Modifier Modifier Zorb

265 votes
Date Updated: 
Author Name: 
Jordan Walsh

v 2.8.00 Added Exclude text field for filtering by name. Editing Refrence targets Tab now working!!! This means you can mass edit FumeFX object settings such as speed multipliers and other FumeFX and TP properties that were previously impossible to edit!

v 2.7.07 Added "Edit Bitmap Gamma" to Materials right click menu to edit the gamma values on bitmap texture maps

Edit ALL modifiers, ALL objects, ALL Materials, All Controllers, ALL Shadow types and ALL atmospherics/Render Effects. Work in max from a "Class-centric" way rather than a per object way. Edit thousands of object's perameters, randomize thousands of seeds, enable thousands of modifiers and more with a few clicks!

General Features (applies to all modifiers, controllers, materails, shadows, atmos and render effects):

MASS EDIT: Mass edit one property on all nodes at once, You can specify an absolute value, a relative value or apply an absolute value to modify

MASS RANDOMIZE: Randomize one property on all nodes at once

SELECT/DELETE BY CLASS: Select all objects with a meshsmooth, or all spheres or all objects with a path constraint etc

FULL INSTANCE/REFRENCE TOOLS: Make all objects/modifiers of a class or selection instances. Make Base object refrences. replace base objects with another obj (eg make all selected boxes an instance of a vrax proxie.) Available for Modifiers and Base objects only ATM.

LOAD/SAVE PRESETS: Load and save presets in xml format for modifiers, objects, etc.

Specific Features (Can be done to All or selected):

Modifiers: Enable, Disable, Enable in viewport, Disable in viewport.

PointCache Modifiers: Set ranges, Set path, Flush path, Reload, Record.

FumeFX: Simulate, Load settings

Lights: Turn all, selected, selected classes on or off. Multiply all light vlaues.

Xref Object: Merge object

Materials: Show/Hide In Viewport:  Shows the material in the viewport. Doesnt work with texture maps yet.

Bitmap Gamma: Mass edit the bitmap load gamma settings. Choose auto or an overide value. Max 2014+

Spring Controller: Modifyspring controller settings (Needis its own section as springs are controlled differently with maxscript.

Merge Xref Controller:  Merges All/Selected controllers

Example of a property window:


RightClick Menu for Modifiers:


RightClick Menu for Base Objects:


RightClick Menu for Materials:


RightClick Menu for Controllers:

RightClick Menu for Atmospherics:


FumeFX Load Settings Dialog:


Light Multiplier Dialog:


Spring Controller Dialog:

Link Info: Inherit window:

 fR_Layer Settings window:


Additional Info: 

Download the 2013 version for 3dsMax 2013 and above.
Extract to 3Dsmax Dir.
Tool is located in the "Zorb Tools" category

Version Requirement: 
Written for 3ds max 2009 + . A max 8 version is available now.
Other Software Required: 
for less than 2009 AVG extentions may be needed
ModifierModifierZorb_v2_B_0.32 max8.rar19.48 KB
ModifierModifierZorb_v2.1.rar26.56 KB
modifiermodifierzorb_v2.8.01_-_2013.zip369.1 KB
modifiermodifierzorb_v2.8.01.zip365.31 KB


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Jordan Walsh's picture

Interesting... I like the

I like the workflow idea here but I think that might be a bit hard and also going against the 3dsmax way. If you have an instance of a light or a modifier it exists once in memory and is pointed to by many base objects. The parameters are all children of the one instance and therefore exist once. If you want a light with different multiplier, you need another copy of the light instance and therefore break the whole instance workflow.
Im sure there is a way to fake this and have the modifier manage all or a group of selected modifiers, but it would be a totaly different beast.

I dont use max in production any more, so maybe there is a way...
A program like houdini is much better at dealing with this type of thing (and my production software these days) and has tools setup to do it!

yellow's picture

Random modification on instances

Hi Jordan,

I was looking for this for a while, strange I did overlook it somehow :/
Thanks for this great script!

I was looking for something similar a while ago but didn't get far: something being considered kind of a modifier put on top of an instances modifier stack to control the values below; actually what your script does - while keeping the instance modification capability alive. I'm not sure IF it is POSSIBLE AT ALL, but that would be amazing..!

So eg. change size of a box but each instance has a random noise seed?
Or vray lights still being instances of one base light but having different light intensities?

Niko (with fingers crossed)

Berlin, Germany

Jordan Walsh's picture

Hey Tim, Ive just had a look

Hey Tim,
Ive just had a look at your issue. Looks like there isnt any maxscript access to the waveform controller, so unfortunately my hands are tied :(
You would have to ask Autodesk to fix this up, then Modifier Zorb should pick it up automatically.

mindmedicine's picture

Waveform controller properties

When trying to modify the parameters for a waveform controller on ie the x-rotation
of an object, none of the properties show up.

Thanks for this great script. Just started using it, but I can already see it will be very helpfull!


Jordan Walsh's picture

Hi cecofuli, Is it the same

Hi cecofuli,
Is it the same error? I would need some more detail to be able to fix it, perhaps it is easier if you send me a cutdown scene file to test with?

cecofuli's picture

Unfortunately, I have an

Unfortunately, I have an error, also with the last version of your script =(

Jordan Walsh's picture

I have tried with Corona

I have tried with Corona v1.1.1 and all seems fine (My test version would be a bit new though!). I found a bug on the falloff map that is fixed in 2.8.01. Give that a try and let me know if there are any other errors.
Thanks for the error report and attachment :)

cecofuli's picture


Hello, Mayne because the new verion of Corona (v1.1.1) But, now, I have an error with CoronaNormal and, also, we need the supoprt for the new CoronaBitmap. Thanks.

error.jpg 150.97 KB
Jordan Walsh's picture

I think the features that you

I think the features that you are requesting will be a bit painful to add as I don't have heaps of time to work on it at the moment.
What I can add is the ability to modify the Exclude Modifier search string from "ExcMod" to what ever you want. Would that help?
Also the best mass modifier renaming tool would be to do a simple maxscript loop. A tool wouldnt give you the flexibility learning a bit of maxscript would give you.

kirillall's picture

if i have 12 objects - renaming is no good

I already read about this feature - its not gonna work if i need to tweak "noise X" and "noise Y" modifiers separately on 12 objects without renaming them, cause its take lot of time to rename them one by one, then change noiseX, then rename back and so on......timewaste....
From this situation, also is very handy will be a mass modifier renaming feature...
What do you think about this features in ModifierZorb and how many pain to add them? Thank you.

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