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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".
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.
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
Very useful plugin which can make your materials dirt in one click!
- You can control dirtiness.
- You can make presets more dry or wet.
- Dirtizer supports Multi-material (you can set random dirt to all materials at once)
- You can add your own textures of dirt. (Organize textures in "Dirtizer" folder as you want)
Handling ObjectIDs in Max can be a hassle. This hopefully simplifies life for you. You can: - Easily set IDs on all selected objects. - Select objects by their ID. - List all IDs in the scene - Clear IDs - Automatically clear out old MultiMatte Render elements and recreate only the ones you need in the scene!
- Refined UI - Added incremental add and use next available ID option
Very simply script which allows the creation of "hidden" Vray Physical Camera in 3dsMax2016 with Vray 3.xx
In the last release of Vray 3.2 for 3dsMax, the Vray Camera does not appear; VRay uses the physical camera of 3dsmax. If you write in maxscript: " vrayCreateVRayPhysicalCamera() " we can create the "hidden" Vray physical camera.