****** 3DMAX_V9_灌好以後會吃掉V4的啟動碼_所以需要砍掉C:\C_dilla_



Discreet Support and Services - 3ds max.files




02-Discreet Support and Services - 3ds max.htm  





06-Discreet Support and Services - 3ds max.htm  

06-Discreet Support and Services - 3ds max.files


07-Digimation, Inc - Digital Animation Software.htm  

07-Digimation, Inc - Digital Animation Software.files


























****** 3DMAX_V9_灌好以後會吃掉V4的啟動碼_所以需要砍掉C:\C_dilla_


請先知道如何在XP裡使用 3DSMAX4.0


02-Discreet Support and Services - 3ds max.htm







Install 3dmax4 -----Searching for installed Application……



[I Accept]


直接安裝,使用以下序號:CD-Key: [***]-[*********]    key: [********]




[N,n,n,n,n,n,n,n]..[.]Any One Who use this Computer..



C:/Autodesk-3dsmax/     ……安裝在最大的磁碟空間……


[.][Complete] 完整安裝

I have read & I have understand……








執行桌面之[3ds max 4.exe]……..


Error [4]……[.]Authorize 3dmax


需求碼:[***** **** ***** *****]………看你的對話框出現之Request Code

CRACK資料夾拷貝至程式所在位置  //Autodesk-3dsmax4/


//crack/3dsmax4.exe   執行


Enter .[next]







This version of the License Manager Run-Time System (RTS) incorporates earlier Windows XP compatibility, works with removable disks, and fixes the v e r y slow performance problem related to Norton AntiVirus Corporate Edition 7.61.












[啟動3dmax4] [Help][About 3ds Max4]

Series# : ***-********

Driver : OPEN GL [Intel version 1.3.0. Build]

Release : 4.0 Commercial .


06-Discreet Support and Services - 3ds max.htm  軟體支援

07-Digimation, Inc - Digital Animation Software.htm  元件插入支援



Download the tutorial file to your 3ds max 4 folder. Unzipping the file will place the enclosed files in the proper folders.


08.1-------Tutorials 教學範例資料夾

08.2------mentalrayReadme1.2.txt 說明書

Notes about the

3ds max connection to mental ray tutorial files

Notes About, Installation

Please place this file into your 3ds max 4 directory and then unzip the file into that 3ds max 4 directory

ZIP檔放入3dmax工作資料夾中,然後解壓縮,立即產生[Tutorials 教學範例資料夾][mentalrayReadme1.2.txt 說明書]











The mental ray connection 1.2 update needs to be unzipped into a temporary folder. Once unzipped, run the 3dsmmrsetup.exe to install the update.

NOTE: Use this update only with 3ds max 4.x.



//mental_ray_connection_1.2/ 3dsmmrsetup.exe 啟動此安裝


[I Accept]


Additional Notes About

3ds max® 4 Connection to mental ray® 1.2

Notes About Installation/Configuration

Dongle Time Warning Dialog

When the dongle is first installed, or when clicking Create Request File in the SPM License tool, you may see a warning that the system time is far ahead of the dongle internal time. This behavior is normal: the dongle gets updated occasionally and compares itself to the system time.

For instance, if you shut down your system on Friday, then that is the last time that the dongle reads. Then, when you start up your machine on Monday, the dongle compares itself to the system time. If you click OK on this dialog, then the dongle time will sync up with the system time. Before clicking OK, make sure that your time and date are indeed set correctly.

DEC Alpha

Alpha Linux compatibility - The current mental ray version for Alpha Linux is known to work on RedHat 6.x. Another distribution may not work.

Alpha NT machines as SPM servers - Be extremely careful with using Alpha NT machines as SPM servers when these machines are set up to dual boot between Alpha NT and Alpha Linux.

NT and Linux differ on interpreting the machine's hardware clock chip, so it can happen that Alpha Linux boxes are installed with the clock set to around 2019. If a file with an access date in 2019 ends up on an NT box, the SPM daemon will think you tried to set the clock back to revive an expired license. This can easily happen on NT/Linux dual-boot machines.  Be sure the clock chip is set correctly for the OS to be installed at the time you start setting up the machine. Fixing the date after the install is not enough. Do not use dual-boot Alpha machines as SPM servers unless you know exactly what to do.

