ScriptSpot - 3ds Max - Sort Updated https://www.scriptspot.com/3ds-max/scripts/sort-modified/feed/outliner10 en Material Properties Mass Editor https://www.scriptspot.com/3ds-max/scripts/material-properties-mass-editor <p><img src="/files/u2/mpme-1_10001.jpg" alt="" width="518" height="843" /></p> <p><strong>Material Properties Mass Editor (MPME)</strong> is the professional tool for batch editing of material properties in 3ds Max. Allows you to modify properties across multiple materials of the same type, including native 3ds Max materials and third-party render engine materials (V-Ray, Corona, Arnold, FStorm, Redshift etc.), and any other installed material types. Changes can be applied according to the chosen scope: entire scene (including Material Editor and SME), selected objects, or selected SME nodes. The script implements a preset system that allows you to save custom property sets as presets for later use, streamlining workflow across different projects and render setups.&nbsp; &nbsp; &nbsp;&nbsp;</p> <p>Current version: 1<strong>.0001</strong></p> </p> <p><a href="https://www.scriptspot.com/3ds-max/scripts/material-properties-mass-editor" target="_blank">read more</a></p> https://www.scriptspot.com/3ds-max/scripts/material-properties-mass-editor#comments Scripts 3ds max materials batch material editor materials edit MAXTools properties Tue, 02 Jun 2026 14:38:12 +0000 3DZver 24794 at https://www.scriptspot.com Select Objects By Sub-Material https://www.scriptspot.com/3ds-max/scripts/select-objects-by-sub-material <p><img src="/files/u2/sobsm_prodcard.jpg" alt="" width="638" height="568" /></p> <p><strong>Select Objects By Sub-Material (SOBSM)</strong> is a simple free script that allows you to quickly select all objects in your scene that use a selected sub-material from a Multi/Sub-Object material.</p> <p> Unlike the native "Select Objects By Material" tool, which only selects objects by exact main (parent) material match, this script analyzes material IDs assigned to faces/polygons. This allows you to select objects by a specific sub-material, even when a Multi/Sub-Object material is assigned to the entire object and the desired sub-material is only used on a portion of its faces.</p> <p> The script works with both material editors in 3ds Max - the Compact Material Editor (Medit) and the Slate Material Editor (SME). Select a sub-material in any editor, run the script, and all objects that use this sub-material (on faces with the corresponding ID) will be selected.&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</p> </p> <p><a href="https://www.scriptspot.com/3ds-max/scripts/select-objects-by-sub-material" target="_blank">read more</a></p> https://www.scriptspot.com/3ds-max/scripts/select-objects-by-sub-material#comments Scripts Material Material Editor materials select objects by sub-material selection Slate Material Editor SME Tue, 02 Jun 2026 14:56:35 +0000 3DZver 24795 at https://www.scriptspot.com V-RayMax Converter PRO https://www.scriptspot.com/3ds-max/scripts/v-raymax-converter-pro <p><strong><img src="/files/u2/vmc4pro_logo-banner.jpg" alt="" width="480" height="90" /></strong></p><p><strong>V-RayMax Converter PRO</strong> is the best tool for convert 3d scene (materials, maps, lights, cameras, proxies, modifiers, helpers, render elements, etc.) from other render engines to V-Ray and from V-Ray to Corona Renderer, and also for converting V-Ray and Corona materials to Standard/Physical/PBR/OpenPBR materials and to glTF Material.</p><p>Current version: 4<strong>.0061</strong></p><p>Supported for conversion:<br /><img src="/files/u2/1.jpg" alt="" width="341" height="136" /></p><div><span style="text-decoration: underline;">To V-Ray from</span>:<br /><ul><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Standard</strong>&nbsp;(<em>Default Scanline</em>)</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Corona Render</strong></li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>FStorm Render</strong></li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Octane Renderer</strong></li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>finalRender</strong></li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Arnold</strong></li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Brazil_Advanced</strong>&nbsp;(<em>RS v 1.2</em>) <strong>material</strong></li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>NVIDIA iray</strong>&nbsp;(<em>unofficial</em>) <strong>material</strong>.