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COPY FROM SKETCHUP AND PASTE TO 3DSMAX

0 votes

Splines From Holes

3 votes

Simple example of a scripted spline primitive created by picking a scene node. This one makes closed splines for all the open edges.

Spline Borders

Stock Model Fixer

2 votes

 

With this script you can quick prepare model, downloaded from 3D stocks, before merge into your main scene.

Stock Model Fixer is indispensable when using models from 3ddd/3dsky, cgtrader, hotpies and other resources.

 

 

FDK - Fast Drawing Kitchen

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Script for 3ds Max to creating kitchen elements end slider closet with different types of fronts and cabinet, with basic V-ray materials.

Detach Splines

3 votes

Breaks the selected shape object (Line or Editable Spline) into as many objects as there were splines in the original object. Unlike the other explode scripts, this one doesn't try to rebuild the splines point by point and instead duplicates the object and deletes all the other splines, which means they all keep the original attributes like material, material ID, interpolation settings, renderable settings and so on.

Lesson 8-3DS Max Total Beginners-2D Shapes-Intro part 2-Types Of Vertices

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In this 2nd part of the Intro to 2D Shapes, we will learn about the 4 types of vertices, what they mean, how we can convert one to another, and at the end, we will learn how to copy/paste the tangency handle (orientation and size) from one vertex to another.

rBCopyPaste

0 votes

rBCopyPastev0.1 Another tool for copying/pasting objects from one scene to another in 3dsMax.

There are many tools with similar functionality. This version add flexible path+filename just in case user want to save some materials to be used later.

 

Default path for this tool is (getdir #temp) + "\\"+ "pasteFile" which is translated to <C:\Users\<yourUsername>\AppData\Local\Autodesk\3dsMax\2013 - 64bit\ENU\temp\pasteFile>.

Automated randomly generated number decals. Script + procedural material.

0 votes

This post details how I set up an automated decal numbering system. A random number is assigned to a dummy object that matches a name convention and any decal objects attached to that dummy assume the same ID. The ID can be used for material assignment purposes, in this case it is to drive a sprite sheet that renders that number to a material.

At a minimum the script should be a good jump point for automating parts of procedural artwork.

As used in this image:

Shrink Vertex Selection

2 votes

Shrink vertex selection leveraging the Data Channel modifier.

This is a self-contained modifier and is applied as such, it's not a Data Channel preset.

 

 

Bind Sun to Environment - For Corona Only

0 votes

----- THIS SCRIPT IS JUST FOR CORONA RENDERER -----

This script will let you pick an HDRI and then let you click the GO! button to load it as an environment map and bind it to "Dome" which is basically a dummy that let's you rotate the sun and environment together, just like Find And Bind for Vray.

NOTE: I am still working on mimicking the "find sun" feature. Moreover, there's a bug in Corona Bitmap that doesn't update it's preview in the viewport once it's rotated via dome. Where as the same thing works fine with Max or Vray Bitmap. So working on resolving that somehow as well.

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