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Home Software 3DS Max
Path Deform Pro for 3ds Max

Path Deform Pro for 3ds Max

by Paul Roberts
March 16, 2021
Reading Time: 1 min read
22

Marius Silaghi has released Path Deform Pro, a new modifier for 3ds Max that deforms models along a path without causing the self-intersections and stretching that you get with built-in Path Deform modifier. Additionally, Path Deform Pro includes options for volume preservation, slink effect, rolling, rigid deformation, rotation/scaling with a curve, full control of the up vector using another spline, and more. The plugin costs €40 from Marius Silaghi’s website. 

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Paul Roberts

Paul is the owner and editor of CGPress, an independent news website built by and for CG artists. With more than 25 years in the business, we are one of the longest-running CG news organizations in the world. Our news reporting has gathered a reputation for credibility, independent coverage and focus on quality journalism.

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Max underground spirit
4 years ago

Now this is more than PRO! Congratulations again Marius! I hope someday exist a universal tool that kill self intersections from any modifier… the bevel modifier is a good example that about this old problem.
Another problem that nobody solved until now is the spline outline… still the same problematic crazy algorithm with intersections since 3dstudio DOS version from 90’s… but seems that is a problem also in any 3d software. 2d vector softwares like corel and illustrator are nice examples about how spline outline needs to work for useful results.

Reply
Max Underground Spirit
Reply to  Max underground spirit
4 years ago

if someone is interested (or have opinions), here is a image/example of the intersection problem I talked about…
(Sorry if I’m changing the subject of the news … but it is also about intersections and maybe even our friend Marius can think of some tool that will help with this sometime in the future.)
comment image

Last edited 4 years ago by Max Underground Spirit
Reply
Antis Gen
Reply to  Max Underground Spirit
4 years ago

SplineOffset modifier from iToo works pretty well in all these cases.

Reply
Eloi
Reply to  Max Underground Spirit
4 years ago

That will be a great addition. They did a good work on the chamfer dealing with intersections, hope they will takle this offset problems. Why you dont post it on 3dsmax ideas? This way will get more visibility.

Reply
Max Underground Spirit
Reply to  Eloi
4 years ago

@Eloi, i posted on max ideas few minutes after post here, even with this nonsense comparison image.. 😛 and i was thinking to ask also on beta program, but i think is not the right place, because i am not a very active member.
I confess that i was waiting you or other youtube max vlogers post tips for solve spline things… but now i can see that even you have the same problem. By the way, i am big fan of your youtube channel, thanks.
@Antis Gen, thanks for the tip, i will try to search more info about iToo SplineOffset!

Reply
Max Underground Spirit
Reply to  Eloi
4 years ago

https://forums.autodesk.com/t5/3ds-max-ideas/spline-outline-or-offset-without-the-artefacts-and-infinite/idi-p/10162647

3dsmax ideas link, if someone feel interested to solve this ancient problem. Thanks friends.

Reply
Max Underground Spirit
Reply to  Max Underground Spirit
4 years ago

Update:
comment image
omg… Itoo Spline offset just solved the whole old list of outline problems, have several other options and effects and THIS IS FREE! Thanks Antis!


Reply
Igor Posavec
4 years ago

This guy fixes 3dsMax features one by one. Few more fixed things and he can make something like “3ds Marius”, a correct working spin-off of AD Software.

Reply
Marcin
4 years ago

You know what? I’m not gonna look at Marius’ stuff anymore, it’s just too depressing.

Reply
Tiazz
Reply to  Marcin
4 years ago

Why?

Reply
Max underground spirit
Reply to  Tiazz
4 years ago

Seems that just was a incomplete joke about autodesk..

Reply
Waqas Zia Chaudhry
Reply to  Marcin
4 years ago

Soundslike something AD would say

Reply
Parik
4 years ago

Excellent!. Please also Chamfer Pro for the older version of 3ds max.

Reply
TubeSmokeGuy
4 years ago

With standard max you can simply add 2 DataChannelModifiers below the PathDeform modifier. One with DeltaMush and one with TensionDeform presets loaded.
Turn off PathDeform and save the reset states of the undeformed mesh in DeltaMush and TensionDeform. Now re-enable PathDeform and you should get a much better deformation result without heavy intersections and stuff like that. You can also tweak DeltaMush and TensionDeform settings if you want.

Reply
Max Underground Spirit
Reply to  TubeSmokeGuy
4 years ago

okay… testing now.

Reply
Max Underground Spirit
Reply to  Max Underground Spirit
4 years ago

Well, maybe because i am not used to datachannels the thing not work fine with simple cylinder on path test. Really needing a detailed tutorial. Anyway thanks.

Reply
TubeSmokeGuy
Reply to  Max Underground Spirit
4 years ago

The Data Channel modifiers must be on top of the path deform to solve the deformations. Not below. My bad, sorry.

Reply
Max underground spirit
Reply to  TubeSmokeGuy
4 years ago

Ah hahaha okay, i got even confused thinking that need to capture some data from top to put bellow in the datachanels modifiers.. i will try again in my morning. Thanks.

Reply
TubeSmokeGuy
Reply to  Max underground spirit
4 years ago

I did it here on my end and it works perfectly fine. Too bad I cannot attach images here.

EDIT – Okay I uploaded them quickly.
comment image
comment image

Last edited 4 years ago by TubeSmokeGuy
Reply
DavidZ
Reply to  TubeSmokeGuy
4 years ago

That is a cool example and very useful, however the downside is you need to constantly update both data channel modifiers if the underlying mesh changes, so making subtle adjustment is not really possible.
Also the self-intersection solution of Path Deformer Pro seems a more accurate.
Still, thanks for the great tip.

Reply
TubeSmokeGuy
Reply to  DavidZ
4 years ago

Welcome! – “Constantly update” … c’mon you have to press 2 buttons once and you are done, not a big deal I think. When you modifiy your underlying geometry you also need time for editing. Pressing the two buttons afterwards will cost you just a tiny extra time.

Also this setup works with all deformations which are based on non-changing topology in 3dsmax. Not only PathDeform.

Last edited 4 years ago by TubeSmokeGuy
Reply
Max underground spirit
Reply to  TubeSmokeGuy
4 years ago

Thanks tube, now working fine. Its very interesting the data channels possibilities! Seems that can be useful for another tricks also. And seems that Cgpress needs urgently a Forum section 😛 haha

Reply

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