</li></ul></div><div><span style="text-decoration: underline;">From V-Ray to</span>:<br /><ul><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Standard&nbsp;/&nbsp;Physical&nbsp;/&nbsp;PBR / OpenPBR</strong>&nbsp;materials</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Corona Renderer</strong></li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>glTF Material</strong> (3ds Max 2023 or later)</li></ul><div><span style="text-decoration: underline;">From Corona to</span>:<br /><ul><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Standard&nbsp;/ Physical / PBR / OpenPBR</strong>&nbsp;materials</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>glTF Material</strong>&nbsp;(3ds Max 2023 or later)</li></ul><div>Сonversion scope:</div><div><img src="/files/u2/2-2.jpg" alt="" width="341" height="143" /></div></div></div><p><a style="border: 1px solid #46a6ff; padding: 5px 15px; vertical-align: middle; font-size: 12px !important; font-weight: bold !important; text-transform: uppercase; text-decoration: none !important; line-height: normal; color: #ffff !important; display: inline-block; background-color: #46a6ff; margin: 4px; cursor: pointer;" href="https://maxtools.3dzver.com/product?id=1&amp;tab=features#conversions" target="_blank"> Full list of supported conversions. </a></p><p><strong>Main features:<br /></strong></p><ul><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');">Converts materials, maps, lights, cameras, modifiers, helpers&nbsp;and GI environment&nbsp;from other render engines to V-Ray and from V-Ray to Corona</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Converts clouds</strong> from CoronaSky to VRaySun and vice versa.</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Converts Night Sky</strong> system (Moon, Stars &amp; Milky Way) from V-Ray to Corona and vice versa</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Converts Render Elements</strong> to V-Ray (currently supported Scanline RE, Corona RE, FStorm RE, Octane RE) and from V-Ray to Corona</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');">Converts V-Ray and Corona materials to Standard (Default Scanline) materials</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');">Converts VRayMtl and CoronaPhysicalMtl materials to Physical Material&nbsp;and OpenPBR Material</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');">Converts V-Ray and Corona materials to glTF Material (which is necessary for exporting to the .glb for corresponding 3d software: Blender, Gestaltor, Babylon.JS etc).</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Converts proxies</strong> (currently supported from Corona, FStorm, Octane) to V-Ray Proxy (static and <strong>animated</strong>)</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');">Converts V-Ray Proxy&nbsp;to Corona Proxy (static and animated)</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');">Converts standard Bitmaps to VRayBitmap and vice versa</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');">Converts standard Bitmaps to CoronaBitmap and vice versa</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');">Converts 3ds Max Physical cameras to V-Ray Physical cameras and vice versa</li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Automatic&nbsp;configure ACEScg workflow in V-Ray</strong></li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Batch processing for multiple 3dsMax Scene (*.max) or&nbsp;<strong>3dsMax&nbsp;</strong>Material Library (*.mat) files</strong></li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');"><strong>Programmatically interact with most converter functions using built-in maxscript methods (API),&nbsp;which allows you to use the converter without UI and in combination with other 3rd-party scripts.