Modems and winsock

Programs that use winsock for modem sharing - Programs that use winsock in their modem sharing software (like Ishare) to share a modem connection between networked computers prohibit the mental ray SPM program from functioning properly. Symptoms include fatal SPM and win32 errors. Because it can't just be turned off after booting, the program has to know to not look at 3ds max 4 or mental ray. Some programs might have a way to add "ignore applications." If not, a small registry adjustment is necessary. You would need to edit something called the bypass list, which is common in winsock applications. To access it for Ishare, you would do the following:

WARNING: Make a copy of or back up the registry entry and/or file first.

1.  Open Regedit (click Start Menu > Run, type “regedit”, click OK).

2.  Click the + sign next to the HKEY_LOCAL_MACHINE entry.

3.  Go to SOFTWARE, then ARTISOFT, then I.SHARE.

4.  Open the bypass list folder, right-click to bring up "add new string value".

5.             Sequentially add 3dsmax, 3dsmax.exe, ray, ray.exe, rayserver, and rayserver.exe as

separate entries.

6.             Regedit doesn't have a "save" function, so just exit and then go back in to make sure the

entries are still there

7.             Reboot.

The SPM server

In order to ensure that there are free CPU cycles and the license server is able to respond quickly to license requests, we recommend that you use a lightly loaded machine to run the SPM license service.

Installing mental ray to an alternate location

If you are installing mental ray to a location different from the default, note that the rayrc file is installed in the parent directory of the location that the user chooses.

·          If <drive:>\ <dir> is chosen, rayrc is installed in the root directory.

·          If <drive:>\ <dir1>\<dir2> is chosen, rayrc is installed in dir1.

We recommend that you do not install under the scenario where rayrc is placed in the root directory of the drive (as in the first example above). Rebooting may be necessary after installing mental ray to a non-default location.

.Rayhosts file locations

.rayhosts in root directories - When the .rayhosts file is placed in the root directory of the C drive (e.g. C:\.rayhosts) or in the root directory of 3ds max 4, ray processes will be started on ALL of the systems in the .rayhosts file that have mental ray installed. The workaround is to store your .rayhosts file in a subdirectory like C:\Program Files\mental images\mental ray\bin or to change the name of the file to something other than .rayhosts (like Rayhosts.txt).

Using mental ray from multiple sources

If you are using mental ray licenses that came from a source other than Discreet and are using custom shaders that require the 3DS MAX shaders, you must copy 3dsmax.dll into the \shaders directory of that installation.  It is also suggested that when versions of mental ray from different sources are used, that they match as closely as possible.

mental ray plug-in error

Maxtrans.ini may become corrupted - If you see the following:

"mental ray plug-in error: ini var{RedSpatialContrast=0.1} out of range…"

followed by a series of related messages, delete the maxtrans.ini file and restart 3ds max to correct the problem.

UI Issues

mental ray is now accessed via the Current Renderers rollout of the Render dialog, rather than Customize > Preferences > Rendering. The Online Documentation was not updated to reflect this change.

The primary and secondary visibility controls have been moved out of the "mental ray Rendering Controls" and into the "Rendering Controls". They've also been renamed to "Visible to Camera" and "Visible to Reflection/Refraction".

There are 2 sets of Motion Blur parameters when using mental ray within a 3ds max 4 session. Both 3ds max 4 and mental ray contain their own Motion Blur parameters. The Motion Blur parameters that apply for mental ray are found in the Render dialog.

Notes About Features


Cameras bound to space warps - mental ray will not render a Camera viewport when the camera has been bound to a space warp. The initial render will be successful, but subsequent attempts will fail. The workaround is to unbind the camera from the space warp.

