Modifier Modifier Zorb

280 votes
Date Updated: 
Author Name: 
Jordan Walsh

v 2.9.03, Added property dialog filters. Save Property window position and size, Changed "coorinates" prop to "coords" to fixes Vray HDRI map

v 2.9.02: Added Octane and extra Final Render Lights to On/Off and Multiply Right click Menu

v 2.9.01: Added Multiply option to ALL modify properties window. Can now multiply existing values by a chosen value

v 2.8.03 Fixed Save preset bug (for plugins like ky_trails)

v 2.8.02 Fixed ini file bug stopping wondow for opening a 2nd time

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!

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 parameters, 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, apply an absolute value to modify, or multiply a value

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 (Needs 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:

Dialog Filtering:

Filter ON:

Filter Off:

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_v2.9.03.zip421.68 KB
modifiermodifierzorb_v2.9.03_-_2013.zip425.47 KB


Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
pixelarts's picture

that sound cool! i didnt

that sound cool!
i didnt know we could wire together parameters of different modifiers across same and multiple objects?

I mean..using the schematic view..i always thought it was mainly for people who use it for creating complex rigs to see their layout and do selections etc..

Jonathan de Blok's picture

I just realized it's already

I just realized it's already in Max too.. it's called schematic view. I always thought it was just for displaying the scene hierachy but after digging around in it I found a way to display all node variables too. With a right-click->wire you can wire them together.. been working with max for over 6 years and I keep running into new things :)

Jordan Walsh's picture

jcdeblok: There is a program

jcdeblok: There is a program that does that, its called Maya!!  The hypergraph (or whatever its called) shows all conections of all scene node .(Its a bit head hurty though)


A max 8 version should be easy to do, I just have to do a non dotNET version

Jonathan de Blok's picture

Nice! I just had a idea..


I just had a idea.. wouldnt it be great if was a visual flow chart for modifiers where you can tie everything together.

Like nodeJoe, shaderFX or particleFlow, it could work like this:

All the variables are nodes which can be a constant (default) or wired to an expression, other modifier variables, joystick input devices etc..

Basically you can wire everything together (like the wire-parameters dialog, but wayyyy fancier)

I know there's a free flowchard dev kit for max:

just a thought :)

pixelarts's picture

hi, i know i am pushing for


i know i am pushing for too much, but would it be possible to see a max 8 compatible version?


pixelarts's picture

Hi Jordan! Thanks a lot! ,

Hi Jordan!

Thanks a lot! , cant wait to use it!!

Jordan Walsh's picture

Sure, good idea, I should be

Sure, good idea, I should be able to put that in when I get some scripting time

pixelarts's picture

it would be great if we

it would be great if we could save a modifier's settings as a preset.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.