Tagged 'Material'

UV Cage Rendrer

0 votes

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This script is now a part of CheckMate tools by POPA_3D

 please checkout 

http://www.scriptspot.com/3ds-max/scripts/checkmate-tools-by-popa-3d-tur...

Material Lister

13 votes

This script lists all scene materials filtered by material type. It is particularly useful for comparing and editing parameters between materials.

UnwrapUVW Editor AutOOpen

2 votes

Materials to Scene

1 vote

Straight forward script to load a directory of your choice or by recursively going through a single directory (be careful it doesn't go through too many as this will be slow to load) and loading up .mat files.

From here the script will apply Materials only (no maps) to teapots.

I use this to quickly populate the scene with all materials inside a .mat file to tweak and update it quicker.

See screenshot.

Can be found under the category: 3dwannab

Detach by material ID

2 votes

I'm working as an architectural visualizer at MIR. usually i import files from OBJs. this little script splits the single imprted obj into different parts and gives the new node/object the name of the material it originally had.

Thats what i use it for but it does the same thing for any object with sub-materials.
let me know if theres any problems

Project Manager

583 votes

Project Manager

  • Easy to organize and use the 3ds Max models, materials, textures and lights.
  • Interactive rendering previews for materials and IES files.
  • Show native previews for 3ds Max files, HDRI & etc.
  • Search files by tags and file-names.
  • Missing external files management.
  • Support to most used renderers like Vray, Corona, Octane, Mental Ray, Maxwell & etc.

Changes for Project Manager v.2.26.22:

  • Add the ability to import 3d models as Octane Proxy.
  • Add support to Octane renderer version 2.XX
  • Uses the CoronaBitmap instead Bitmaptexture when use the Corona renderer as current renderer.
  • Uses the Rgb image texture instead Bitmaptexture when use the Octane renderer as current renderer.
  • Fixed a bug with creating a Octane diffuse material from texture.
  • Fixed a bug in the Demo version when a customer try search the asset files.
  • Fixed issue with renaming a Catalogs.
  • Fixed issues with creating and relinking a Maxwell lights.
  • Fixed some minor issues with material tree.
  • Update SQLite to latest version.
  • Fixed a minor issue with using plugin API after starting the 'Batch Render&Relink'.
  • Fixed a bug when draging texture to Slate Parameter editor.
  • Fixed a bug in the 'Confirm replace' dialog.

Update History for all versions.

Models
Materials
Textures
HDRI
IES
Asset Files

TexTools: Toolbox for the texture artist

229 votes

Documentation: http://www.renderhjs.net/textools/

VMC (VRay Material Control)

70 votes

Change VRay properties en masse!

Features:

  • Sets properties on all Vray materials and maps in the Scene, Selection or Material Editor in a couple of clicks.
  • Global Subdiv Reset for getting scenes where you want them.
  • Donors get support for all Vray Cameras, Lights, Modifiers & Geometry, Bitmaps, Color Correction Map and the 3rd party maps: Color Correct, MultiTexture, MultiScatterTexture & ForestMaterial and a set of handy Power Tools:
    • Batch Mode
    • Turn all/selected lights on/off

MultyConvertor

282 votes

MultyConvertor - allow to convert any materials, lights (objects) of any renders to any materials, lights (objects) and renders!!! It is all in one.

You can simple create *.mct (edit text file in any text editors and change extension) file for new render and facilities that support this type of rendering. See any *.mct in archive

Now you start the script and setup link properties from one render type to other. You can also use expression for translate value to other value or execute any max script expression.

ProceduralTextureBaker

9 votes

Bakes procedural textures as bitmaps rendered to a specified size. Designed as tool to aid in exporting materials to other 3d apps. For instance you might be using a nested tile / bitmap which of course can't be easily exported. Simply pick the map size you want to bake and all your procedural maps will be baked (rendered) as bitmaps and replaced in your scene.

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