Tagged 'materials'

Modifier Modifier Zorb

v 2.7.06 Fixed bug where object has multiple non unique property names (Vray Lights)

v2.7.05. Added support for parameters with no entries. Works with Thinkbox Frost again

v2.7.04. Added support for Corona Renderer Materials

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 or apply an absolute value to modify

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.

Spring Controller: Modifyspring controller settings (Needis its own section as springs are controlled differently with maxscript.

Merge Xref Controller:  Merges All/Selected controllers

Slate Connector

SlateConnector

SlateConnector - Makes the everyday task of exposing nodes and adjusting material parameters easier and faster! New version (0.59a) with lots of impromevents!

UnwrapUVW Editor AutOOpen

Script makes
1) Assigns unwrap UVW
2) Disables IgnoreBackFaceCull
3) Entry in the UV Editor
4) Enables Freeform Mode transformations.

Does not add 2 UnwrapUVW in a row. Works with single button

Серипт делает
1) Назначается unwrap UVW
2) Отключается IgnoreBackFaceCull
3) Входит в UV Editor
4) Включает режим трансформации Freeform.

Не добавляет 2 UnwrapUVW подряд Работает с одной кнопки

id_changer

Selecting or applying material ID's with one click!

Rollout with button grid for selecting or setting material ID's of selected polys up to ID 24. Works with editable poly only. Displays selected poly's material ID if they're same.

Examples:
Want to set some specific material ID up to 24 to selected polys? One click.
Want to select polys with same material ID's of selected poly? One click.
Want to check if all desired polys have some material ID? One click.

Materializer


Materializer (materials equalizer) is the fastest way to create materials mixing different templates. It works like equalizer but for materials!
Example: To make glossy wood press the 'Wood' button and then add a little bit of plastic.

Every time you hit 'Set' selected material will be updated without removing of maps.

Currently only V-RAY supported.

Turn Viewport Maps On/Off

This is a very simple script for turning Bitmaps on and off in the view port. It has been very popular in the studio that I work at work so I though I would upload it. Its funny how the simple ones are the ones that every one likes. Anyways it will let you turn view port maps on or off, it works with Standard and V-Ray materials. It also handles multi sub materials with no troubles, you can also choose to display Bump or Reflection maps. If you have any troubles or ideas for new features please let me know.

SMES - Super Material Editor Switcher

 

Having a way to compensate for the (stupid) 24 material limit in 3D Studio is always a big request, so here's a script to do just that.

 

Rhino Importer

A tool to import and update model in 3dsmax from other softs.
This tool is available for Revit, Archicad, Sketchup and Rhino.

From all of this softs you get in 3dsMax geometries based on the materials.
You get 1 mesh per material. Instead of various results.
(for ex. instead of 1 mesh per Revit construction elements from Revit if you use standard import, you get here 1 mesh per Revit material)
Also there is a problem of scale with standard FBX import that makes it impossible to have correct UVWMaps. This is fixed here.

as you update the model :

matReplace

This script will allow you to replace the materials in your scene with materials from a library or max file in mass. Use the match name button if the names of your materials are similar.

Autodesk Material Converter

The Autodesk Material Converter is a commercial script for all 3ds Max and 3ds Max Design users starting from release 2011 and up who need optimized materials for mental ray, V-Ray or VR applications. With one click all Autodesk Material Library materials are converted into Arch & Design or V-Ray materials. Conversion to Standard materials takes only two clicks

The major adavantage will be an increase in rendering speed (on average 35%) plus it will give you the flexibility you need for your material fine tuning. and of course you don't want to manually convert materials which are coming in from AutoCAD, Revit and Inventor into 3ds Max (Design)

Most VR applications need Standard materials to work with. The conversion to Standard works from Arch & Design or Vray materials

In addition to material conversion the script checks if there are double materials inside the scene. If they are there, they will be changed into instances, keeping the number of materials as low as can be.

New features in v2.5!

  • conversion from Arch&Design to V-Ray and back...it's there!
  • conversion of all Autodesk maps
  • conversion of some V-Ray specific maps or MentalRay specific maps

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