3ds Max | Scripts

LightLister for Corona Render

11 votes

LightLister for Corona Render

Inventor to Substance Painter

0 votes

Introduction:

InvToSP (Inventor to Substance Painter) is a script which prepares an Inventor CAD model for texturing in Substance Painter. It works around various bugs in 3ds Max, maintaining the explicit normals at all times.

The manual is in the InvToSP chapter in "Inventor for Game Design.pdf", which is located in the same rar file as the script.

Features:

-Significant workflow speedup.
-Automatically import high poly and low poly from supplied directory.
-Fix flipped faces using automated re-import.
-Dynamically adjust mesh resolution.

Raytracer

2 votes

Raytracer literally throws rays (as splines) and traces their path as they reflect off of surfaces in the scene. This is helpful if you want to visualise the path of light (or sound) and not to visualise the actual ray-traced rendering. You can choose an object of any shape. The script will convert it into an Editable Poly and throw a ray from each of its faces. Therefore, you can have parallel rays by choosing a segmented plane. If you want to throw rays in almost every direction, choose a highly segmented sphere.

CorVex

10 votes

CorVex is a scripted geometry plugin for 3ds Max aimed at quickly building game level layout and walls. It offers convenient planar mapping controls for geometry that is controlled by spline bases.

CorVex

RenderMask

362 votes

Render different types of masks (Luminance, RGB, Reflection, Lights/Shadows, ObjectsID, SSS, Texture, AO, ZDepth, Specular, Refraction). The script don't affect the scene materials, lights and render settings. Support "FumeFX" and "HairFarm".

Vray MultiSubTex Loader

2 votes

Batch Camera Render

253 votes

This script aims to replace standard 3dsmax's Batch Render and imitates Houdini Output Node workflow. Using it you can specify rendering parameters - frame size, frame number, output path - directly to camera object, so every camera in scene 'knows' what it intended to render. Additional functionality is Lighting Assignment - you can specify which light will be turn on or off for selected camera during the rendering.

1.10.3b Fixes:

  • Crash when vray ir/lcache maps are set to auto-save
  • Region render was not set properly during the rendering

This is major update of the script, so it may not be as stable as before. Backup scenes or cameras at least before running this version. More information can be found here - 1.10b Multiple presets for each camera

Previous updates:

1.10.2b Fixes:

  • Problems with render elements paths
  • Copy/paste of render region settings
  • Properly convert render region values when change resolution

New features:

  • Multiple presets for each camera
  • New keyword %presetname% to support multiple presets
  • Distributed rendering checkbox added to vray common settings
  • Bugfix - Net render not starting after cancelling during local rendering.
  • Improved performance with scenes with lots of cameras
  • Added support of Vray RT as a production renderer
  • Added support of using MFRender script to render scenes through BatchCamera script.
  • Bugfix - Error was popping up sometimes during drag-n-drop
  • Bugfix - Render elements didn't render in certain conditions
  • Bugfix - Pre-render/post-render scripts didn't work on network rendering
  • Bugfix - Select All and Toggle All buttons didn't work properly

Here are some details: http://usakhelo.github.io/batchcam/batchcam-1.9.20.html

HoHa Material ID

3 votes

Just another small script to add "Material" modifiers on top of the sellections to assign random or in order material ID. Apply multi subobject material to the selection first.

Comment and feedback are welcome.

 

Change Log:

V1: Basic as above.

V1.1: Added a random IDs button for making the IDs Random (duh) :)

Cheers

DCP Selection Passthru

1 vote

Use with MCG Effector Meshes and Push to get imprints, footprints...

Get MCG Effector Meshes here:

http://www.scriptspot.com/3ds-max/mcg/mcg-effector-meshes-dcp-sweat-map

Footprints video is of an earlier RnD...but you get the idea...I can't be arsed recording a new video...

Panther has kindly donated its time to help anyone trying to use this...naturally you need max 2017.1 and also have Vu_EffectorMeshes MCG installed

Explode face in Object

1 vote

Another script to explode the faces of a mesh into individual polygon.

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