Tagged 'worldviz'

Achitecture to Standard Material Converter

3 votes

- Upon running the script, it will ask for confirmation. (the script overwrites existing materials)
- Reports unconvertible materials in the output window
- Using the log, fix the remaining materials manually

v0.8 - original names should stick around on all materials now.

Autodesk_Map to Bitmaptexture

0 votes

Note - for whatever reason this script is no longer working in current versions of Max. I'll update this page when it's fixed.

Looks for Autodesk_Map textures in Standard materials and converts them to BitmapTexture instead. Autodesk_Map maps often exist in Revit imports.

Version 2014-11-07:
This version now loops through all slots in a Standard material, and keeps most map properties - tiling, offset, etc.

Attach by Same Material

0 votes

Attached all geometry with the same material to the currently selected object. This collapses to editable poly first, so make sure you're cool with that before you click. :)

Created for merging objects in heavy architecture scenes recieved in Max format with large numbers of individual objects.

WorldViz R4 Lightmap to R5

1 vote

This script is for users of WorldViz software to aid in the conversion of scenes using R4 materials to R5 materials. Specifically, this swaps baked maps from their old slot in Standard materials (self-illumination) to their new slot (ambient).

SteamRoller

5 votes

Unwraps all objects in a selection using Max's built-in flatten function based on the specified parameters. Intended mainly for texture baking.

Rollout Screenshot

Some minor additional functionality is planned for later releases. I'd like to keep this very simple and straightforward, but I'm open to feature requests.

Installation:
- Run the script using MaxScript -> Run Script
- Go to Customize -> Custom User Interface
- It can be found in a category called "# Scripts" under the group "Main UI."

Strip Paths from Bitmaps

2 votes

Removes current paths from all bitmaps in the scene. Primarily for getting rid of irrelevant paths on files recieved from users on other systems.

This functions in a similar way to stripping paths manually in asset tracking, but when doing that I've found that it can lag a lot and sometimes fail to strip some of the paths until you do it multiple times.

Bad paths can cause lag when Max tries to search for the missing textures, especially when they're pointing to a nonexistent network location.

Vertex Color Killer

1 vote

Removes vertex alpha, vertex illumination and vertex color data on the current selection.

This uses the same method as clearing those channels in the Channel Info utility, but across a selection.

Sanitize Object Names

1 vote

Removes special characters from object names which can cause issues with network rendering. These often appear when bringing in a model from Revit.

- Inch and feet characters (" and ') are replaced with in and ft.
- Both 's and s' are replaced with s.
- Most other common special characters are currently replaced with underscores.

Material Name to Mat ID Name

1 vote

Material IDs are blank by default. This populates the blank names by copying the names of the current submaterial, ignoring undefined materials and slots that already have names in them.

Written in Max 2016, but should work in all other recent versions as well.

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