Max Stack - Max Modifiers and Stack

kleinARt in Modeling



39 MODIFIERS  •  LIVE GIZMOS  •  STACK SELECTIONS

BIG 1.3 UPDATE  FFD, Shell, a spline pack & a new stack UI — Lathe, Sweep, Lattice and 7 more, plus selection lanes you can read at a glance

FOR BLENDER 4.3 – 5.2

The modifiers Blender's stack was missing.

Bend with limits, FFD lattices, Lathe and Sweep, box UV projection, Edit Poly-style editing — and live selections that mask any modifier below them. 39 modifiers you drag in the viewport, with no node wiring, in Blender's own modifier stack.

39

modifiers that work together
deform, model, splines, selections, UV and material — on the normal stack

Live

selections
build a selection once, mask every modifier below with it

Real

viewport gizmos
drag cages, planes, limits, lattices and UV boxes

Procedural, without the node spaghetti

Blender has modifiers, and it has Geometry Nodes. MAXStack gives you the power of the second with the ease of the first: pick a modifier, drag its gizmo, point it at a selection. Every value stays editable, every step stays in the stack.

01
Add it like any modifier

MAXStack has its own category in Add Modifier, right next to Blender's.

02
Drag it in the viewport

Gizmos on the object for every spatial modifier, backed by exact values you can type and animate.

03
Mask it live

Select by angle, grow it, and let Bend, Push and Array share that one mask. Change the selection — everything below follows.

Jobs plain Blender makes hard

Real tasks, side by side with Blender's own modifiers.

The job MAXStack Plain Blender
Bend just the tip of a pipe 90 degrees Angle, upper/lower limits, fixed anchor and a cage that bends with the mesh Simple Deform bends the whole object, with no limits and no anchor
Push only the faces steeper than 30 degrees Select By angle feeds Push a live mask No procedural selection-by-angle mask on the normal stack
Reuse one live mask in three different modifiers One selection masks any number of modifiers — edit the selection, every one updates Not possible on the stack without building Geometry Nodes setups yourself
Drive a material from a live selection Every selection is a mesh attribute the shader Attribute node reads — select by angle, grow, paint: the material follows live Color attributes work in shaders, but the mask is static data — no procedural stack selection driving it
Tweak vertices after a Bend and keep the Bend adjustable Edit Mesh below the Bend: press Tab, move the vertices, the Bend stays live Edit mode only edits the base mesh, so modeling on a modifier result means applying it and losing the stack
Reshape a model with a lattice FFD right in the stack: Tab into the control points, edit with Blender's own tools, mask it with a selection The Lattice modifier needs a separate lattice object to create, place and keep track of
Sweep an I-beam, channel or angle along a path Sweep with ten built-in sections, mitred corners and pivot alignment Model the profile curve yourself and wire it up as a bevel object
Revolve a profile into a vase or a column Lathe with degrees, align min / center / max and the axis drawn in the viewport Screw modifier works, but axis placement and merging are set up by hand
Box or cylindrical UV projection UV Map gizmo with Planar, Box, Cylindrical and Spherical modes No native box-projection UV modifier workflow
Fit a mesh along a curve Path Deform with stretch-to-fit, offset, twist, axis and lateral controls Curve modifier is more limited and axis-driven
Inspect one modifier without the rest below it Preview Up To Active shows the stack up to the modifier you click Toggle every downstream viewport switch manually

Comparison is against stock Blender modifiers, not any specific add-on.


Why Blender users choose MAXStack

01 / ONE STACK, NOT A SIDE PANEL

Real modifiers on the real Blender stack

Open Add Modifier — MAXStack is where your hand already goes.

Each tool lands on Blender's normal modifier stack. Reorder it, collapse it, copy it to other objects, turn it off for renders or apply it — like any other modifier. No proxy objects, no node trees to maintain.

02 / VIEWPORT GIZMOS

Grab the effect where it happens

Stop guessing from number fields.

The active modifier draws its controls right in the viewport: deform cages, slice and mirror planes, lattices, UV projection boxes — with handles you just grab.

  • Controls live on the object, not on helper empties — copy the object and its setup comes along
  • Move, rotate and scale handles for every spatial modifier
  • Bend cage that follows the deformed mesh
  • FFD lattice and Lathe axis drawn right on the object
  • Align to Face and Fit to Object shortcuts

03 / SELECTIONS AS MODIFIERS

Selections that flow down the stack

Build a selection once, mask any modifier below with it — and keep editing it.