Default Parameter Changes

Final Gather and Global Illumination - Global Illumination and Final Gather are now capable of operating independently. Certain tutorial files from 3D Studio MAX 3.1 were saved with GI off but FG on by default so that FG would be on when GI was turned on. To eliminate rendering errors with these files, they have been re-saved with both GI and FG off. When going through the tutorials, be aware that when you're asked to turn GI on, FG is no longer on by default and needs to be turned on manually.


SPM License Tool - When a license expires and a new one is added via the SPM License Tool, there is no message telling the user to reboot. However, you must reboot or the new license will not take effect.


Changing area light types - Using the Modify Panel > General Parameters rollout > Type: dropdown list does not change the Area Light Parameters rollout to show the appropriate parameters for the particular area light type. The workaround is to recreate the light using the desired light type.

Directional lights - A shadow-casting Directional light in your scene will produce shadows from objects that are above the actual Directional light emitter, and not actually within the visible cone of light. This is because mental ray interprets Directional light as an infinitely long "tube" of light. To correct this, turn off shadow-casting attributes from the object(s) above the Directional light. This will eliminate the shadows of objects not within the Directional light's beam.

Convert to Area Lights - Canceling a conversion to Area Lights is not supported. The use of Undo/Redo is also not supported. So once you've begun this process you can't go back.

Localization issues

Area lights - Area lights do not appear in the translated "standard" lights menu. Click the dropdown list and choose the other "Standard" selection. The area omni and area target appear there.

Create panel - For localized versions, the Create Panel will exhibit some anomalies. For the Geometry button, the first entry displayed in the dropdown list box will be "Standard Primitives" translated properly, but the Geosphere and Pyramid buttons will be the only ones present. If the dropdown list box is accessed, "Standard Primitives" (in English) will be listed as an entry, and selecting it will show the remaining 3D primitive buttons (in English).

Material Editor - For localized versions, the Material Editor's Material/Map Browser shows some inconsistencies. When accessed, some of the entries display in the correct language, but others are displayed in English.

Material Editor

Bitmap Filtering - Pyramidal and summed area table filtering isn't supported with mental ray.

Blur and Blur offset for Bitmaps - Blur and Blur offset are supported for all 2D maps except Bitmaps.

Cellular Map - Using a cellular map on an object will yield different results between the scanline renderer and the mental ray renderer.

Combustion Map - The Combustion Map is not supported in this release.


Chromatic Adaptation - The use of Rendering > Environment Dialog > Exposure Control Parameters > Chromatic Adaptation is currently not supported.

Global Illumination and Final Gather used with Environment: Screen Mapping - If you are using Environment: Screen Mapping coordinates for your scene background, and you turn on Global Illumination and Final Gather, your scene objects may appear to be transparent or translucent.  This behavior is normal.  Final Gather shoots rays into your scene randomly to sample the Global Illumination.  With Screen Mapping coordinates, the Final Gather rays are not intersecting anything, thus the Environment map is sampled. By definition, the Screen Environment map yields the texture value mapped from the screen coordinates. Consequently, the objects in your scene may have a transparent look.

Lens Effects - Using Lens Effects with the mental ray renderer can yield undesirable or inconsistent results. The “effects” will be located in physically different locations. .

Missing Mapping Coordinates - No “missing mapping coordinates” message is displayed when using either sub material maps with a Material ID > 1 or the Vertex Color Map during render.

No notification that licenses are not available - The mental ray Messages window will not notify you that there aren't any licenses available unless the verbose level setting is set to 6. For example, with the verbose level setting < 6, if four machines with dual processors are using an eight-node license from an SPM license server, attempting to render on that license server results in an unsuccessful render with no notification that there are no licenses available.

Pixel Shader - Using the Pixel Shader in either the reflection or refraction slots of a standard material yields undesirable results.

Render Elements files - Although the Render Elements rollout is not available when using the mental ray renderer, Render Element files created with the scanline renderer will be overwritten if the mental ray renderer is used. Turn off Elements Active in the Render Elements rollout in the scanline renderer.

Shadow Receiving Properties - Certain object placement combinations can cause Shadow Receiving Properties shadow casting to yield undesirable results in the rendered image.

