Image 1 — I built MarkingForge: customizable marking menus and a visual editor for 3ds Max
Image 2 — I built MarkingForge: customizable marking menus and a visual editor for 3ds Max
Image 3 — I built MarkingForge: customizable marking menus and a visual editor for 3ds Max
▲ 16 r/3dsmax+1 crossposts

I built MarkingForge: customizable marking menus and a visual editor for 3ds Max

Hey everyone,

I’ve been working on MarkingForge, a marking-menu plugin for 3ds Max 2026 and 2027, and wanted to share it with the community.

The idea is simple: hold a shortcut, move toward a command, and release to run it. You can build menus around the tools you actually use and configure different commands for different selection contexts.

The video shows it in action, along with the editor used to build and customize the menus.

Here’s what you can do:

  • Create your own marking menus with nested submenus.
  • Make menus context-sensitive, with different tools for object and sub-object selections.
  • Assign Max actions, macros, and custom MAXScript commands through the visual editor.
  • Customize shortcuts, mouse bindings, labels, and colors.
  • Access native Max menus through a Hotbox at your cursor.
  • Generate a printable cheat sheet reflecting your current saved bindings.

One small feature I particularly like: for supported commands, moving past the dashed ring switches whether the command opens its settings or runs directly. That lets you choose between repeating an operation and adjusting its parameters using the same menu entry.

It’s a paid plugin, and I’m the developer. I’d appreciate feedback from people who spend their day in Max—especially on the menu interaction and editor workflow.

Which commands would earn a spot in your marking menu? And do you currently use quad menus, keyboard shortcuts, or another setup?

u/gollum666999 — 9 days ago
▲ 12 r/FluidMechanics+1 crossposts

Dunes self-organising from a perfectly flat sand sheet - one wind gives barchans, two give seif ridges, many give star dunes

Wind Regime

https://www.youtube.com/watch?v=1bUczsZFpak

Nothing in this is sculpted. Every run starts from the same flat sand sheet, and the patterns self-organise: any small bump slows the wind slightly, sand drops on it, the bump grows, and the instability picks whatever pattern matches the wind.

Which pattern it picks is decided by just two things - the wind regime and the sand supply:

- ONE dominant direction: barchans, crescents with horns pointing downwind, migrating across bare ground. Same wind with more sand and they link up into transverse ridges.

- TWO directions alternating at an angle: linear/seif dunes, long ridges that run along the AVERAGE of the two winds - the sand gets pushed along the ridge instead of across it.

- MANY directions: star dunes - the sand converges instead of migrating, so they grow tall and barely move.

Transport rate turned out to set the tempo and the size, not the pattern: crank it up and you get the same shapes, just faster and bigger.

These runs use an analytic wind (a prescribed wind rose - fast and fully repeatable, which is what you want for a clean comparison like this). My previous video used a solved flow field instead, where the wind accelerates over crests and shelters the lee side - local shapes come out more natural, but it is slower and much harder to steer toward a specific regime.

Simulated in DunesForge, a dune simulator for Blender I have been building. Captions in the video name the wind regime for each run - none of them is a specific real-world site, but the three families are clearly distinct.

Happy to answer anything about how it works under the hood.

reddit.com
u/gollum666999 — 1 month ago

Aeolian dune simulation - Blender

https://www.youtube.com/watch?v=pINruj1NwoU

This is a wind-transport solver I'm building for Blender: sand gets moved by the wind, deposited where it slows down, and avalanched wherever the slope gets too steep. Nothing here is sculpted and nothing is a texture .

https://preview.redd.it/l5gywl3w18oh1.png?width=1622&format=png&auto=webp&s=1a5f24394bf619fa3a1422225fa2e8fb1a59387e

"Resource" / "Tools"

reddit.com
u/gollum666999 — 1 month ago
▲ 5 r/FluidMechanics+1 crossposts

Aeolian dune simulation - Blender

https://www.youtube.com/watch?v=pINruj1NwoU

This is a wind-transport solver I'm building for Blender: sand gets moved by the wind, deposited where it slows down, and avalanched wherever the slope gets too steep. Nothing here is sculpted and nothing is a texture .

https://preview.redd.it/l5gywl3w18oh1.png?width=1622&format=png&auto=webp&s=1a5f24394bf619fa3a1422225fa2e8fb1a59387e

"Resource" / "Tools"

reddit.com
u/gollum666999 — 1 month ago