Straight Stair

The Straight Stair object lets you create a simple staircase, with optional stringers, carriage, and handrail.

Types of straight stair: open, closed, and boxed

Straight stairs have a single flight.

For using materials with stairs, see Stairs and Materials.

Procedures

To create straight stairs:

  1. In any viewport, drag to set the length. Release the mouse button, then move the cursor and click to set the width you want.
  2. Move the cursor up or down to define the rise of the stairs, and click to end.
  3. Adjust the stairs with the options in the Parameters rollout.

Interface

Parameters rollout

Generate Geometry group
Stringers

Creates stringers along the ends of the treads of the stairs. To modify the stringers’ depth, width, offset and spring from the floor, see Stringers rollout.

Carriage

Creates an inclined, notched beam under the treads which supports the steps or adds support between the stringers of the stairs. You might also know this as a carriage piece, a horse, or a rough string. See Carriage rollout to modify the parameters.

Handrail

Creates left and right handrails. See Railings rollout to modify the handrails’ height, offset, number of segments, and radius.

Rail Path

Creates left and right paths you can use to install railings on the stairs. See Stairs for the instructions on how to do this.

Layout group
Length

Controls the length of the stairs.

Width

Controls the width of the stairs.

Steps group
Thickness

Controls the thickness of the steps.

Step thickness variance between two stairs

Depth

Controls the depth of the steps.

Step depth variance between two stairs

Generate Mapping Coords

Applies default mapping coordinates to the stairs.

Note: If a visible viewport is set to a non-wireframe or non-bounding-box display, Generate Mapping Coordinates is on for all primitives to which you apply a material containing a map with Show Map In Viewport on. If all viewports are set to wireframe or bounding box, 3ds Max turns on Generate Mapping Coordinates for primitives containing mapped materials at render time.
Real-World Map Size

Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Scale settings found in the applied material's Coordinates rollout. Default=off.