts shadows only within the defined area. |
The sun is not restricted to its defined area | The sun is not restricted to its defined area | The sun is not restricted to its defined area |
SunColor (3 floats): The color of the sunlight. | 0 0 0 = black to 255 255 255 = white Values less that 0 or greater than 255 are clamped to 0 and 255 respectively. |
255 242.25 229.5 | 255 242.25 229.5 | 255 242.25 229.5 |
Sunlight System
[60 5897670e 61b5008d] |
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SunShadowGenerator (class id): The class id for the shadow generator assigned to the sun. | 0x100 0 = Shadow Map ; Ray Traced Shadows = 0x200 0 0x1721305e 0x689452a1 = Area Shadows 0x20016d4e 0x58ab60f8 = Advanced Ray Trace Shadows 0x50c0a72e 0x3e2be365 = Mental Ray Shadow Map |
Ray Traced Shadows | Ray Traced Shadows | Ray Traced Shadows |
SunCastShadows (integer): Determines whether the sun casts shadows. |
0 − Do not cast shadows Any other value − Cast shadows |
Cast shadows |
Cast shadows |
Cast shadows |
SunUseGlobalShadowSettings (integer): Determines whether the sun uses the local or global shadow generator |
0 − Use the light’s shadow generator. Any other value − Use the scene’s global shadow generator. |
Use the light’s shadow generator | Use the light’s shadow generator | Use the light’s shadow generator |
SunOvershoot (integer) Determines whether the sun illuminates beyond its specified area. This setting applies only to sun objects that define an area of illumination and shadowing, for example, the Standard Sun. This settingdoes not apply to the IES Sun. | 0 = The sun is restricted to its defined area 1 = The sun is not restricted to its defined area, but casts shadows only within the defined area. |
The sun is not restricted to its defined area | The sun is not restricted to its defined area | The sun is not restricted to its defined area |
SunColor (3 floats): The color of the sunlight. | 0 0 0 = black to 255 255 255 = white Values less that 0 or greater than 255 are clamped to 0 and 255 respectively. |
225 225 225 | 225 225 225 | 225 225 225 |
Material Editor
[100 C80 0] |
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materialType (class id): The class id of the material that the material editor uses to populate the slots not overridden by medit.mat. | 2 0 = Standard Material 0x13d11bbe 0x691e3037 = Architectural Material 0x27190ff4 0x329b106e = Raytrace Material |
Standard Material | Standard Material | Architectural Material |
RadiosityPerferences
[RadiosityPreferences] |
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DisplayReflectanceInMEditor (integer): Determines whether the reflectance and transmittance fields are displayed in the material editor. This value is only used the first time MAX is run. After that the value is set in the Radiosity tab of the preference dialog. This value is kept in 3dsmax.ini: [RadiosityPreferences] DisplayReflectanceInMEditor=n |
0 = Do not display reflectance and transmittance Any other value = Display reflectance and transmittance |
Do not display reflectance and transmittance | Do not display reflectance and transmittance | Display reflectance and transmittance |
UpdateDataWhenRequiredOnStart (integer): Determines whether the radiosity engine defaults to updating the solution or not when the model has changed. This value is changed in the current defaults to reflect the last setting the user selected in the Preferences dialog. |
0 = Do not update the solution Any other value = Update the solution |
Do not update the solution | Do not update the solution | Update the solution |
Architectural Material
[C00 13d11bbe 691e3037] |
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sampler (class id): The class id of the default sampler used by the architectural material. | 0x25773211 0 = R2.5 Star 0x25773214 0 = Hammersley 0x25773216 0 = Adaptive Halton 0x25773217 0 = Adaptive Uniform |
R2.5 Star | R2.5 Star | Adaptive Halton |
SamplerEnable (integer): Determines whether the sampler is enabled or not. | 0 = Sampler is not enabled Any other value = Sampler is enabled |
Sampler is not enabled | Sampler is not enabled | Sampler is enabled |
Raytrace Material
[C00 27190ff4 329b106e] |
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sampler (class id): The class id of the default sampler used by the architectural material. | 0x25773211 0 = R2.5 Star 0x25773214 0 = Hammersley 0x25773216 0 = Adaptive Halton 0x25773217 0 = Adaptive Uniform |
R2.5 Star | R2.5 Star | Adaptive Halton |
SamplerEnable (integer): Determines whether the sampler is enabled or not. | 0 = Sampler is not enabled Any other value = Sampler is enabled |
Sampler is not enabled | Sampler is not enabled | Sampler is enabled |
Ink ‘n Paint material
[C00 1a8169a 4d3960a5] |
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sampler (class id): The class id of the default sampler used by the architectural material. | 0x25773211 0 = R2.5 Star 0x25773214 0 = Hammersley 0x25773216 0 = Adaptive Halton 0x25773217 0 = Adaptive Uniform |
R2.5 Star | R2.5 Star | Adaptive Halton |
SamplerEnable (integer): Determines whether the sampler is enabled or not. | 0 = Sampler is not enabled Any other value = Sampler is enabled |
Sampler is not enabled | Sampler is not enabled | Sampler is enabled |
samplerUseGlobal (integer): Determines whether the global sampler in the renderer is used for this material. | 0= Local Sampler is used. Any other value = Global sampler is used. |
