City
🚧 In Development

Blocks become cities.

VanguardCity is a procedural city generation plugin for Autodesk 3ds Max — native C++, GPU-accelerated, for building entire street networks and urban layouts in minutes.

DOWNLOAD
3ds Max 2024–2027 · Windows 64-bit
DRAG TO ORBIT — EVERY CITY HERE IS GENERATED, NOT DRAWN
🏙 A City, Not a Street PlanBuildings with windows and real roofs, land use, parks, car parks, hospitals, shops and a landmark — 23 presets, each with its own street grammar.
🗺 OpenStreetMap ImportStart from a real place: streets, buildings, water, railways and power lines from anywhere on earth.
🚦 Traffic, Night and DestructionCar-following traffic that queues at red lights, a power grid that darkens any district, and Voronoi collapse driven on its own or by a VanguardLiquid flood.
🛣 GPU Road GenerationCUDA-accelerated street solving, grid or organic tensor-field growth, resolved over your own terrain — all native in 3ds Max.
— Plans & Pricing
Monthly
$39
  • The full city generatorStreets, blocks, parcels, buildings, props, lighting and materials.
  • No OpenStreetMap importBuilding from a real place needs the 1-Year plan or longer.
  • No road markingsLane lines, kerb lines and crossings need the 1-Year plan or longer.
  • Stops when the term endsA monthly key is a hard plan.
Get 30-Day →
Annual
$99
  • OpenStreetMap importBuild from the street network of a real place.
  • Road markingsLane lines, kerb lines, crossings and stop lines.
  • Keeps working after the term — for everWhen the year ends you keep the last build released during it, permanently.
  • Perpetual licence + 12 months of updatesThe term buys builds, not permission to run. You keep the last build released during your year, for ever.
Get 1-Year →
Long-Term
$149
  • Everything in the 1-Year plan
  • Perpetual licence + 24 months of updatesTwo years of builds, then the same permanent fallback: the last build of your term keeps working for ever.
  • Keeps working after the term — for ever
Get 2-Year →

Every plan is one computer, bound to that machine’s firmware ID, and a key opens only the product it was issued for.

Every plan begins with a free 7-day trial — one per email address, with exports limited to 40 frames while you evaluate. Checkout is securely processed via our payment partner, Raven Computer, Inc.

— Media
Coming soon
Coming soon
Coming soon
Reference

Documentation.

From a fresh install to a city you can render.

Pick a step on the left.

Seven short chapters, in the order you would actually do them. The downloadable guides are listed below.

1. Install VanguardCity

Overview

One installer covers 3ds Max 2024, 2025, 2026 and 2027. It detects which of them you have and installs only those.

Steps

  1. Close 3ds Max — the plugin files cannot be replaced while Max is holding them open.
  2. Run the installer as administrator. It writes into C:\Program Files\Autodesk\3ds Max 20NN\Plugins\, which needs elevation.
  3. Windows may warn you. The installer is not code-signed yet, so SmartScreen has no download history for it. The SHA-256 under the download button is how you confirm the file is ours.
  4. Start Max and create a VanguardCity object.
REQUIREMENTS: an NVIDIA CUDA-capable GPU. The road network is solved on the GPU, which is what makes large layouts practical.
← Previous Next: Activate →

2. Activate your licence

Overview

A licence is tied to one computer by that machine's firmware ID, and is a signed file. Nothing contacts a server while you work.

Steps

  1. Create an account at vanguardfx.pro and request the free 7-day trial — one per email address. The trial runs everything; it exports 40 frames.
  2. Copy the hardware ID the plugin shows you.
  3. Give that ID to the site or to @Vanguard_MyLicense_Bot, and you receive a licence file.
  4. Save it to %LOCALAPPDATA%\VanguardFX\.
MOVING TO ANOTHER PC: the licence is bound to the machine that requested it. Contact support and we will reissue it — copying the file across will be refused.

3. Your first city

Overview

A city is built in stages, and each stage has its own button. You can stop after any of them and keep what you have.

Steps

  1. Create a VanguardCity object and set Block Size and the area you want covered.
  2. Press Generate to solve the street network. Choose a grid layout, or let the tensor field grow the streets organically.
  3. Press Generate Parcels to divide the blocks into plots.
  4. Press Generate Buildings to raise massing on those plots.
THE SEED: Seed is what makes one city different from the next. Change it and regenerate to try another arrangement of the same settings; keep it and nothing moves.

4. Start from a real place

Overview

Instead of a blank plane, you can begin from a real street layout exported from OpenStreetMap.

Steps

  1. Go to openstreetmap.org, find the area you want, and use its Export tab to save an .osm file.
  2. Press Import OSM File... in the plugin and pick that file.
  3. Generate as usual. The imported streets replace the generated network; parcels and buildings follow them.
IF THE IMPORT COMPLAINS: the plugin will tell you when the file is an HTML page rather than OSM data — that usually means the export failed and the browser saved an error page instead. Download it again from the Export tab.
LICENCE OF THE DATA: OpenStreetMap data is © OpenStreetMap contributors under the ODbL. VanguardCity does not bundle or redistribute any of it — you import your own file — but if you publish work derived from it, that licence's terms apply to you.

5. Detail and lighting

Overview

Once the shape of the city is right, the detail passes fill it in. Each has a budget, so you can decide how much of it you can afford.

Steps

  1. TerrainTerrain Height, Terrain Detail and Terrain Smooth shape the ground the streets are resolved against.
  2. BridgesBridge Budget decides how many the generator may build where the roads need them.
  3. Street furniture — street lights, name signs, billboards, blade signs and cables, each with its own count or budget.
  4. InteriorsInterior Floors and Interior Furniture build rooms behind the windows that are close enough to see into.
  5. Light zones — night lighting is driven by zones rather than placed lamp by lamp. Street Lamps Lit and the aviation lights on tall towers are set here.
BUDGETS FIRST: every budget is a ceiling, not a target. Lowering one is the fastest way to get a heavy city back to an interactive viewport.

6. Materials

Overview

The City Material is one node that knows what a city is made of — 46 named surfaces, from asphalt and kerbs to facades, glass, roofs, signage, foliage and vehicle liveries.

Steps

  1. Press Build City Material to create it and wire it to what the generator produced.
  2. Set the night mode and its lit percentage: windows light up as a proportion of the whole, not one at a time.
  3. Use weathering, variation and seed so the same street does not repeat itself down its length.
RENDERER AWARE: it writes Physical Material, plus V-Ray and Corona light materials where a surface actually emits — lit windows, signage and vehicle lights.

7. Tips and troubleshooting

Best practice

  1. Shape first, detail last. Get the street network and the massing right before turning on interiors, props and cables — those are the passes that cost.
  2. Change the seed, not the settings, when you only want a different arrangement of the same city.
  3. Save the scene once the layout is what you want.

If something looks wrong

  1. The OSM import refuses the file — it is almost always an HTML error page saved instead of the data. Export it again.
  2. The viewport has become slow — lower the interior, prop and cable budgets before lowering the block count.
  3. Still wrong? Send us the scene or a description at @Vanguard_MyLicense_Bot.
← Previous Next →

📚 Documentation

User guides, tutorials, and reference docs.

No documents available yet.

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VanguardCity is an independent 3ds Max plugin, released and in active development. Follow our Telegram channel for new builds and what is coming next.

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