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  1. I have a daz studio skeleton linked with a CAT rig. I made it manually, but I want a simple script that create the orientation and position constraints with the CAT bones for other characters. Can someone help me please? Let me know, to send you the example file.
  2. Hi ! I got a 3dsmax script on internet.It's cool , but I want to make it more useful . So here is the question : does anyone know how to add a new radiobutton "Selected Objects" without changing all function parts "fn fl_xxxxx" , the top half of script. If it's possible to add script code only in "case rdoScale.state of 3" part . Thank you ! try(closeRolloutFloater MainFloater)catch() MainFloater=NewRolloutFloater"test"350 350 500 400 rollout Menu01 "VRayMtl Modification" category:2 ( --Adjust the vraymtl reflection subdivs fn fl_reflSubdivs origMtl subdivs = ( local tempClass = classof origMtl --Get the class of the origMtl if tempClass == VRayMtl then origMtl.reflection_subdivs = subdivs else if tempClass == Multimaterial then ( for i in origMtl.materialList do fl_reflSubdivs i subdivs ) else if tempClass == VRayMtlWrapper then fl_reflSubdivs origMtl.baseMtl subdivs else if tempClass == VRayOverrideMtl then ( fl_reflSubdivs origMtl.baseMtl subdivs fl_reflSubdivs origMtl.giMtl subdivs fl_reflSubdivs origMtl.reflectMtl subdivs fl_reflSubdivs origMtl.refractMtl subdivs ) else if tempClass == VRayBlendMtl then ( fl_reflSubdivs origMtl.baseMtl subdivs fl_reflSubdivs origMtl.coatMtl[1] subdivs fl_reflSubdivs origMtl.coatMtl[2] subdivs fl_reflSubdivs origMtl.coatMtl[3] subdivs fl_reflSubdivs origMtl.coatMtl[4] subdivs fl_reflSubdivs origMtl.coatMtl[5] subdivs fl_reflSubdivs origMtl.coatMtl[6] subdivs fl_reflSubdivs origMtl.coatMtl[7] subdivs fl_reflSubdivs origMtl.coatMtl[8] subdivs fl_reflSubdivs origMtl.coatMtl[9] subdivs ) else if tempClass == VRay2SidedMtl then ( fl_reflSubdivs origMtl.frontMtl subdivs fl_reflSubdivs origMtl.backMtl subdivs ) else if tempClass == Blend then ( fl_reflSubdivs origMtl.map1 subdivs fl_reflSubdivs origMtl.map2 subdivs ) else if tempClass == compositematerial then ( for i in origMtl.materialList do fl_reflSubdivs i subdivs ) else if tempClass == DoubleSided then ( fl_reflSubdivs origMtl.material1 subdivs fl_reflSubdivs origMtl.material2 subdivs ) else if tempClass == TopBottom then ( fl_reflSubdivs origMtl.topMaterial subdivs fl_reflSubdivs origMtl.bottomMaterial subdivs ) else if tempClass == Shell_Material then ( fl_reflSubdivs origMtl.originalMaterial subdivs fl_reflSubdivs origMtl.bakedMaterial subdivs ) else if tempClass == VrayBumpMtl then ( fl_reflSubdivs origMtl.baseMtl subdivs ) ) ------------------------------------------------ --Adjust the vraymtl reflection color fn fl_reflColor origMtl reflection = ( local tempClass = classof origMtl --Get the class of the origMtl if tempClass == VRayMtl then origMtl.reflection = reflection else if tempClass == Multimaterial then ( for i in origMtl.materialList do fl_reflColor i reflection ) else if tempClass == VRayMtlWrapper then fl_reflColor origMtl.baseMtl reflection else if tempClass == VRayOverrideMtl then ( fl_reflColor origMtl.baseMtl reflection fl_reflColor origMtl.giMtl reflection fl_reflColor origMtl.reflectMtl reflection fl_reflColor origMtl.refractMtl reflection ) else if tempClass == VRayBlendMtl then ( fl_reflColor origMtl.baseMtl reflection fl_reflColor origMtl.coatMtl[1] reflection