Local sampler is used | Global sampler is used | Global sampler is used |
Standard Material
[C00 2 0] |
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sampler (class id): The class id of the default sampler used by the architectural material. | 0x25773211 0 = R2.5 Star 0x25773214 0 = Hammersley 0x25773216 0 = Adaptive Halton 0x25773217 0 = Adaptive Uniform |
R2.5 Star | R2.5 Star | Adaptive Halton |
SamplerEnable (integer): Determines whether the sampler is enabled or not. |
0 = Sampler is not enabled Any other value = Sampler is enabled |
Sampler is not enabled | Sampler is not enabled | Sampler is enabled |
samplerUseGlobal (integer): Determines whether the global sampler in the renderer is used for this material. | 0= Local Sampler is used. Any other value = Global sampler is used. |
Local sampler is used | Global sampler is used | Global sampler is used |
Default MAX Scanline Renderer
[F00 1 0] |
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sampler (class id): The class id of the default sampler used by the architectural material. | 0x25773211 0 = R2.5 Star 0x25773214 0 = Hammersley 0x25773216 0 = Adaptive Halton 0x25773217 0 = Adaptive Uniform |
R2.5 Star | R2.5 Star | Adaptive Halton |
SamplerEnable (integer): Determines whether the sampler is enabled or not. | 0 = Sampler is not enabled Any other value = Sampler is enabled |
Sampler is not enabled | Sampler is not enabled | Sampler is enabled |
Inverse Kinematics
[IK] |
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HDIKSolvesLikeInteractiveIK (integer): Determines whether the History-dependent IK solver solves similarly to the Interactive IK Solver. | 0 = HDIK solver does not solve the same as the interactive solver Any other value = HDIK solves the same as the interactive solver |
HDIK solver does not solve the same as the interactive solver | HDIK solver does not solve the same as the interactive solver | HDIK solves the same as the interactive solver |
I-drop
[DragAndDrop] |
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AlwaysDownloadIDroppedFiles (integer): Determines whether I-dropped files are always downloaded. | 0 = I-dropped files are not always downloaded. Any other value = I-dropped files are always downloaded. |
I-dropped files are not always downloaded. | I-dropped files are not always downloaded. | I-dropped files are always downloaded. |
Instance Manager
[InstanceMgr] |
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AutoMtlPropagation (integer): Determines whether the instance manager propagates material assignments to instances. This default is used only the first time 3ds Max is run. Thereafter you can adjust the value in the preference dialog. This value is stored in 3dsmax.ini: [InstanceMgr] AutoMtlPropagation=n |
0 = Material assignments are not propagated Any other value = Material assignments are propagated |
Material assignments are not propagated | Material assignments are not propagated | Material assignments are propagated |
Select By Name
[SelectByName] |
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DisplaySubtree (integer): Determines whether the Select Objects dialog or the Selection floater display subtrees in the name list. This default is used only the first time the Select From Scene dialog is executed. Thereafter the last value used by the dialog is used the next time the dialog is executed. This value is kept in 3dsmax.ini: [SelectByName] DisplaySubtree=n |
0 = Do not display subtrees Any other value = Display subtrees |
Do not display subtrees | Do not display subtrees | Display subtrees |
Layer Defaults [Layer] | ||||
NewLightsRenderableByLayer (integer): Determines whether new light objects’ rendering node properties are set to ByLayer or ByObject. Default is FALSE, and is used only if this setting cannot be found in any of the market default configuration files or in 3dsmax.ini. This value is kept in 3dsmax.ini [Layer] NewLightsRenderableByLayer=n |
0 = New light nodes’ Rendering properties are set to ByObject. Any other value = New light nodes’ Rendering properties are set to ByLayer. |
ByObject | ByObject | ByLayer |
LayerDefault (integer): Determines whether new objects' rendering properties are set to ByLayer or ByObject. | 0 = New nodes' properties are set to ByObject. Any other value = New nodes' properties are set to ByLayer. |
ByObject | ByObject | ByLayer |
Viewport Defaults
[Viewport] |
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DefaultLighting (integer): Determines whether viewports at startup and after File Reset uses default lighting. | 0 = Viewports do not use default lighting. Any other value = Viewports use default lighting. |
No default lighting | No default lighting | Default lighting |
SingleDefaultLight (integer): Determines whether viewports at startup and after File Reset use one or two lights for default lighting. | 0 = Use two lights 1 = Use one light |
Use one light | Use one light | Use two lights |
Transform Tool defaults
[TransformTool] |
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ObjectCloneType (integer): Determines the default action taken when pressing the key with a transform tool. | 0 = Copy Object 1 = Instance Object 2= Reference Object |
Copy object | Copy object | Instance object |
medit.mat is the default material library in your scene.
The maxstart.max file is loaded when you start or reset 3ds Max.