ScriptSpot is a diverse online community of artists and developers who come together to find and share scripts that empower their creativity with 3ds Max. Our users come from all parts of the world and work in everything from visual effects to gaming, architecture, students or hobbyists.
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With this tool user can deform selected edges of Editable Poly objects.
This will give your model a more natural look with raw edges.
For example: wooden or concrete pillars or walls, pieces of clay or ice, rude metal etc.
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.
Region render parameter can be specified for each camera
Set Viewport button sets viewport camera and resolution and aspect as well
It is possible now to specify backburner servers and server groups for silent rendering submit (code editing required)
PowerSwitcher remembers all available 3d views before switching to a new viewport - versus four in standard 3ds Max. Panning or Zoom All no longer required when you hit the limit of maximal four viewpositions saved.
Submitted by Alaa alnahlawi on Tue, 2015-09-08 21:17
This tool will help you visualize distance between two points, it's very handy for people working in architecture. It's not a pure script only Text and tape stretching reflects the distance through a float script controler.
Future versions 3dsmax may does not have proper ColorCorrect version written in time. It might be a problem opening old scenes with ColorCorrect in new 3dsmax. The task is to ease this conversion.
OR if you just don`t like ColorCorrect plugin and wish to convert to standart Color Correction.
Replaces ColorCorrect instances with standart 3dsmax Color Correction saving this data:
- source color
- source map
- HSV and HSL saturation values
- HSV and HSL hue values
- mono and invert switches
note: Be careful - other ColorCorrect data will be ignored.
Submitted by Ivan Tepavicharov on Tue, 2009-02-03 06:29
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".
The OctaneQueue script makes possible the Render Queue with Octan Render for 3dsMax.
I've translated the Queue by an animated camera: the Camera Queue.
The Octane Queue script finds all the cameras in the scene (they must have the defoult Octane Render Camera name) and their Target. The Octane Queue generates the new Camera Queue and animates it on the position of all the Cameras in the scene.
In order to start the Render Queue the user must render the animation of the CameraQueue.