Shutting down SPM license server during render - Shutting down a machine that is operating as an SPM license server will stop rendering on client systems, preceded by a warning message on the client machines.

Shutting down a 3ds max 4 process - If you shut down the 3ds max process in the middle of a render, you also need to shut down mental ray from the task manager (ray.exe).

SPM terminates while burning CDs - If you're using a system to burn CDs (usually ones that take longer than 10 minutes), the SPM will terminate the mental ray session on that system.

Video Color Check - The mental ray renderer ignores the Video Color Check option during render.

For further discussion and notifications

Please use the mental ray conference in the Discreet 3ds max Forum for additional discussions and notifications relating to mental ray. The Discreet 3ds max Forum is located at:

Autodesk, the Autodesk logo, and (list all other pertinent names) are registered trademarks, and (list all pertinent names) are trademarks of Autodesk, Inc., in the U.S.A. and/or other countries. All other brand names, product names, or trademarks belong to their respective holders."


-------------------------------------------------------- END ------------------------------------------------------------







C:/ Autodesk-3dsmax4/Mental_Ray_1.2/


This will update a previous version of the 3ds max 4 help files to version 4.2. It includes a new tutorial file plus supplemental scenes and maps for the tutorials.












This will update a previous version of the 3ds max 4 maxscript help files to version 4.2. Download the file and unzip it to your \3dsmax4\help folder.








[啟動3dmax4][Help][Maxscrip Reference]…….


This will update a previous version of the 3ds max 4 software developer kit.




內有以下資料夾[Help][ Include][ Lib][ plugin][ Samples]






Self-Extracting Installer containing plug-ins for 3ds max 4 (Lightscape 3.2 only).



Installing Lightscape Plug-ins for 3dmax……


[I Accept]


LightScape Importer……

LightScape Exporter……




[finish] 完成,說明檔如下:


Lightscape Importer/Exporter Plug-ins for Max README


Lightscape version:  3.2

3DS MAX version:  4.0

This file last updated:         07/11/2001



Welcome to the Lightscape Importer/Exporter 4.0 for MaxR4.

This README is divided into the following sections:

* Lightscape Exporter for MaxR4

* Lightscape Importer for MaxR4

---- Lightscape Exporter Plug-in for MAX ----

This is the final release of the Lightscape Exporter for MAX 4.0 which allows MAX models and lights to be exported into a Lightscape Preparation file. The exporter exports geometry, materials and lights for the current frame. Object and World Space Modifiers are applied during export.

This plug-in works with 3D Studio MAX version 4.0.



Bug Fixes and Enhancements- 4.0 Build 4


The LP file is written correctly for international langauge settings.

Fixed a texture problem.

Bug Fixes and Enhancements- 4.0 Build 3


No fixes or enhancements for this build.

Bug Fixes and Enhancements- 4.0 Build 2


No fixes or enhancements for this build.

Bug Fixes and Enhancements- 4.0 Build 1


The way lights and glow luminance are exported was changed to use the Tone Operator physical scale (in the render environment panel).

Bug Fixes and Enhancements- 4.0 Build 0


Fixed a bug that output blocks for groups incorrectly. The problem happened when you cloned a group in MAX. The two groups nodes were incorrectly combined into a single block.

Changed the quad formation logic to better duplicate the quad formation in Lightscape.

Bug Fixes and Enhancements- 1.1.3 Build 65


No fixes or enhancements for this build.

Bug Fixes and Enhancements- 1.1.3 Build 64


The non-planar quad error has been fixed. This error would prevent a file from being exported. It happened on files with large scales (kilometers or miles), or with some very fine detail polygons.

Bug Fixes and Enhancements- 1.1.3 Build 63


Added some more controls to the UI for light export. Added a new page for exporting lights.

NOTE: The default Luminare Processing settings for lights is now, Cast Shadows, Store Direct Illumination and don't Raytrace Direct Illumination, independent of the light parameters. Look in the Lights tab in the export dialog, to set the exporter for the previous default behavior.

Fixed a bug that prevented the file format name from appearing in the export dialog box.

