Max
sickn33/agentic-awesome-skills
Cleans up and improves existing code without changing behavior.
Scripts and configures production rendering in Autodesk 3ds Max with the V-Ray and Corona renderers: output size and files, render elements, denoising, light mix, batch and command-line rendering…
$ npx skills add TerminalSkills/skills --skill 3dsmax-rendering -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install TerminalSkills/skills 3dsmax-rendering --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/TerminalSkills/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/3dsmax-rendering .claude/skills/3dsmax-rendering && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "3dsmax-rendering" agent skill from https://github.com/TerminalSkills/skills/tree/main/skills/3dsmax-rendering into .claude/skills/3dsmax-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dsmax-rendering", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/TerminalSkills/skills/tree/main/skills/3dsmax-renderingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add TerminalSkills/skills --skill 3dsmax-rendering -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install TerminalSkills/skills 3dsmax-rendering --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TerminalSkills/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/3dsmax-rendering .agents/skills/3dsmax-rendering && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "3dsmax-rendering" agent skill from https://github.com/TerminalSkills/skills/tree/main/skills/3dsmax-rendering into .agents/skills/3dsmax-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dsmax-rendering", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add TerminalSkills/skills --skill 3dsmax-rendering -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install TerminalSkills/skills 3dsmax-rendering --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TerminalSkills/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/3dsmax-rendering .cursor/skills/3dsmax-rendering && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "3dsmax-rendering" agent skill from https://github.com/TerminalSkills/skills/tree/main/skills/3dsmax-rendering into .cursor/skills/3dsmax-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dsmax-rendering", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/TerminalSkills/skills.git --path skills/3dsmax-rendering--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add TerminalSkills/skills --skill 3dsmax-rendering -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install TerminalSkills/skills 3dsmax-rendering --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TerminalSkills/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/3dsmax-rendering .gemini/skills/3dsmax-rendering && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "3dsmax-rendering" agent skill from https://github.com/TerminalSkills/skills/tree/main/skills/3dsmax-rendering into .gemini/skills/3dsmax-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dsmax-rendering", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install TerminalSkills/skills 3dsmax-renderingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add TerminalSkills/skills --skill 3dsmax-rendering -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/TerminalSkills/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/3dsmax-rendering .github/skills/3dsmax-rendering && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "3dsmax-rendering" agent skill from https://github.com/TerminalSkills/skills/tree/main/skills/3dsmax-rendering into .github/skills/3dsmax-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dsmax-rendering", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add TerminalSkills/skills --skill 3dsmax-rendering -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install TerminalSkills/skills 3dsmax-rendering --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TerminalSkills/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/3dsmax-rendering .opencode/skills/3dsmax-rendering && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "3dsmax-rendering" agent skill from https://github.com/TerminalSkills/skills/tree/main/skills/3dsmax-rendering into .opencode/skills/3dsmax-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dsmax-rendering", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
3dsmax-renderingScripts and configures production rendering in Autodesk 3ds Max with the V-Ray and Corona renderers: output size and files, render elements, denoising, light mix, batch and command-line rendering…
3dsmax Rendering is an agent skill from TerminalSkills/skills. Scripts and configures production rendering in Autodesk 3ds Max with the V-Ray and Corona renderers: output size and files, render elements, denoising, light mix, batch and command-line rendering, and network rendering. Use when a user asks to set up a production render, render several cameras in one batch, render from the command line or on a render farm, add render passes for compositing, or cut render time for archviz and product shots.
Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 1 other file (for example `_scores.json`). Compatibility notes: Windows. 3ds Max with V-Ray 7 (supports 3ds Max 2021-2027) or Corona 14; scripts run in the MAXScript Listener or through pymxs
The repository describes itself as: Open-source library of AI agent skills — SKILL.md files for Claude Code, Codex, Gemini CLI, Cursor. The licence is Apache-2.0.
8 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit a021875. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are maxscript, bat and python).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Windows. 3ds Max with V-Ray 7 (supports 3ds Max 2021-2027) or Corona 14; scripts run in the MAXScript Listener or through pymxs
From compatibility in the SKILL.md frontmatter.
3dsmax Rendering loads about 3.8k tokens when it runs. Until then it costs about 115 tokens; SKILL.md has 1,222 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from TerminalSkills/skills at commit a021875, republished under its Apache-2.0 licence (© TerminalSkills). 1,222 words, ~3,750 tokens.
