Market-Specific Defaults

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.

Note: For your protection, both of the preset default directories have a subdirectory named \factorydefaults, which contains the original files for each set. You can use these files in the event that you have changed your defaults and are unhappy with the results. They are also a useful starting point for creating your own set; copy them to a new directory and edit them. It is highly recommended that you do not edit the files in the \factorydefaults directories.

Default sets are assigned through the Custom UI and Defaults Switcher.

Procedures

To change the current set of defaults:

  1. Choose Customize menu Customize UI And Defaults Switcher.
  2. Select one of the default sets from the Initial settings for tool options list and click Set.
  3. Restart 3ds Max to load the new default parameters.

Interface

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.

currentdefaults.ini

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]

       
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]

       
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]

       
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.

       
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.

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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]

       
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

medit.mat is the default material library in your scene.

maxstart.max

The maxstart.max file is loaded when you start or reset 3ds Max.