In MAXStack a selection is a modifier too. Build it by angle, volume, proximity, random, a helper object or a brush, then combine, grow, shrink or animate it — and every modifier below can use it as its mask. Change it any time; nothing has to be rebuilt. Vertex groups are still there when you need them.

  • Selection Paint: brush a vertex selection straight on the mesh, mouse wheel to resize, Ctrl to subtract
  • Select By: 3D volumes, normals, sharp edges, proximity, random or inside helper objects
  • Select Combine: union, intersect, subtract or exclude two selections
  • Select Ops: grow, shrink, invert and soften
  • Bake: turn any selection into a vertex group — or a vertex group into a live selection
  • Drive materials: every selection is a real mesh attribute — read it in the shader editor (Attribute node) to blend materials or drive roughness, emission and more. paint a mask, shade with it, keep it procedural

04 / EDIT MESH

Edit the mesh anywhere in the stack

The Edit Poly workflow Blender never had.

Drop Edit Mesh into the stack and press Tab. You model on the result of everything above it with Blender's own edit tools, while the modifiers below stay live. Your base mesh is never touched, and every Edit Mesh keeps its own edits.

  • Delta mode: your vertex tweaks ride on the live input, so the modifiers above stay adjustable
  • Replace mode: for topology, UV and material edits
  • Stack them: several Edit Mesh levels in one stack, each editable on its own
  • Stays in sync: a warning when the stack above changes, with one-click Recapture or Rebase

05 / FFD

Sculpt with a lattice, right in the stack

The 3ds Max FFD, without a separate lattice object.

Add FFD and the lattice fits itself around the incoming mesh. Press Tab to edit the control points with Blender's own tools: grab, rotate, scale, proportional editing. The object deforms live and the modifiers above stay adjustable.

  • Any resolution: 2×2×2 up to 10×10×10 control points, change it later and the shape is kept
  • True FFD: the smooth Max-style lattice deformation, inside the box only or across the whole mesh
  • Masked: limit it to a selection or a vertex group
  • Gizmo box: move, rotate and scale the lattice box in the viewport

06 / SPLINE MODELING

Lathe, sweep and render splines the Max way

Draw a profile, get a model, keep it editable.

Use a curve object, or simply draw the path as edges inside a mesh. The object keeps its materials, and the curve resolution is right on the modifier.

  • Lathe: revolve a profile with degrees, segments, align min / center / max, weld core and caps; the axis is drawn in the viewport
  • Sweep: ten built-in sections (angle, bar, channel, cylinder, half / quarter round, pipe, tee, tube, wide flange) or your own, with mitred corners and pivot alignment
  • Renderable Spline: round or rectangular tubes from any spline or edge path
  • Normalize Spline: even point spacing by length or count, ready for deforms
  • Lattice: turn edges into struts and vertices into joints, for frames, trusses and wireframe looks

BONUS / FLOW PANEL

Read the whole stack at a glance

See which selection feeds which modifier — and rewire it with one click.

Every selection gets a named colour chip and its own lane down the stack list, like a subway map: a ▼ where it is created (click it for a viewport heatmap), a ☑ on every modifier that uses it as its mask, a ☐ where it could — one click wires or unwires it. The active modifier spells it out in plain words ("from Select Volume", "used by Taper") and flags a mask that can't work in red. New selections are numbered automatically (MS_Selection 2, 3 …), so nothing gets silently replaced — no socket hunt, no typing names.

Renders without the add-on

Placed modifiers are saved inside your .blend. Teammates and render farms open, edit and render the scene without installing MAXStack.

No node wiring

Every MAXStack modifier is a finished tool with labelled settings and a gizmo. Geometry Nodes knowledge is optional — not required.

A real UV Map modifier

Planar, Box, Cylindrical and Spherical UV mapping with a real viewport gizmo. Move, rotate and scale the projection like a modifier instead of fighting a static unwrap — and point it at a selection to remap only those faces, region by region.

What you get

Every tool below plugs into the same selection and gizmo system — one selection can drive any of them.

