3ds Max | All

Gamma Organizer

32 votes

New  v1.36.00 Pro
- added support for new Color space type "Auto" in VRayBitmap (VRay 5.2)
- added support for RGB Primaries in VRayBitmap and VRayColor (VRay 5)
- added support for other maps with gamma settings  ColorMap, VRayColor etc.
.

This is script to change bitmap load gamma in whole scene or selected Bitmaps.
It can change gamma in all / selected bitmaps (now filtered by selected objects).

miauu's Live Measure Pro

12 votes

3DS Max - V-Ray - MultiMatteElement Render Element

0 votes

In this video, we will learn about a powerful render element, used for masking, called MultiMatteElement. This render element has an advantage over other masking tools, and that is its ability to include the Antialiasing part. We will learn how to set it up, how to use it in Photoshop, and its various parameters.

Wall Worm Model Tools

60 votes

 A Hammer User's Guide to 3ds Max Wall Worm is the complete Source Engine Pipeline. With extensive exporters, importers, model, material and level design tools, Wall Worm makes working with the Source Engine fun.

The toolset now also includes exporters for getting models into Source 2.

Key Features for Source 2

    Layer Preset Manager

    0 votes

    Layer Preset Manager for 3ds Max: a game-changer for artists. This tool streamlines the process of creating, customizing, editing, and reusing layers with ease. Featuring tokens for keyword definition that can be tailored with specific values for layer generation. Check out the video below for a demo of its capabilities.

    Changelog

    v0.0.1

    - initial release

    v0.0.2

    - Improved visuals of tokens in editor
    - additional preset directories can be added

    V-RayMax Converter PRO

    168 votes

    V-RayMax Converter PRO is the best tool for convert 3d scene (materials, maps, lights, cameras, proxies, modifiers, helpers, render elements, etc.) from various render engines to V-Ray and from V-Ray to Corona Render, and also for converting V-Ray and Corona materials/maps to Standard materials/maps.

    V-RayMax Converter PRO converts the source materials with maximum possible preservation of the basic material properties, such as diffuse, specular, opacity, glossiness, roughness, bump, displacement, selfillumination (emission), translucency, reflection, refraction, although it is necessary to understand that certain materials may need adjustments once the conversion process is complete. Also, all the textures that are used for the above parameters were saved. As for the special procedural maps, they are converted only if there is an analogue. Otherwise, procedural maps are baked into textures or removed if the resulting materials can be used without them.

    Current version: 4.0030

    Supported for conversion:

    To V-Ray from:
    • Standard (Default Scanline)
    • Corona Render (v7 or higher)
    • FStorm Render (v1.5.1c or higher)
    • Octane Render (2021.1.4-12.16 or higher)
    • finalRender (SE R3.5)
    • Arnold (basic)
    • Brazil_Advanced (RS v 1.2) material
    • NVIDIA iray (unofficial) material.
    From V-Ray to:
    • Standard (Default Scanline) materials/maps
    • Corona Render (v9 or higher)
    From Corona (materials/maps) to:
    • Standard (Default Scanline) material/maps

    See full list of supported conversions.

    Main features:

    • Convert materials, maps, lights, cameras, modifiers, helpers and GI environment from supported renderers to V-Ray and from V-Ray to Corona
    • Convert clouds from CoronaSky to VRaySun and vice versa.
    • Convert Render Elements to V-Ray (currently supported Scanline RE, Corona RE, FStorm RE, Octane RE) and from V-Ray to Corona
    • Convert V-Ray and Corona materials|maps to Standard (Default Scanline) materials|maps
    • Convert proxies (currently supported from Corona, FStorm, Octane) to V-Ray Proxy (static and animated)
    • Convert V-Ray Proxy to Corona Proxy (static and animated)
    • Convert standard Bitmaps to VRayBitmap (VRayHDRI) and vice versa
    • Convert 3ds Max Physical cameras to V-Ray Physical cameras and vice versa
    • Automatic configure ACEScg workflow in V-Ray
    • Batch processing for multiple *.max files
    • Programmatically interact with most converter functions using built-in maxscript methods (API), which allows you to use the converter without UI and in combination with other 3rd-party scripts.
    • ...and more additional tools for fixing and adjusting the scene.