.claude/skills/3dsmax-rendering/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Everything in the 3ds Max Render Setup dialog can be scripted. Settings that belong to 3ds Max itself are MAXScript globals (renderWidth, rendOutputFilename) and interfaces (batchRenderMgr, RenderElementMgr); settings that belong to the renderer are properties of renderers.current. Chaos documents only a handful of V-Ray and Corona property names and the full list depends on the installed version, so the dependable workflow is: assign the renderer, list its properties with showProperties, then set them. This skill covers that workflow, render elements, denoising, light mix, batch rendering, 3dsmaxcmd, V-Ray Standalone and network rendering.
for c in RendererClass.classes do print c -- every installed renderer class
renderers.current = VRay() -- fresh V-Ray with default settings; VRayRT() is V-Ray GPU
vr = renderers.current
vrayVersion() -- #(version, build)
showProperties vr -- every scriptable setting with its type
showProperties vr "*noise*" -- filter by name patternWith Corona assigned (Render Setup > Common > Assign Renderer):
cr = renderers.current
show cr -- Corona settings and current values
showInterface CoronaRenderer.CoronaFp -- Corona functions
CoronaRenderer.CoronaFp.getVersionString()These are 3ds Max globals. Close the Render Setup dialog first — changes made while it is open do not stick.
renderSceneDialog.close()
fn setResolution preset = (
case preset of (
"draft": (renderWidth = 1920; renderHeight = 1080)
"4k": (renderWidth = 3840; renderHeight = 2160)
"print-a3": (renderWidth = 4961; renderHeight = 3508) -- A3 at 300 DPI
"print-a2": (renderWidth = 7016; renderHeight = 4961) -- A2 at 300 DPI
"panorama": (renderWidth = 8000; renderHeight = 4000) -- 2:1 spherical
)
format "Resolution %x%\n" renderWidth renderHeight
)
setResolution "4k"
rendTimeType = 1 -- 1 single frame, 2 active segment, 3 rendStart..rendEnd, 4 rendPickupFrames
rendSaveFile = true
rendOutputFilename = @"D:\renders\lobby\lobby_cam01.exr"
max quick render -- same as the Render button; uses the dialog settingsThe render() function is different: it ignores the dialog's output file and takes everything as parameters.
render camera:$Cam_Lobby_01 outputwidth:1920 outputheight:1080 \
outputfile:@"D:\renders\lobby\preview.png" vfb:falseV-Ray 7 defaults already suit most stills: Progressive image sampler (min 1, max 100 subdivs), render time 0 (run until the noise threshold is reached), GI on with Brute force primary and Light cache secondary. The main quality control is the Noise threshold:
| Stage | Image sampler | Noise threshold | Notes |
|---|---|---|---|
| Lighting test | Progressive | 0.1 | 640x480, override material in Global switches |
| Preview | Progressive | 0.05 | highest value the denoiser handles well |
| Default | Progressive | 0.01 | |
| Final still | Progressive or Bucket | 0.005 | no visible noise without a denoiser |
| Animation, DR | Bucket | 0.005 | Light cache preset Animation (Subdivs 3000, Retrace 8) |
Halving the noise threshold roughly doubles render time.
vr = renderers.current
vr.gi_on = true
vr.output_saveRawFile = true -- V-Ray raw image file: multichannel .exr or .vrimg
vr.output_rawFileName = @"D:\renders\lobby\lobby_cam01.exr"
showProperties vr "imageSampler*" -- then set what you found, for example:
vr.imageSampler_type -- integer; switch the type in the UI once and read it backElements are added through the 3ds Max Render Element Manager. V-Ray elements are classes named as in the Render Elements list.
re = maxOps.GetCurRenderElementMgr()
re.RemoveAllRenderElements()
passes = #(VRayReflection, VRayRefraction, VRayRawTotalLighting, VRayRenderID,
VRayZDepth, VRayCryptomatte, VRayLightMix, VRayDenoiser)
for cls in passes do re.AddRenderElement (cls elementname:(cls as string))
re.SetElementsActive true
format "% render elements\n" (re.NumRenderElements())
zdepth = re.GetRenderElement 4 -- index is 0-based
showProperties zdepth -- Zdepth min / max, clamp, invertWhile the V-Ray frame buffer is enabled, V-Ray saves render elements only through V-Ray raw image file (step 3) or Separate render channels in Render Setup > V-Ray > Frame buffer. To drive element output from the 3ds Max Render Output field or the elements' own output paths instead, turn the V-Ray frame buffer off.
