Modifier Modifier Zorb

283 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.
Carol Rein's picture

Ky_Trail issues

The runtime error doesn´t happen with other Ky plugins (like milkyway) neither with any other plugin or modifier.
Just only with Ky_trail

Carol Rein's picture

Ky_Trail issues

I have problems trying to save the Ky_trail settings, the plugin works ok getting the atmospherics properties of Ky_trail, but as soon as I press save, it returns an error:
--Runtime error: Error opening bitmap:
Did anyone have this problem?

Jordan Walsh's picture

You would have to select the

You would have to select the objects that have the materials assigned then use the "selected" mode in mod zorb.

amir3dsmax's picture

edit active material slot

how can I edit active material slot properties ?

Jordan Walsh's picture

Thanks raijard, nexocomun has

Thanks raijard,
nexocomun has sent me the ini files below and it doesnt seem to be the issue. I will try to have a look this weeekend but have been very busy.
Im sure its some small and stupid bug...

You dont need to do a system restore to get 2.8.01 working, like I said below:

The file is called ModModZorb_Setup.ini and gets created in you plugcfg directory
(run getdir #plugcfg in maxscript to get the directory name, should be: "C:\Users\\AppData\Local\Autodesk\3dsMax\ - 64bit\ENU\en-US\plugcfg")
Try Deleting this file and running ModModZorb again.

Otherwise just keep using 2.7 until I release a fix.

raijard's picture

2.7.06 did the job

Hello Jordan,
Sorry for the late answer.
Thank you very much for uploading old version 2.7.06 again. I have to say it works like charm.
Unfortunately I have an important submission so I wont risk the system trying to run version 2.8.01 again. As I mentioned, the only way to make it work again was restoring the system, which I'd rather not doing by now.
However, I would be happy to send you the .ini file later on if it can be of any help.
Congratulations in any case, this script is an amazing piece of work.

nexocomun's picture

Max 2015 issue with v2.8.01

Hi Jordan,

I think I have the same problem as Rijkaard: v2.8.01 the first time works well, the rest is not working.

Deleting the ModModZorb_Setup.ini works again .... only once :( .

I use 3DS latest version 2015.

Tested with v2.7.06 always seems to work well. I enclose the two .ini, one for each version. Thanks for the great work done !!!!

AttachmentSize 614 bytes
Jordan Walsh's picture

Hey Raijard,Sounds like

Hey Raijard,
Sounds like there could be something funny happening with the settings file it creates, although I have never seen this type of thing happen.
The file is called ModModZorb_Setup.ini and gets created in you plugcfg directory
(run getdir #plugcfg in maxscript to get the directory name, should be: "C:\Users\\AppData\Local\Autodesk\3dsMax\ - 64bit\ENU\en-US\plugcfg")
Try Deleting this file and running ModModZorb again.
If this fixes it, could you send me the ini file to have a look at what is breaking it?

I have enabled 2.7.06 for download if you would like to try that too.

raijard's picture

Max 2014 Issue

Hi Jordan,
Is there any known bug related to 2.8.01 version in 3DS Max 2014?
I'm looking forward to trying your script but I'm afraid it gets blocked after one time use.
It doesn't matter whether I run it from the toolbar button .mcr or by dropping it directly into 3DS Max viewport (.mse). The first time it works fine, but after that, in case I try to open it again, it doesn't react at all.
Then I can restart 3DS Max, or reboot... nothing makes it work again but recovering the system (Win 8.1). Just in that case, it will run again, but just one time.
Kind of weird. I don't use to get any problems with scripts on my system and never had an issue like this before.
Would it be possible to try an old version of the plugin, like 2.7.06?
Is there any possibility to download it so that I can try it out?

Any help would be welcome.

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!

Comment viewing options

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