    Batch Camera Render

    272 votes

    This script aims to replace standard 3dsmax's Batch Render and imitates Houdini Output Node workflow. Using it you can specify rendering parameters - frame size, frame number, output path - directly to camera object, so every camera in scene 'knows' what it intended to render. Additional functionality is Lighting Assignment - you can specify which light will be turn on or off for selected camera during the rendering.

    1.18:

    • Support for 3ds max 2023 Update fixed

    1.17:

    • Corona and Vray Sun inside Daylight System fixed (thanks to busseynova for reporting)

    1.16:

    • CoronaSun supported inside Daylight System

    1.15:

    • Don't Save Render Elements Checkbox (Thanks to antomor)
    • Limited support for camera objects in xref scene files (Only root objects in first level xrefs. Cameras in nested xrefs not supported)

    1.13 Bugfix:

    • Deadline submission should work now

    1.12 New Feature:

    • Deadline support.
      Very basic imlementation, it allows you to submit your jobs on a deadline server. Enter deadline repository address and check "Use Deadline" checkbox. Other checkbox doesn't matter in this case ("Net render", "Show Submit Dialog").
      Probably it requires Deadline 3ds max Submitter installed. I didn't have a chance to check it on a clean machine.

    1.11 Features and fixes:

    • State sets support added
    • "projectname" keyword added which resolves to project's folder name
    • other fixes and improvements

    1.10.3b Fixes:

    • Crash when vray ir/lcache maps are set to auto-save
    • Region render was not set properly during the rendering

    This is major update of the script, so it may not be as stable as before. Backup scenes or cameras at least before running this version. More information can be found here - 1.10b Multiple presets for each camera

    Previous updates:

    1.10.2b Fixes:

    • Problems with render elements paths
    • Copy/paste of render region settings
    • Properly convert render region values when change resolution

    New features:

    • Multiple presets for each camera
    • New keyword %presetname% to support multiple presets
    • Distributed rendering checkbox added to vray common settings
    • Bugfix - Net render not starting after cancelling during local rendering.
    • Improved performance with scenes with lots of cameras
    • Added support of Vray RT as a production renderer
    • Added support of using MFRender script to render scenes through BatchCamera script.
    • Bugfix - Error was popping up sometimes during drag-n-drop
    • Bugfix - Render elements didn't render in certain conditions
    • Bugfix - Pre-render/post-render scripts didn't work on network rendering
    • Bugfix - Select All and Toggle All buttons didn't work properly

    Here are some details: http://usakhelo.github.io/batchcam/batchcam-1.9.20.html

    Save Selected With Maps

    3 votes

    It will save your selected objects to a chosen folder and collect/relink all selected objects bitmaps to that same folder, even if the bitmaps are just flagged "found" in the asset tracker.

    If path are missing or unsolved those maps will keep their missing or unsolved path, it will be easier to try to find them.

    It is compatible with Vray bitmaps, Corona bitmaps and IES files in Standard, Photometric, Vray and Corona Lights.

    Library Track / Relink...

    62 votes

    .
    New:  added filters in assets window to filter by asset type, file extension or status
    New:  added support for V-RayMax Converter and V-Ray Secne Converter - to batch convert multiple max files
    .
    .

    Library Track / Relink... works with Multiple .MAX .MAT or XRef files without opening them. 

    Dedicated to organize, collect or relink whole model library or all projects after moving them to new location. Just few clicks and they ready to merge / open !

    MCG Randomize Elements

    1 vote

    Pretty basic modifier to randomize mesh elements, the difference from the existing ones is the possibility to specify an upnode, which serves as a reference system for all the transformations. That means that XYZ rotation are then parallel with the object's axes, same with translation and scale.

    Syndicate content