MaxMounts 1.3.0 For Autodesk 3ds Max Help
Document Oormi Creations
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System Requirements Supported versions are Autodesk 3ds Max 11 to 3ds max 2014.(English Language Versions) It may or may not run properly in lower and higher versions than these. For satisfactory speeds the minimum recommended hardware is a
CPU with dual cores and 2 GB of RAM. It runs a lot better on Windows
7, 64bit with Quad cores and 8 GB of RAM. Running the Script The filename for the script is MaxMounts-130.mse Simply drag the script file into 3ds Max. Or click on menu MaxScript->Run Script and select this script. No installation is needed. Alternatively, run the macroscript MaxMounts-Macro.mcr which will
allow you to add it as a menu item or keyboard shortcut (via Customize
User Interface Menu of Max) Quick Start
Its that easy. To see the script in full action:
Try creating a few more mountains. You will never get the same mountain again, it creates a unique one each time, so if you like a particular mountain save it. Now its time to play with various parameters to see what each does. ![]()
Mountain Materials MaxMounts provides 9 kinds of preset materials. After creation, these materials are placed in 3ds Max Material Editor, where you can tweak them further, if needed, and assign your own textures etc. Select a preset material before creating the mountain or you can assign a material after creating, by selecting the material and clicking the >> button. To assign a material to many mountains, select all the mountain objects and click the >> button. You
can also create it with no materials applied, may be to check the
geometry/details etc. Some of these materials can be previewed in
viewport and some
cannot (3ds max default behavior), so if you see a gray mountain in the
viewport try rendering it to check the material. If
you scale the model, you may need to adjust the material too, some of
these are height based, such as the realistic snow, so you will find
that when you scale it up, the snow disappears. If you choose a custom material, the script will prompt you to select a texture image. The names of the materials are self explanatory.
Mountain Presets If you need a particular kind of mountain, you can quickly create one using a Preset. These presets are available:
You can create your own preset files via Save/Load Preset buttons. These save the
parameters described below for future use.
If you are still not satisfied with the Preset mountains, go ahead and unleash your creativity, tweak the parameters to get what you want. Mountain
Shape Group : Includes parameters that influence the overall
size and shape of the mountain model. Height : Sets the height of the mountain peak.
Expense : More or less expensive mountains or bigger or smaller in horizontal size (At constant height)
Flatness of top : Lets you flatten the top or make it extra steep or make it a crater instead.
Steepness : Sets the steepness of the mountain
Cliff
: Skews the mountain to a side, giving it a look of cliff. Increasing
the steepness makes it more pointy.
Geometry Group : Parameters in this group change the mesh. Sides : The number of ridges a mountain has. E.g. with 3 Ridges you will get a tetrahedral mountain, with 4 you get a pyramidal. More sides will make it conical.
Vertical segments : The number of "steps" from top to bottom. More of these means more detailed mountain and more polys too.
Detail levels:
Controls how much
detail you want on the mountain, this is actual
geometry not the bump map. A value of 0 gives you no details at all and
anything over 10 will probably add too much details and slow down the
creation. This should be adjusted along with the fine roughness
parameter, because more detail levels increase the roughness and vice
versa.
Optimize :
Same as 3ds Max ProOptimizer modifier. It will optimize the mesh (and
collapse it). Its useful because it gets rid of extra polys in flat
areas. It also makes the mesh less clean. (Note that higher value means
less polys, i.e. more optimization)
Roughness Group : These parameters control the amount and range of details on the model. Coarse : Controls the coarser details of the mountain. Higher values gives a more uneven mountain.
Fine : Controls the finer details on the mountain.
Roughness extent : Determines up to what height the rough terrain goes. A high value will make the whole mountain jaggy and rough and a low value will make only the peak jaggy
Roughness scale
: Controls whether the bumps are finer or bolder on the geometry. A
smaller value means finer bumps.