Bug Fixes and Enhancements- 1.1.3 Build 62


A bug that crashed MAX or VIZ when exporting objects that had certain modifiers applied was fixed.

A bug that prevented the "Cast Shadows" parameter for lights from being exported was fixed.

A bug that caused spurious "Non-Planar Quad" errors when using very large scales (Miles or Kilometers) was fixed.

Bug Fixes and Enhancements- 1.1.3 Build 61


The exporter now exports the physical values from the Lightscape Lights plugins for MAX and VIZ.

Fixed a bug that prevented the file format name from appearing in the export dialog box.

Known Problems


The light light color values for halogen, quartz, cool white and flourescent in the Lightscape Lights in VIZ differ from the values in Lightscape by .002% to allow them to be distinguished by VIZ. In Lightscape halogen and quartz are the same color as are cool white and flourescent. Because

of this, Lightscape doesn't display the correct name in the Photoetric properties, even though the color is correct.

---- Lightscape Importer for MAX ----

This is the final release of the Lightscape Importer for MAX 4.0 which allows Lightscape Solution files imported into a MAX model. The importer imports geometry, materials, lights and radiosity.

This plug-in works with 3D Studio MAX version 4.0.



Bug Fixes and Enhancements- 4.0 Build 4


Made files from earlier versions of MAX load compatibly into 3ds max 4.0. The files do not add an Exposure Control and keep the

same Radiance map in the Lightscape material from earlier MAX versions.

When importing files into 3ds max 4.0, you can chose to create an exposure control or use the radiance map in the Lightscape materials.

When use the LS Colors modifier, you can either use the exposure control or the internal radiance map to create the vertex colors.


The Lightscape material will use the exposure control defined in the Environment panel, if there is one and it is active. Otherwise, it will use it's internal radiance map.


Fixed a texture problem in the Lightscape modifiers.


Bug Fixes and Enhancements- 4.0 Build 3


Added two .ini file parameters that control the channel that the importer uses for illumination map texture coordinates. The file is lightscape.ini in the plugcfg directory in your MAX installation.

The parameters are in the LSMapChannel section:






Channel is the map channel where the texture coordinates are for the illumination maps are to be stored. 0 and 1 are the vertex color channel. 2 is map channel 2; 3 is map channel 3, etc. The default is 0, for the vertex color channel.


AllUVs can be either 0 or 1. If AllUVs is 0, the importer will attempt to match the illumination map texture coordinates to the diffuse map texture coordinates and will only use the second channel when the coordinates can't be matches. If AllUVs is 1, the importer puts all of the illumination texture coordinates in the second channel and sets the offset, tiling and rotation of the texture map to 0, 1 and 0 respectively.


These parameters are only effective when "Don't assign" is not checked and "Use second UVW" is checked in the user interface.


Bug Fixes and Enhancements- 4.0 Build 2


Importing illumination maps was changed. When the importer cannot match the mapping needed for the illumination map, and the coordinates

in Map Channel 1, it now creates a different offset, tile and rotation. The new offset, tile and rotation should match the coordinates

better than the old one.


Bug Fixes and Enhancements- 4.0 Build 1


Changed the way MAX lights and glow was imported. Now the Tone Operator's physical scale value is used to convert luminous intensity to MAX.


Fixed some problems with ActiveShade and with handling glow and textures created by Mesh to Texture.


Fixed some problems with importing illumination maps. The UV mapping was not being set properly at all.


Bug Fixes and Enhancements- 4.0 Build 0


Fixed a bug that prevented MAX from importing files with more than 32767 material, textures, layers, or lamps.


Fixed a bug that crashed VIZ on Windows 98 systems. If you typed an invalid entry in one of the numeric fields in the dialog, VIZ would crash.


Fixed a bug that crashed VIZ when undoing the deletion of a Lightscape Mesh.


Fixed a couple of bugs when importing area and linear lights into VIZ. The scale from meters to VIZ units wasn't being applied, and the transform applied to the distribution was being applied.


Fixed an assert when loading VIZ R2 files that use LS Colors and LS Mesh modifiers in VIZ R3.