Corona elements follow the same pattern with their own names: CShading_LightMix, CShading_LightSelect, CGeometry_ZDepth, CMasking_Cryptomatte, CESSENTIAL_Reflect.
VRayDenoiser (render element) — engines: Default V-Ray denoiser, NVIDIA AI denoiser (needs an NVIDIA GPU), Intel Open Image Denoise. Presets for the default engine: Mild (strength 0.5, radius 5), Default (1, 10), Strong (2, 15). Mode Only generate render elements skips denoising at render time so a sequence can be denoised afterwards with frame blending:
vdenoise -inputFile="D:\renders\walkthrough\frame_????.exr"vdenoise.exe is in C:\ProgramData\Autodesk\ApplicationPlugins\VRay3dsMax<year>\bin (3ds Max 2022 and later); run it from there or by full path.
VRayLightMix (render element) — after rendering, set the VFB layer source to LightMix and change each light's intensity and color; To Scene writes the result back to the lights. Start with white lights at generous intensity: raising a dim light in the mix amplifies its noise.
Corona — denoising modes in Render Setup > Scene: None, Only firefly removal, NVIDIA GPU AI, Intel CPU/GPU AI, Corona High Quality, Gather data for later; Amount can be changed after the render. LightMix needs one CShading_LightMix and one CShading_LightSelect per controllable light (the Setup Interactive LightMix button creates them) and is scriptable after the first render:
fp = CoronaRenderer.CoronaFp
for i = 0 to fp.numLightSelectChannels() - 1 do
format "% %\n" i (fp.getLightSelectName i)
fp.setLightSelectIntensity 0 2 1.8 -- LightMix 0, LightSelect 2, intensity 1.8
fp.setLightSelectEnabled 0 3 false
fp.getStatistic 7 -- estimated noise in percent (0 = not available yet)
fp.saveAllElements @"D:\renders\lobby\lobby_cam01.exr"Corona stops on whichever limit is hit first — Pass limit, Time limit or Noise level limit (0 disables a limit). Its GI uses a primary solver plus a secondary solver: Path tracing, or UHD Cache, which is faster and slightly less accurate.
fn queueCameras outDir w h = (
for i = batchRenderMgr.numViews to 1 by -1 do batchRenderMgr.DeleteView i
local cams = for c in cameras where superClassOf c == camera collect c -- skips camera targets
for cam in cams do (
local v = batchRenderMgr.CreateView cam
v.name = cam.name
v.overridePreset = true
v.width = w
v.height = h
v.outputFilename = outDir + "\\" + cam.name + ".exr"
v.enabled = true
)
cams.count
)
queueCameras @"D:\renders\lobby" 4000 2250
batchRenderMgr.netRender = false -- true sends the views to Backburner
batchRenderMgr.Render()3dsmaxcmd.exe sits in the 3ds Max install folder. Separators may be :, = or a space; the scene file comes last.
cd /d "C:\Program Files\Autodesk\3ds Max 2026"
:: One camera, one frame
3dsmaxcmd -o:"D:\renders\lobby\cam01.exr" -cam:"Cam_Lobby_01" -w:4000 -h:2250 -v:5 "D:\projects\lobby\lobby_v12.max"
:: Animation range
3dsmaxcmd -o:"D:\renders\walkthrough\frame_.exr" -cam:"Cam_Walkthrough" -start:0 -end:300 -w:1920 -h:1080 "D:\projects\lobby\lobby_v12.max"
:: Every enabled view of the Batch Render dialog
3dsmaxcmd -batchRender "D:\projects\lobby\lobby_v12.max"
:: Submit to a Backburner manager instead of rendering locally
3dsmaxcmd -submit:farm-manager01 -jobName:"lobby_walkthrough" -frames:0-300 "D:\projects\lobby\lobby_v12.max"V-Ray Standalone (vray.exe, in the same bin folder as vdenoise.exe, or the V-Ray Standalone command prompt in the Start menu) renders an exported scene without 3ds Max:
vrayExportVRScene @"D:\renders\lobby\lobby_cam01.vrscene" -- exports the current viewportvray -sceneFile="D:\renders\lobby\lobby_cam01.vrscene" -imgFile="D:\renders\lobby\lobby_cam01.exr" -imgWidth=4000 -imgHeight=2250 -display=0-submit above, or batchRenderMgr.netRender = true.vrayEditDRSettings() opens the server list. Use the Bucket sampler. DR2 is the default since V-Ray 7 update 3.CoronaRenderer.CoronaFp.loadDrIpFile @"D:\farm\render-nodes.txt" loads one IP per line. For animations use Backburner so each machine renders its own frame.proxies = vrayMeshExport meshFile:@"D:\assets\proxies\olive_tree.vrmesh" nodes:$Olive_Tree_01 autoCreateProxies:truefrom pymxs import runtime as rt
rt.renderSceneDialog.close()
rt.renderWidth, rt.renderHeight = 3840, 2160
vr = rt.renderers.current
rt.showProperties(vr)
rt.render(outputFile=r"D:\renders\lobby\preview.png", vfb=False)User prompt: "Our lobby scene has six cameras. Set up a batch that renders each one at 4000x2250 to EXR with reflection, Z-depth and Cryptomatte passes, and start it."