Options Group: There are some options here: Turbosmooth : Will add the Turbosmooth modifier on the model when checked (Without collapsing the stack, so you can remove it if needed) Delete Last : Will delete the last created mountain (if any) before creating a new one. Check this if you want to try many settings without generating a pile of mountains (or without having to delete them again and again) Save before create : Can be useful, if undo is disabled and delete last is enabled. This will prevent a loss of work in case of a crash or accidental delete of your favorite mountain. Enable Undo : Will allow undoing the creation (Ctrl-Z). It should be unchecked if you are running low on memory. Mountain Range Clicking on the Create Mountain Range button will create 12 distinct mountains all at once. The creation parameters are taken from the current Mountain parameter settings, so they will be of the same "species". The spinner named Variation % determines how similar or different the mountains will be to each other. High variation means that the peaks will vary a lot in size, height, sides etc. Low variation means that although the mountains will be unique, they will be almost similar to each other. The mountains are roughly placed in a circle, so it instantly creates a valley surrounded by peaks. You can always move them, or delete some. Please note that this is a time consuming process and
Max may stop responding for a minute. Environment This is a little value addition to the script and is very useful for quickly setting a scene. Sun : Check
this checkbox to enable Sun. It creates an Omni light with shadow maps
and with an Inverse falloff. The color of Sunlight is controlled by how
high the Sun is in the Sky. You can also set the color by clicking on
the swatch next to this checkbox and override the auto color. Another
Omni light is also created to simulate the glow of the sky. Its
intensity is auto set based on Angle of the Sun. Please note that you may get a too bright or too dim
light depending on the materials and sizes of objects, so you may want
to manually adjust the intensity, or create your own lights or daylight
systems. When Final Gather or GI are enabled, the renders may look
overexposed and you should reduce the light intensity. The Sky light
can be deleted when FG is enabled. Angle : This spinner specifies the angle of the Sun in degrees above the horizon. At 0 degree it is at the horizon (Z = 0) and at 90 degrees it is exactly overhead (X=Y=0). Sky : Check this checkbox to enable Skydome creation. It creates a hemispherical dome with flipped polys and assigns a procedural map to it. You can find that map in the material editor. There are three swatches besides this checkbox for assigning the high, mid and low altitude colors to the Sky. The Sun Angle setting will auto set the colors for you, but in case you want to override them set the colors manually here, or after creation, in the material editor. The Lock button : It toggles the link between Sun Angle and colors of Sun, Sky and Clouds. Click it to set everything by hand. Clouds : Enables the cloudy/clear sky. You can tweak the clouds in material editor. They are simply the built in noise functions in 3ds Max. Camera : Creates a Target Camera, so that you don't have to ;-). Ground : Creates a ground plane. The placement
of camera is only approximate and you will get a good shot only with
default settings, so place it in a good position manually, if
you have used your own settings. If you have created a Mountain Range, the camera will be most
surely in a wrong position and you may also like to scale up the Sky
dome and change the lights a bit to cover the whole range. Please note that whenever you create a new Environment, the
old Environment (If
any) is deleted !
Angle = 60 Angle = 90 No Clouds
Sun Set Sun Rise Noon
Night Moon Lit User Textures Contact and Support For free support, bug reports, requests or queries please contact on oormicreations@gmail.com One upgrade of this script is free
for registered users.
Click on the Register
button on the Help rollout to register via Email. Customization requests are most welcome. So if you need extra features in this script for your project please contact with full requirements. This SCRIPT, MaxMounts 1.3.0, is being provided by
OORMI CREATIONS "as is" .OORMI CREATIONS makes no claims or warranties
of any kind concerning the safety, suitability, compatibility,
performance and durability of this SCRIPT. There are inherent risks in
the use of any software, and you are solely responsible for determining
whether this SCRIPT is compatible with
your equipment and other software installed on your equipment. You are
also solely responsible for the protection of your equipment and backup
of your data, and OORMI CREATIONS will not be liable for any damages
you may suffer in connection with use of this SCRIPT.
MaxMounts 1.3.0 ©Oormi Creations 2013, All rights reserved. This document was created
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