Bug Fixes and Enhancements- 1.1.3 Build 65


Fixed small bug in the import dialog. The maximum light intensity and light intensity at values were checked for validity, even when they were disable and not used. Now the check is bypassed.


Bug Fixes and Enhancements- 1.1.3 Build 64


No fixes or enhancements for this build.


Bug Fixes and Enhancements- 1.1.3 Build 63


Fixed bug that kept self-illuminating materials from being imported correctly.


Changed the default bump amount in the Lightscape Material to 5.0. Fixed a bug that prevented the file format name from appearing in the import dialog box.


Bug Fixes and Enhancements- 1.1.3 Build 62


Importing a scene without importing either geometry or radiosity and importing materials, would crash MAX or VIZ. This has been fixed.


Several crash bugs related to materials and material editing have been fixed.


A crash bug in the Lightscape Material Utility was fixed.


Bug Fixes and Enhancements- 1.1.3 Build 61


The importer now imports lights as Lightscape Lights in MAX and VIZ. There is a switch in the Import dialog to turn this feature on or off. If the Lightscape Lights plugin isn't installed

the importer imports as it did previously.


Bug Fixes and Enhancements- 1.1.3 Build 60


Fixed problem with self-illumination maps. A flag in the standard materials was keeping them from being applied to the texture. Now the flag is turned off.


Known Problems


A bug in the Lightscape Lights for VIZ, may cause VIZ to crash when loading certain IES files. You can load these files into Lightscape and resave them to prevent the problem.


The materials imported by the importer will look as though they are using the Blinn shader rather than the Phong or Metal shader, due to a bug in the Standard material UI. In fact the correct shader is being used. Saving the MAX scene and reloading it will correct the problem.


Double-sided surfaces imported from Lightscape may not be rendered properly. See Tips in the Lightscape Import Help Index under Help...Plug-in Help for more details.


Scrolled views are not imported properly from Lightscape. See Tips in the Lightscape Import Help Index under Help...Plug-in Help for more details.


The LS Color modifier doesn't always disable the "Use exposure control" checkbox when the exposure control is not active or missing. This happens if you deactivate or remove the exposure control when the LS Color UI is open in the modifier panel.








Before installing this Service Pack, you must first install the 3ds max 4.2 update. After downloading this update, double-click the executable and follow the directions in the install routine. Refer to the readme file for further details regarding installation and changes that have been incorporated into this update.



This will update a previous version of the 3ds max 4 help files to version 4.2. It includes a new tutorial file plus supplemental scenes and maps for the tutorials.






This Performance Pack is comparable to the 4.2.5/4.2.6 Performance Pack released for 3ds max 4.2. This performance pack is programmed specifically to improve the performance of 3ds max 4.3 (Educational).

Warning: Do not install this upgrade with 3ds max 4.2. Doing so will corrupt the install and 3ds max will fail to operate.

This is the first of three 'unsupported' patches for 3ds max 4.2. It contains fixes for the Bend Space Warp and Custom Attributes. Refer to the readme file for details about installing this patch.

Note: This patch is released on an 'as-is' basis. It should -only- be loaded with 3ds max 4.2





This is the second of three 'unsupported' patches for 3ds max 4.2. (Patch #2 has been removed.) It contains fixes for Custom Attributes and MAXScript. Refer to the readme file for details about installing this patch.

Note: This patch is released on an 'as-is' basis. It should -only- be loaded with 3ds max 4.2





This is the last of three 'unsupported' patches for 3ds max 4.2. (Patch #2 has been removed.) It contains fixes for Network Rendering. Refer to the readme file for details about installing this patch.

Note: This patch is released on an 'as-is' basis. It should -only- be loaded with 3ds max 4.2












This utility will provide users of both Autodesk VIZ 4 and 3ds max 4.2 or 4.3 file and feature compatibility between these products. Some features will work exactly as they do in VIZ and other features work with certain limitations indicated in the readme. Refer to the 'Installation Guide' for installation instructions.

Note: This is an 'unsupported' patch and is only usable with 3ds max 4.2 and 4.3.