Modifier Modifier Zorb

275 votes
Date Updated: 
Author Name: 
Jordan Walsh

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 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, 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:

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_v2.9.02.zip409.88 KB
modifiermodifierzorb_v2.9.02_-_2013.zip413.67 KB


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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.

Jordan Walsh's picture

You can currently exclude

You can currently exclude modifiers by name with the exclude checkbox. Press the "?" for more information. I hope that helps

kirillall's picture

split 2 same modifiers

Hello Jordan. Current zorb take 2 same modifiers in stack (also with different names) and control them as one. Can you please add ability to split same modifiers in stack and control them as different. (split by name, split by stack order) - this feature will be very useful. Thank you.

Jordan Walsh's picture

Ok, well let me know if it

Ok, well let me know if it isnt. In the meantime I have added support for editing the bitmap gamma values.

3dwannab's picture

I've found out that this

I've found out that this could be related to missing maps. Not 100% certain though!

Jordan Walsh's picture

Hey 3dwannab, I was unable to

Hey 3dwannab,
I was unable to reproduce your error. Could you make sure you are on the latest version of Modifier Zorb and if you still get the error could you send me a file and I'll have a look.

Jordan Walsh's picture

Thanks Pixamoon, Looks pretty

Thanks Pixamoon, Looks pretty simple, I'll get it going in the next day or two!

pixamoon's picture


Hi, Its very easy, take a look here:
Just bitmap.inputgamma :)

It is new bitmap property exposed to scripts from max 2014 and up.

I already added it to Bitmap Tracking/Resizing and is working very smooth.

It's read property but only for found bitmaps.

Jordan Walsh's picture

Ill have a look into adding

Ill have a look into adding gamma controls too.
Wont be for a week or two though as I'm travelling at the moment.

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