Deform

Bend, Twist, Taper, Skew, Stretch, Squeeze, Wave, Displace, Spherify, Path Deform, Transform, Push, Noise, FFD, Relax

Modeling

Edit Mesh, Array, Symmetry, Slice, Weld, Subdivide, Shell, Cap Holes, Lattice, Delete Mesh

Splines

Lathe, Sweep, Bevel, Extrude, Renderable Spline, Normalize Spline

Selection

Selection Paint, Select By, Select Combine, Select Ops, Select Volume

UV & material

UV Map, UV Transform, Material

Stack tools

Preview Up To Active, Copy / Paste modifiers, Copy to Selected, Apply All, Delete All

The full list with a short description of every modifier is further down.

Stack productivity tools
quality-of-life controls for daily modifier work

  • Preview Up To Active: the 3ds Max "Show End Result" toggle. Hide everything below the active modifier to see exactly what it does — it follows as you click through the stack, then restore everything in one click.
  • Apply All / Delete All: collapse or clear the stack when a model is ready to hand off — tucked into the Stack menu, safe from stray clicks.
  • Copy to Selected / Copy All: push one modifier or the full stack onto every selected object.
  • Copy / Paste / Paste Values: the 3ds Max stack clipboard. Copy any single modifier — MAXStack or native — and paste it on any object with all settings and selection wiring intact, or overwrite a same-type modifier's settings with Paste Values.
  • Reorder, toggle and route: move modifiers, show or hide them, and wire masks to the right selection — all from one list.

WHY IT EXISTS

Built by a 3ds Max user of 25 years who moved to Blender.

Blender won me over — but I kept missing the stack: a Bend with limits, an FFD that lives on the object, Edit Poly in the middle of the stack, a selection I build once and reuse everywhere, UVs I can box-map and still move. After five years in Blender I built that stack, for Blender's own modifier panel. MAXStack is the toolset I wanted on day one.

Who it is for

3ds Max switchers: familiar stack behavior, modifier names, Edit Poly-style editing and viewport-driven placement inside Blender. Hard-surface and product artists: controlled bends, Max-style bevels, lathes and sweeps of standard profiles, shells, symmetry, UV projection and editable procedural masks.
Motion designers: stackable path deform, twist, noise, FFD lattices and gizmo-driven transforms that remain animatable. Blender modelers: limits on every deformer, live masks and box UVs — without building node trees.

All 39 modifiers at a glance

Every deformer except Path Deform can be limited to a selection or a vertex group.

DEFORM · 15
Bend Bend around any axis with upper / lower limits, a fixed anchor and a cage that bends with the mesh
Twist Twist around an axis with bias and limits; the cage twists along
Taper Taper along an axis with amount and curve, optionally limited to a range
Skew Shear the mesh along an axis, with limits and a gizmo
Stretch Squash and stretch along an axis with a volume-preserving bulge
Squeeze Pinch or bulge along an axis, radial and axial
Wave Wave or ripple deformer with wavelength, phase and decay, animated on its own
Displace Displace along the normals by an image, projected by a gizmo box or your UVs
Spherify Morph toward a sphere, or an ellipsoid by scaling the gizmo
Path Deform Fit the mesh along a curve with stretch-to-fit, offset, twist and axis controls
Transform Move, rotate and scale the mesh at this point in the stack with a cage gizmo
Push Push surfaces along their normals to inflate or shrink them
Noise 3D noise distortion with a gizmo, detail, roughness, seed and built-in animation
FFD 3ds Max FFD lattice in a gizmo box, 2 to 10 control points per axis; Tab edits the points with Blender's own tools
Relax Smooth the surface toward its neighbours, with Keep Boundary and Keep Volume (no shrinking)
MODELING · 10
Edit Mesh Edit the mesh anywhere in the stack with Blender's own edit tools (Tab), independent of the base mesh
Array Clone array inside a draggable box, by count or spacing, with per-clone random position, rotation and scale
Symmetry Mirror across a draggable plane, with slice and weld
Slice Cut with a plane gizmo: keep one side, or turn a side into a selection
Weld Merge by distance, all or connected only, respecting and keeping normals
Subdivide Subdivide down to a target edge length for even density before deforming
Cap Holes Close open holes with clean caps, with cap material and UV options
Shell Give a surface thickness: inner and outer amount, rim segments, even thickness, rim and inner material slots
Lattice Turn edges into struts and vertices into geodesic joints, with material slots per part
Delete Mesh Delete the incoming selection, as faces or vertices
SPLINES · 6
Lathe Revolve a profile around an axis with degrees, segments, align, weld core and caps; the axis is drawn in the viewport
Sweep Sweep a built-in section (angle, bar, channel, cylinder, half / quarter round, pipe, tee, tube, wide flange) or your own along a spline, with mitred corners
Bevel 3ds Max-style Bevel: turn an outline into a solid with up to three height / outline levels, rounded edges and caps
Extrude Extrude splines into capped solids, or extrude selected faces with inset
Renderable Spline Render splines or edge paths as round or rectangular tubes with auto smooth
Normalize Spline Re-space spline points evenly by segment length or count
SELECTION · 5
Selection Paint Brush a vertex selection right on the mesh (mouse wheel = size, Ctrl = subtract)
Select By Select by normal direction, sharp edges, random patches or proximity, with falloff
Select Volume Select inside a point, line, cube, cylinder, sphere or helper object, with falloff
Select Combine Union, intersect, subtract or exclude two selections
Select Ops Grow, shrink, invert and soften a selection
UV & MATERIAL · 3
UV Map Planar, Box, Cylindrical or Spherical projection with a real viewport gizmo
UV Transform Tile, offset, rotate and flip existing UVs around a pivot
Material Set a material slot on the masked faces, fixed or random per element / per face

