Data Channel Modifier

The Data Channel modifier is a versatile tool for automating complex modelling operations. By piping mesh data through a series of controls, you can achieve a huge variety of effects that dynamically update as you make changes.

An example of the Data Channel modifier being used to isolate specific topographical features using curvature data. This process stack could be used to mask off areas for convincing snow accumulations, for instance, that would update automatically after any further modelling.

About the Data Channel Modifier

3D objects are made up of various subcategories of data that define attributes such as geometry, vertex color settings, world coordinates, selections, and texture mapping information. The data for each subcategory is stored in a separate channel. Using the Data Channel modifier, you can apply various processes to various data channels as they flow through a stack. Any transformations will then update automatically as the object changes state.

The Data Channel modifier can be useful for automating such tricky operations as blending materials based on different states, creating deformations based on an output, or dynamically copying data between channels for storage. Data can be visualized directly in the viewport as gradients of color.

Data channels are manipulated through the use of components called Operators. Added operators are arranged in a stack in the Data Channel modifier panel. The data channel is then procedurally processed as it flows down the list of operators from top to bottom. Operators can be dragged and dropped in the stack to change the order of applying processes.

Note: Cannot be saved as 3ds Max 2017 or earlier versions. If you save your scene as a 3ds Max 2017 (or earlier) file, you will see a stand-in object instead of the modifier when opening the file in that version. If you open the file in a compatible version, the operator list will be empty.

Operator Types

There are three types of operators used to build a stack: Input , Process , and Output .

A stack must include:

A stack may also include:

Most operators target a specific geometric channel, transforming either edge , face , or vertex data. The exceptions are process operators, a number of which can be used interchangeably with any type of data. Operators that transform different types of data cannot be included in the same stack unless the Convert to SubObject Type operator is used. If an operator is added improperly (for example, an operator that processes vertices is placed after an Edge Input operator), an error icon is displayed and the operator name is shown in red in the stack.

Input Operators

  • Color Elements
  • Component Space
  • Curvature
  • Delta Mush
  • Distort
  • Edge Input
  • Face Input
  • Maxscript
  • Node Influence
  • Tension Deform
  • Transform Elements
  • Vector
  • Velocity
  • Vertex Input
  • XYZ Space

Process Operators

  • Clamp
  • Convert to SubObject Type
  • Curve
  • Decay
  • GeoQuantize
  • Invert
  • Normalize
  • Point 3 To Float
  • Scale
  • Smooth

Output Operators

  • Edge Output
  • Face Output
  • Vertex Output

Saving Data Channel Modifier Data from Max Version 2018 to 2017

Note that when saving files from 2018 to 2017, the data channel modifier is saved as a missing modifier by default. If 2017 update 1 installed, you can save to 2017 and maintain the operators as well as their parameters. To do this, add the following string to the 3dsmax.ini:

[Plugins]
DataChannelSaveAs2017 = 1

Setting 1 enables saving the data channel modifier data while setting 0 disables it.

The 3dsMax.ini file can be found in the following directory: C:\Users\username\AppData\Local\Autodesk\3dsMax\2018 - 64bit\ENU