texture

FilePathFinder Pro & Light versions

16
votes

 

Updated March 15 2010

FilepathFinder Pro v3.1.27


FilepathFinder it is a power tool for working with asset files in 3ds Max.
With FilepathFinder you can easy create or use existing materials, merge 3dmodels and Proxy into your scene.
Also with this tool your can easy find, collect and sort asset files.
FilePathFinder help you quick select objects in your scene or find desired materials and textures and placed they to Material Editor.

New Features:

  • DotNet interface
  • Image preview list (include formats HDR, EXR, PSD and other)
  • Image preview for Mental Ray Proxy, Vray Proxy, Ies,Material and xRef (if to them exist preview image)
  • 3 modes to display files - Details, Details with Thumbnails and Thumbnails
  • Independent from 3dsMax caching of files in formats BMP, JPG, PNG, TIFF
  • New methods of collection of files - via clipboard and drag&drop method
  • Ability to add bitmap files, proxy, Ies, materials and other files to the project
  • Ability to create new materials
  • Creating Multimaterial with dragging of several images
  • Texturing of objects and subobjects
  • Ability to change setting for texture before or after the creating of material
  • New "Render Preview" Tool

  • Fixes issues with retargeting of Custom Dependents in Asset Tracking
  • Object selection has been accelerated (up to 100 times!)
  • "Transparent" demo-version
  •  

    FilepathFinder v 3.1.27

    • Adds ability to drag files of materials (".mat") on objects in viewport and into the Material Editor
    • Adds filter for Images and Not-Images Files
    • Fixes issues with speed for Showing Files in List with filter
    • Fixes issue occurs on some computers when running utility

    Transfer UV

    3
    votes

    Helps you to transfer texture coordinates from one objects to another with identical topology. The feature of this script is that they can transfer UV`s from multiple objects and correct some errors arising with importing .obj files, like vertex reordering or removing mid-edge vertexes when you export objects to .obj.

    Updated to version 1.2 - rewritten vertex order sync, must work much better!

    Demo video: http://www.mikems.ru/files/videos/TransferUVsDemo_lq.avi

    Texture Atlas Generator

    11
    votes

    This script generates a texture atlas out of the selected objects, and manipulates their UVs (and if necessary, their geometry as well). Currently only Multimaterials and/or Standardmaterials (with bitmaps in diffuse channel!) supported.
    Texture atlasses especially are important for real time applications and game development. Check http://developer.nvidia.com/object/texture_atlas_tools.html to see performance comparisons.

    Features:
    - geometry slicing
    - padding
    - simple packing algorithm
    - editing many objects at once, thus creating only one atlas for all of them

    Bitmap Paths

    4
    votes

     

    Adjust your bitmap paths ... hope it helps :D

    mass filtering

    4
    votes

    this script changes filtering type and blur value for a number of textures at once

     

    rdg::graphPaper

    4
    votes

    A procedural graph paper texture. The essential part of this material
    are both Gradient Ramps (horizontal and vertical) that define tiling
    and line management. Colors are defined by the top mix or output map
    (depending on material version).

    VrayColorTool

    3
    votes

    The vrayColorTool will insert vraycolormaps into every available textureslot in the diffusechannel of a material. The new vraycolormap will hold the appropriate colorvalue. This wil enable artists to convert materials to a gamma-oriented workflow. The script will also remove the vraycolormaps if needed.

    RH Check ATS Maps

    4
    votes

    This script goes through all the .max files in a given folder and checks if all the assets in the Asset Tracking System have their status set to "Ok". Once its done it pops an info box thats shows how many files where checked, and then gives you the name of the .max files that were wrong.

    Syndicate content