Layered clothing simulation
Simulate a layered outfit in 3ds Max, with several garments colliding in one simulation.
Available now
GPU cloth simulation for Autodesk 3ds Max
TenPix Cloth works as a set of modifiers: add them to a mesh the way you would add Bend or Skin, play the timeline, and the cloth is simulated on your NVIDIA graphics card. Built for production garment and fabric work.
Read the docsFeatures
The whole solve runs on the graphics card, so dense garments stay interactive.
Cloth collides with the collider's actual triangles and rests on the shape you modelled.
Folds don't pass through themselves, and layer order decides which garment gives way.
Twelve stock fabrics, the full fabric model, and presets you can save and load.
Cache to TenPix or Alembic, retime, smooth, render with motion blur and wrap a high-res mesh.
One window shows every Solver group: add, reorder and edit modifiers there, with 3ds Max's own undo.
Named weight maps say where a material, a pin, a seam, a tear or a rigid piece applies.
Pin to animated objects, stitch garments, and tear by paint, by stretch or by pressure.
A painted region, such as a cuff or a collar, follows the character's own animation (a Skin or any deformer) instead of being simulated, with a soft edge into the cloth.
Warp and weft threads grow out of every tear and fringe along painted hems, and snap on their own.
Closed shells keep or change their volume and float, a painted region of a body keeps its own, and buttons and buckles stay solid.
Closed objects become soft flesh, such as fat, jelly or rubber, in the same simulation as the cloth, with entry-level muscles that contract and bulge.
Standard 3ds Max space warps such as Wind drive the cloth with their own dials.
Ready-made Deadline scripts record the caches on the farm, one task per Solver group.
The same scene with the same settings gives the same simulation every time.
Every panel can be driven from MAXScript.
How it works
Add them to a mesh the way you would add Bend or Skin. Each one has its own page in the documentation.
Get TenPix Cloth
The demo simulates up to 25,000 vertices in the scene for the first 100 frames of the animation. Everything else works as in the licensed product.
Demo
Free
No licence key needed
Full licence
US$150
US$200
Launch price until 31 December 2026
Perpetual licence for one computer
Questions
3ds Max 2024, 2025, 2026 and 2027 (64-bit) on Windows 10 or 11. Each 3ds Max version has its own build of the plug-in.
An NVIDIA RTX graphics card (RTX 20-series to RTX 50-series) with a recent Game Ready or Studio driver.
Without an activated licence, TenPix Cloth runs as a demo. It simulates up to 25,000 vertices in the scene for the first 100 frames of the animation and saves TenPix caches; Alembic caches need a licence. Everything else works as in the licensed product.
Yes. Ready-made Deadline scripts record the caches on the farm, one task per Solver group, with each recorded frame shown as the task's progress. Farm machines need an activated licence.
Only to activate a licence and for its periodic check. The plug-in keeps working when the licence server can't be reached.
One. Each licence works on one computer. To move it to another computer, deactivate it on the old one first; reinstalling or updating the plug-in does not use the licence again.
No. The licence is perpetual, so there is no subscription. It includes one year of updates and support from the date of purchase, and every version released in that year keeps working after it ends. For newer versions and support after the first year, you can renew at 40% off the regular price (currently US$120 instead of US$200) for another year.
Yes. Every panel can be driven from MAXScript. The MAXScript Guide lists every property and has ready-to-run examples.
Tutorials
Simulate a layered outfit in 3ds Max, with several garments colliding in one simulation.
Bring a garment from Marvelous Designer into 3ds Max and simulate it with TenPix Cloth.
Install the plug-in and the toolbar, check your build number and activate your licence.