3ds Max | Scripts

RenderMask

365 votes

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".

ShutDownSave

3 votes

ShutDownSave V2.0 by 3dwannab (◣_◢) - 16/09/14

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Dev. by Stephen Sherry.

http://www.scriptspot.com/users/3dwannab

Free for all use and / or modification. If you modify the script, please mention my name, cheers. :)

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Maxscript Encrypt and Protect

5 votes

......
I wrote a tool to protect the script source code from being easily viewed.
It's free, and you can use it in your business scripts.
Enjoy:)
This is the first time I posted a post in this forum,Merry Christmas and a happy newyear.

>>> A
Load source code into memory to run,You can't use these keywords in your code :
getSourceFileName ,getThisScriptFilename ,getSourceFileOffSet ,getSourceFileLine

>>> B
!!! QuickBMS can't decrypt this encryption, because it is the
.Ms format!
.Ms format!

Mirror Pivot Tool

3 votes

This simple script allows to mirror pivot of the object.

ABTO Tools

3 votes

ABTO Tools provides ability to modify UV which is not reachable by using standard functionality.

Please watch video for more detailed info.

Screenshot:

Right now it allows welding UV vertices within threshold.
More info is on GitHub.


Copy/Paste Skin Modifier via Max Script

0 votes

I recently discovered that copying a skin modifier via maxscript (using addmodifier) doesn't set the weights correctly, so I wrote a function to transfer the weights from one mesh to another. (they need to have the same topology though)
Some other scripts out there won't work because at some point autodesk decided to change the way that the skin's bone table is indexed, and they would need a lookup table with the bone names to convert the old index to the new one. *sight It seems I fixed it.

RTTassist

538 votes

 

About:

Autodesk_Map to Bitmaptexture

1 vote

This script looks for Autodesk_Map textures in all scene materials and replaces them with standard bitmaps instead. Now that this script is finally general purpose, I'll be rolling a copy of it into the my Autodesk to Standard Material Converter script. The stand-alone version of the script will remain here as usual.

Autodesk_Map textures are generally found in Max files with data imported from Revit.

Architecture to Standard Material Converter

3 votes

This macroscript converts Architectural materials to Standard materials for use with VR exporters that require this setup.

ShellBake: Set Up Shells for Baking VRay Lightmaps

2 votes

To transfer maps from one type of material to another after a bake for game exporters that primarily look for Standard materials.

This is currently limited to just the diffuse map.

To use: Run the Macroscript and add ShellBake to a toolbar from the category: #_SP_BakeScripts

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