Good to know

  • MAXStack is built from Geometry Nodes node groups delivered as assets, so the modifiers appear in Add Modifier and on the modifier stack like native entries.
  • Renders and shares without the add-on: placed modifiers are saved inside your .blend. Teammates and render farms can open, edit and render the scene without installing MAXStack. The add-on is needed to add new MAXStack modifiers and use the custom gizmos and panel.
  • Requires Blender 4.3 or newer. Because it is pure Python and Geometry Nodes, it runs on Windows, Linux and macOS.
  • Selections are mesh attributes that flow between MAXStack modifiers — and straight into your materials: read any selection with the shader editor's Attribute node to mix shaders or drive values. Bake to a real vertex group when a native modifier needs one.
  • The spline modifiers (Lathe, Sweep, Bevel, Extrude, Renderable Spline, Normalize Spline) take a curve object or edges drawn inside a mesh, and keep the object's materials.
  • Updating the add-on can auto-upgrade MAXStack modifiers already placed in your scenes, carrying values across by socket name.
  • The MAXStack list and tools sit above the modifier stack by default, or move to the viewport sidebar from the add-on preferences if another modifier add-on shares the top of the stack.

What's new

1.3
October 2026
10 new modifiers — 39 in total.
New stack UI: every selection gets its own colour lane down the stack list — ▼ where it is created, ☑ where a modifier uses it as its mask, ☐ click to use it there. The active modifier says in plain words where its mask comes from and who uses its selection, and flags a mask that can't work in red. New selections number themselves (MS_Selection 2, 3 …), so nothing gets silently replaced. The classic UI stays one click away.
FFD: the 3ds Max lattice deformer inside the stack; Tab edits the control points with Blender's own tools.
Shell: give surfaces thickness with rim segments and material slots.
Spline pack: Lathe (with a viewport axis), Sweep (ten built-in sections), Renderable Spline, Normalize Spline and Lattice (struts and joints).
Also new: Relax, Delete Mesh and Material. Spline Resolution right on every spline modifier, with the curve's own Resolution mirrored in the MAXStack panel.
1.2
October 2026
New: Edit Mesh. Edit the mesh anywhere in the stack with Blender's own edit tools (Tab), while the modifiers below stay live. Delta mode keeps the modifiers above adjustable; Replace mode for topology, UV and material edits.
Blender 5.2 LTS support.
1.1
September 2026
New: Bevel. The 3ds Max Bevel: turn a closed outline (a curve, or a mesh's edges) into a solid with up to three height / outline levels, rounded or filleted edges and caps. Outlines always grow outward and holes shrink, however the spline was drawn.

One install. The modifier system Blender was missing.

39 non-destructive modifiers, Edit Poly-style mesh editing, FFD lattices, spline modeling, real viewport gizmos and a live selection flow — one integrated stack for Blender 4.3+ on Windows, Linux and macOS.

3ds Max and Autodesk are trademarks of Autodesk, Inc. MAXStack is an independent product and is not affiliated with, sponsored by, or endorsed by Autodesk. "3ds Max" is used only to describe a comparable workflow.


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Details
Blender Extension Compatible Yes
Sales 10
Rating
1 ratings
Dev Fund Contributor
Published 3 months ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Arnold, Blender-Internal, Blender-Game-Engine, Cycles, Eevee, Freestyle, Luxrender, Mental-Ray, Octane, Vray, Yafaray
License GPL