renderSceneDialog.close()
re = maxOps.GetCurRenderElementMgr()
re.RemoveAllRenderElements()
for cls in #(VRayReflection, VRayZDepth, VRayCryptomatte, VRayDenoiser) do
re.AddRenderElement (cls elementname:(cls as string))
re.SetElementsActive true
n = queueCameras @"D:\renders\lobby" 4000 2250 -- function from step 6
format "% views queued, % render elements\n" n (re.NumRenderElements())
batchRenderMgr.Render()Result: the Listener prints 6 views queued, 4 render elements, the Batch Render dialog lists one enabled view per camera, and D:\renders\lobby fills with Cam_Lobby_01.exr … Cam_Lobby_06.exr as the views finish. To get the passes on disk, turn on V-Ray raw image file or Separate render channels in the scene first (step 4) — with the V-Ray frame buffer on, V-Ray writes its elements only through those two outputs.
User prompt: "Render frames 0–300 of Cam_Walkthrough at 1080p on the render box without opening 3ds Max, then denoise the sequence."
Prepare the scene once and save it: a VRayDenoiser element with Mode Only generate render elements, the Bucket image sampler, and the V-Ray raw image file so every frame is a multichannel EXR that contains the denoiser channels.
vr = renderers.current
vr.output_saveRawFile = true
vr.output_rawFileName = @"D:\renders\walkthrough\frame_.exr"cd /d "C:\Program Files\Autodesk\3ds Max 2026"
3dsmaxcmd -cam:"Cam_Walkthrough" -start:0 -end:300 -w:1920 -h:1080 -v:5 "D:\projects\lobby\lobby_v12.max"
"C:\ProgramData\Autodesk\ApplicationPlugins\VRay3dsMax2026\bin\vdenoise.exe" -inputFile="D:\renders\walkthrough\frame_????.exr"Result: 3dsmaxcmd prints a timestamped line per completed frame (verbosity 5) for frames 0–300, and V-Ray writes one raw EXR per frame. Check the file names in the folder first: give vdenoise one ? per digit of the frame number, and add the dot (frame_.????.exr) if Dot-delimited frame number is on in the raw file dialog. It reads each frame together with its neighbours and writes a new denoised image per frame, without the flicker that per-frame denoising produces.
showProperties vr "pattern*", or change the option in the UI once and read the property back.renderSceneDialog.close()), or the dialog overwrites your values.render() is not the Render button. It does not use the Render Setup output file or frame range; use max quick render, Batch Render or 3dsmaxcmd for production output.cameras includes camera targets. Filter with superClassOf c == camera.vdenoise. The in-render denoiser and the NVIDIA AI engine work per frame and flicker.vrayExportVRScene takes render settings from V-Ray GPU; if V-Ray GPU is not the production renderer the .vrscene gets default settings.© TerminalSkills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file in skills/3dsmax-rendering of TerminalSkills/skills.