</strong></li><li style="line-height: 18px; list-style-image: url('images/list-level-1.png');">...and more additional tools for&nbsp;fixing&nbsp;and adjusting&nbsp;the scene.</li></ul><p></p><p><a href="https://www.scriptspot.com/3ds-max/scripts/v-raymax-converter-pro" target="_blank">read more</a></p> https://www.scriptspot.com/3ds-max/scripts/v-raymax-converter-pro#comments Scripts ACEScg autodesk material to vray material brazil conversion convert render elements converter converting Corona corona to standard corona to vray finalrender iRay Material Material Converter material converting PBR Physical renderer revit sRGB standard to vray v-ray VRay vray material converter vray to corona vray to standard vray to standard material Sat, 21 Oct 2006 03:45:42 +0000 3DZver 2323 at https://www.scriptspot.com Hard Edges Selection (maxscript pack) https://www.scriptspot.com/3ds-max/scripts/hard-edges-selection-maxscript-pack <p><img src="https://veda3d.com/wp-content/uploads/2020/04/hard-edges-selection-featured.jpg" alt="" width="720" /><br />Hard Edges Selection maxscript pack is couple of maxscript which allows select <a href="https://help.autodesk.com/view/3DSMAX/2024/ENU/?guid=GUID-2C16FF31-BF20-450F-8163-3362A7037603" rel="noreferrer noopener" target="_blank">Hard Edges</a> in Editable Poly object or in Edit Poly modifier in 3ds Max. This allows us to significantly speed up the work of modeling objects.&nbsp;</p> <p>Script pack contains scripts:</p> <p><a href="https://www.scriptspot.com/3ds-max/scripts/hard-edges-selection-maxscript-pack" target="_blank">read more</a></p> https://www.scriptspot.com/3ds-max/scripts/hard-edges-selection-maxscript-pack#comments Scripts edit poly Editable Poly hard edges Poly Sat, 06 Jan 2024 16:07:10 +0000 Royal Ghost 24499 at https://www.scriptspot.com Bitmap Tracking / Resizing https://www.scriptspot.com/3ds-max/scripts/bitmap-tracking-resizing <p><strong>++ Works with All Assets ++</p> <p>New:&nbsp;</strong><strong>column and filter&nbsp;</strong><strong>"In Scene"</strong><strong>&nbsp;- to show if bitmap is used in scene or only in material editor<br />New: columns Channels and Memory - to show bitmap channels and estimated memory load for each bitmap</strong><br />.</p> <p><a href="https://www.pixamoon.com/product-page/bitmap-tracking-resizing" target="_blank"><img src="/files/u53952/pixamoon_btr_20201_001_sml.jpg" alt="" width="638" height="291" />&nbsp;</a></p> <p>Bitmap Tracking / Resizing... is tool similar to Asset Tracking. But it gives more possibility to work with bitmaps:</p> <p>- Support for <strong>All Assets</strong><br />- <strong>Sort</strong> files by name, image width, height, file size, path, gamma, texture name, status (Found -<strong> network, </strong>Found -<strong>&nbsp; local, </strong>Not found)<br />- <strong>Resize</strong>&nbsp;to JPG selected bitmaps to specified size or to Nearest Power of 2<br />&nbsp;&nbsp;&nbsp; - can be used to resize and repath selected bitmaps (by size) before sending to external renderfarm,<br />&nbsp;&nbsp;&nbsp; - resize bitmaps in large animation sceens to reduce memory ussage,<br />- <strong>Convert...</strong> see below<br />- <strong>Change / Rename paths</strong> (with <strong>paths history</strong> and <strong>rename path prefix</strong> eg. change only server/drive letter)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; * Choose path from history or scene paths<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; * Pick new path<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; * Rename paths beginng ( drive letter or paths <strong>C:\sample\abc\</strong> and rename them to <strong>Z:\3d\sample\abc\ </strong>) <br />&nbsp; &nbsp; &nbsp; * Find and Replace part of paths - supports Regular Extension<br />- Multi-threaded <strong>Auto-Relink </strong>with progress dialog<br />- And More...