<?xml version="1.0" encoding="utf-8"?>
<!-- generator="FeedCreator 1.7.2-ppt DokuWiki" -->
<?xml-stylesheet href="/lib/exe/css.php?s=feed" type="text/css"?>
<rdf:RDF
    xmlns="http://purl.org/rss/1.0/"
    xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
    xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
    xmlns:dc="http://purl.org/dc/elements/1.1/">
    <channel rdf:about="/feed.php">
        <title>Documentation Center public:software:hexagon:2:userguide:exporting:export_to_3ds_max</title>
        <description></description>
        <link>/</link>
        <image rdf:resource="/lib/tpl/dazdoccenter/images/favicon.ico" />
       <dc:date>2026-05-03T00:32:20+00:00</dc:date>
        <items>
            <rdf:Seq>
                <rdf:li rdf:resource="/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/start"/>
            </rdf:Seq>
        </items>
    </channel>
    <image rdf:about="/lib/tpl/dazdoccenter/images/favicon.ico">
        <title>Documentation Center</title>
        <link>/</link>
        <url>/lib/tpl/dazdoccenter/images/favicon.ico</url>
    </image>
    <item rdf:about="/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/start">
        <dc:format>text/html</dc:format>
        <dc:date>2015-07-24T02:49:20+00:00</dc:date>
        <title>Exporting Displacement Maps From Hexagon 2 to 3DS Max</title>
        <link>/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/start</link>
        <description>
&lt;h1 id=&quot;exporting_displacement_maps_from_hexagon_2_to_3ds_max&quot;&gt;Exporting Displacement Maps From Hexagon 2 to 3DS Max&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
A tutorial by Juan Carlos.
&lt;/p&gt;

&lt;p&gt;
This short tutorial will show you how to export your
Hexagon 2 model and displacement map, to render it in 3ds Max.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;exporting_the_model_and_the_displacement_map&quot;&gt;Exporting the Model and the Displacement Map&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
&lt;a href=&quot;/_detail/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/model_hexagon_view.png?id=public%3Asoftware%3Ahexagon%3A2%3Auserguide%3Aexporting%3Aexport_to_3ds_max%3Astart&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:hexagon:2:userguide:exporting:export_to_3ds_max:model_hexagon_view.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/model_hexagon_view.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;br/&gt;

The 3D model and its UVs unfolded.
&lt;/p&gt;

&lt;p&gt;
Before beginning the tutorial, you must be sure to make a UV mapping for the
model. You can make this using the Unfold tool, located in the UV &amp;amp; Paint tab.
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/export_bump_map_tool.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;br/&gt;

The icon of the Export Bump Tool.
&lt;/p&gt;

&lt;p&gt;
In the same tab, hit the “Export bump” tool.
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/export_bump_map_tool_parameters.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;br/&gt;

The Export Bump Tool parameters.
&lt;/p&gt;

&lt;p&gt;
In “Export smooth” put 3, and 5 in “Export Displacement” depending of your
Smoothing of your model and select the image that you like. Make sure you remember
the “Disp coef” number to add later in 3ds Max and click validate.
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/export_parameters.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;br/&gt;

On the left, the export menu. On the right, the Smoothing unchecked.
&lt;/p&gt;

&lt;p&gt;
Uncheck the smoothing and export the model in .obj. Be sure to have the two
first options checked in the export dialog box.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;import_the_model_in_3ds_max_and_render&quot;&gt;Import the Model in 3DS Max and Render&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
&lt;a href=&quot;/_detail/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/model_max_view.png?id=public%3Asoftware%3Ahexagon%3A2%3Auserguide%3Aexporting%3Aexport_to_3ds_max%3Astart&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:hexagon:2:userguide:exporting:export_to_3ds_max:model_max_view.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/model_max_view.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;br/&gt;

The 3D model in 3ds Max.
&lt;/p&gt;

&lt;p&gt;
Import into 3ds Max the OBJ model. If you own an older version of 3ds Max and
don’t having the OBJ import, search on the Internet a free plug-in named OBJ2MAX.
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/smoothing_parameters.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;a href=&quot;/_detail/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/smoothed_mesh.png?id=public%3Asoftware%3Ahexagon%3A2%3Auserguide%3Aexporting%3Aexport_to_3ds_max%3Astart&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:hexagon:2:userguide:exporting:export_to_3ds_max:smoothed_mesh.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/smoothed_mesh.png?h=449&amp;amp;tok=610ba3&quot; class=&quot;media&quot; alt=&quot;&quot; height=&quot;449&quot; /&gt;&lt;/a&gt;&lt;br/&gt;

The smoothing parameters.
&lt;/p&gt;

&lt;p&gt;
Select the model you want to add the displacement map to, then go to Modify
tab from the left and select “Mesh Smooth” from the object space modify list. Check
render values and add 4 iterations – this is for the final render smoothing.
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/displacement_modifier_parameters.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;br/&gt;

The displacement modifier and its parameters.
&lt;/p&gt;

&lt;p&gt;
Be sure you add all these settings:
&lt;/p&gt;

&lt;p&gt;
In strength add the Disp coef number from Hexagon 2 (you can increase the
percentage to get more details if you want) and check luminance center.
&lt;/p&gt;

&lt;p&gt;
Add the map, ﬂip the V for the image and check the use existing mapping to use
the UV map you made in Hexagon 2.
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_3ds_max/final_render.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;br/&gt;

The final render.
&lt;/p&gt;

&lt;p&gt;
Then hit F9 to see your render!
&lt;/p&gt;

&lt;p&gt;
&lt;strong&gt;Note:&lt;/strong&gt; It is also possible to add the displacement map in the Displacement
channel of the material, and use Mental Ray to render your model.
&lt;/p&gt;

&lt;/div&gt;
</description>
    </item>
</rdf:RDF>