Open the folder on GitHubat commit a021875
3dsmax Rendering next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| 3dsmax Rendering this skillTerminalSkills/skills | 163 | — | ~3.8k | Automated safety check: Pass | Apache-2.0 | |
| Maxsickn33/agentic-awesome-skills | 47k | 1 repos | ~1.4k | Automated safety check: Pass | MIT | |
| Configure Channelopenclaw/openclaw | 392k | — | ~946 | Automated safety check: Pass | MIT | |
| Render Blockingthedaviddias/Front-End-Checklist | 74k | — | ~430 | Automated safety check: Pass | MIT | |
| RenderLeoYeAI/openclaw-master-skills | 2.2k | — | ~4.8k | Automated safety check: Pass | MIT | |
| ConfigurationBuilderIO/agent-native | 7.1k | — | ~2.1k | Automated safety check: Pass | None |
sickn33/agentic-awesome-skills
Cleans up and improves existing code without changing behavior.
openclaw/openclaw
Configure and prove a chat channel with non-interactive one-liners; secrets only as SecretRefs.
thedaviddias/Front-End-Checklist
A skill your agent uses when auditing slow page loads, heavy assets, or rendering delays related to Eliminate render-blocking resources.
LeoYeAI/openclaw-master-skills
Deploy and operate apps on Render (Blueprint + one-click Dashboard deeplink, same flow as Codex render-deploy).
BuilderIO/agent-native
Where a configuration value belongs — app config schema, agent-native.config.ts, or an environment variable — and how the layers resolve.
sickn33/agentic-awesome-skills
Open Markdown reliably in cmux panes and recover from blank rendered surfaces.
TerminalSkills/skills
Build custom Blender add-ons with Python. An agent skill from TerminalSkills/skills.
TerminalSkills/skills
Run local SEO from your terminal via the SEOG MCP server — Google Business Profile management, map-pack rank tracking and geo-grid scans, review sync and replies published to Google, competitor…
TerminalSkills/skills
Build marketplace and platform payment flows with Stripe Connect.
TerminalSkills/skills
Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup…
TerminalSkills/skills
3proxy is a small open-source proxy server that runs HTTP/HTTPS, SOCKS4/5, SNI and TCP/UDP port-mapping proxies from one config file.
TerminalSkills/skills
Builds Agent2Agent (A2A) servers and clients, the open protocol (originally from Google, now under the Linux Foundation) that lets AI agents from different frameworks call each other.
Scripts and configures production rendering in Autodesk 3ds Max with the V-Ray and Corona renderers: output size and files, render elements, denoising, light mix, batch and command-line rendering…. 3dsmax Rendering is an agent skill from TerminalSkills/skills. Scripts and configures production rendering in Autodesk 3ds Max with the V-Ray and Corona renderers: output size and files, render elements, denoising, light mix, batch and command-line rendering, and network rendering.
3dsmax Rendering fits situations like: A user asks to set up a production render; render several cameras in one batch; render from the command line; on a render farm.
Run `npx skills add TerminalSkills/skills --skill 3dsmax-rendering -a claude-code`. Or copy the skill folder (skills/3dsmax-rendering in TerminalSkills/skills) into .claude/skills/3dsmax-rendering in your project. Claude Code loads it when a task matches its description.
Run `npx skills add TerminalSkills/skills --skill 3dsmax-rendering -a codex`. Or copy the skill folder (skills/3dsmax-rendering in TerminalSkills/skills) into .agents/skills/3dsmax-rendering in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add TerminalSkills/skills --skill 3dsmax-rendering -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3dsmax-rendering, .gemini/skills/3dsmax-rendering, .github/skills/3dsmax-rendering and .opencode/skills/3dsmax-rendering in your project.
SKILL.md names no scripts, command-line tools or credentials: 3dsmax Rendering is instructions for the agent only. Our summary lists: Python 3. Compatibility (from SKILL.md): Windows. 3ds Max with V-Ray 7 (supports 3ds Max 2021-2027) or Corona 14; scripts run in the MAXScript Listener or through pymxs.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
3dsmax Rendering is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with 3dsmax Rendering: Max (sickn33/agentic-awesome-skills, 47k stars), Configure Channel (openclaw/openclaw, 392k stars), Render Blocking (thedaviddias/Front-End-Checklist, 74k stars) and Render (LeoYeAI/openclaw-master-skills, 2.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
TerminalSkills (a GitHub organization) maintains it in TerminalSkills/skills, which has 163 GitHub stars. The repository holds 10 skills in this directory. The repository was last updated on October 3, 2026.
Source: TerminalSkills/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.