</p> <p><a href="https://www.scriptspot.com/3ds-max/scripts/bitmap-tracking-resizing" target="_blank">read more</a></p> https://www.scriptspot.com/3ds-max/scripts/bitmap-tracking-resizing#comments Scripts Wed, 03 Dec 2014 22:49:03 +0000 pixamoon 11971 at https://www.scriptspot.com Library Track / Relink... https://www.scriptspot.com/3ds-max/scripts/library-track-relink <p>.<br /><strong>New:&nbsp;</strong> added filters in assets window to filter by asset type, file extension or status<br /><strong>New:&nbsp;</strong>&nbsp;added "Show Classes" - new window with list of all classes and plugins used in max file<br /><strong>New:</strong>&nbsp; added right-side panel displaying max file preview (thumbnail) and max file info.</p> <p>.<br /><a href="https://www.pixamoon.com/product-page/library-track-relink" target="_blank"><img src="/files/u53952/pxm-ltr_v2.01_main_001_sml.jpg" alt="" width="638" height="360" /><br /></a></p> <p>Library Track / Relink... works with<strong> Multiple .MAX .MAT</strong>&nbsp;or <strong>XRef</strong> files<strong> without opening</strong> them.&nbsp; </p> <p>Dedicated to organize, collect or relink whole model library or all projects after moving them to new location. Just few clicks and they ready to merge / open ! </p> <p><a href="https://www.scriptspot.com/3ds-max/scripts/library-track-relink" target="_blank">read more</a></p> https://www.scriptspot.com/3ds-max/scripts/library-track-relink#comments Scripts track tracking reconect relink repath path paths asset astets external max rename collect copy change resize bitmap bitmaps ies vraybmpfilter vrayhdri Fri, 30 Jan 2015 19:01:28 +0000 pixamoon 12087 at https://www.scriptspot.com Mod Pinner https://www.scriptspot.com/3ds-max/scripts/mod-pinner <p>Mod Pinner lets you pin any modifier to the top of the 3ds Max stack.</p> <p><img src="https://bodyulcg.com/wp-content/uploads/mod-pinner.jpg" width="100%" /></p> https://www.scriptspot.com/3ds-max/scripts/mod-pinner#comments Scripts macro modifier pin stack utility Sat, 23 May 2026 19:57:37 +0000 BodyulCG 24792 at https://www.scriptspot.com Wall Worm Model Tools https://www.scriptspot.com/3ds-max/scripts/wall-worm-model-tools <p>The complete pipeline toolset for Goldsrc, Source and Source 2 featuring a broad array of importers, exporters and general workflows. Added in version 7 are a new <a href="https://dev.wallworm.com/topic/89/wall_worm_asset_browser.html">Asset Browser</a> and <a href="https://dev.wallworm.com/topic/86/soundscape_editor.html">Soundscape Editor</a> and the <a href="https://dev.wallworm.com/topic/100/wallwormbitmap.html">WallWormBitmap</a> that loads game textures without having to extract them to files on disk.</p> <p><a href="https://www.scriptspot.com/3ds-max/scripts/wall-worm-model-tools" target="_blank">read more</a></p> https://www.scriptspot.com/3ds-max/scripts/wall-worm-model-tools#comments Scripts collision hull compile counter-strike css dmx entity export game gmod half-life hammer hl2 I/O ifl input l4d level design lod mdl mdl importer modeling output portal psd qc scripting sdk smd Source source engine sprite tga valve valve source vmf vmt vta vtf wall worm wallworm wwmt Sat, 20 Nov 2010 06:21:52 +0000 lightcube 6540 at https://www.scriptspot.com 99 Dimensions by Sherif Hany https://www.scriptspot.com/3ds-max/scripts/99-dimensions-by-sherif-hany <h1 id="99-dimensions--v11-release-notes" class="code-line" dir="auto" data-line="0">99 Dimensions | v1.1 Release Notes</h1> <p><a href="https://www.scriptspot.com/3ds-max/scripts/99-dimensions-by-sherif-hany" target="_blank">read more</a></p> https://www.scriptspot.com/3ds-max/scripts/99-dimensions-by-sherif-hany#comments Scripts Fri, 15 May 2026 07:01:11 +0000 Sheriff 99 24786 at https://www.scriptspot.com RC Camera Mod https://www.scriptspot.com/3ds-max/scripts/rc-camera-mod <p>RC Camera Mod is a commercial 3ds Max modifier that gives you per-camera control over the visibility of specific objects.</p> <p><img src="https://bodyulcg.com/wp-content/uploads/rc-camera-mod.jpg" alt="RC Camera Mod" width="100%" /></p> https://www.scriptspot.com/3ds-max/scripts/rc-camera-mod#comments Scripts bodyulcg camera modifier render visibility Mon, 22 Oct 2018 22:50:20 +0000 BodyulCG 16387 at https://www.scriptspot.com