fl_reflColor origMtl.coatMtl[2] reflection fl_reflColor origMtl.coatMtl[3] reflection fl_reflColor origMtl.coatMtl[4] reflection fl_reflColor origMtl.coatMtl[5] reflection fl_reflColor origMtl.coatMtl[6] reflection fl_reflColor origMtl.coatMtl[7] reflection fl_reflColor origMtl.coatMtl[8] reflection fl_reflColor origMtl.coatMtl[9] reflection ) else if tempClass == VRay2SidedMtl then ( fl_reflColor origMtl.frontMtl reflection fl_reflColor origMtl.backMtl reflection ) else if tempClass == Blend then ( fl_reflColor origMtl.map1 reflection fl_reflColor origMtl.map2 reflection ) else if tempClass == compositematerial then ( for i in origMtl.materialList do fl_reflColor i reflection ) else if tempClass == DoubleSided then ( fl_reflColor origMtl.material1 reflection fl_reflColor origMtl.material2 reflection ) else if tempClass == TopBottom then ( fl_reflColor origMtl.topMaterial reflection fl_reflColor origMtl.bottomMaterial reflection ) else if tempClass == Shell_Material then ( fl_reflColor origMtl.originalMaterial reflection fl_reflColor origMtl.bakedMaterial reflection ) else if tempClass == VrayBumpMtl then ( fl_reflColor origMtl.baseMtl reflection ) ) ------------------------------------------------ --Adjust the vraymtl reflection glossiness fn fl_reflRGlossiness origMtl RGlossiness = ( local tempClass = classof origMtl --Get the class of the origMtl if tempClass == VRayMtl then origMtl.reflection_glossiness = RGlossiness else if tempClass == Multimaterial then ( for i in origMtl.materialList do fl_reflRGlossiness i RGlossiness ) else if tempClass == VRayMtlWrapper then fl_reflRGlossiness origMtl.baseMtl RGlossiness else if tempClass == VRayOverrideMtl then ( fl_reflRGlossiness origMtl.baseMtl RGlossiness fl_reflRGlossiness origMtl.giMtl RGlossiness fl_reflRGlossiness origMtl.reflectMtl RGlossiness fl_reflRGlossiness origMtl.refractMtl RGlossiness ) else if tempClass == VRayBlendMtl then ( fl_reflRGlossiness origMtl.baseMtl RGlossiness fl_reflRGlossiness origMtl.coatMtl[1] RGlossiness fl_reflRGlossiness origMtl.coatMtl[2] RGlossiness fl_reflRGlossiness origMtl.coatMtl[3] RGlossiness fl_reflRGlossiness origMtl.coatMtl[4] RGlossiness fl_reflRGlossiness origMtl.coatMtl[5] RGlossiness fl_reflRGlossiness origMtl.coatMtl[6] RGlossiness fl_reflRGlossiness origMtl.coatMtl[7] RGlossiness fl_reflRGlossiness origMtl.coatMtl[8] RGlossiness fl_reflRGlossiness origMtl.coatMtl[9] RGlossiness ) else if tempClass == VRay2SidedMtl then ( fl_reflRGlossiness origMtl.frontMtl RGlossiness fl_reflRGlossiness origMtl.backMtl RGlossiness ) else if tempClass == Blend then ( fl_reflRGlossiness origMtl.map1 RGlossiness fl_reflRGlossiness origMtl.map2 RGlossiness ) else if tempClass == compositematerial then ( for i in origMtl.materialList do fl_reflRGlossiness i RGlossiness ) else if tempClass == DoubleSided then ( fl_reflRGlossiness origMtl.material1 RGlossiness fl_reflRGlossiness origMtl.material2 RGlossiness ) else if tempClass == TopBottom then ( fl_reflRGlossiness origMtl.topMaterial RGlossiness fl_reflRGlossiness origMtl.bottomMaterial RGlossiness ) else if tempClass == Shell_Material then ( fl_reflRGlossiness origMtl.originalMaterial RGlossiness fl_reflRGlossiness origMtl.bakedMaterial RGlossiness ) else if tempClass == VrayBumpMtl then ( fl_reflRGlossiness origMtl.baseMtl RGlossiness ) ) ------------------------------------------------ --Adjust the vraymtl reflection Fresnel IOR fn fl_reflFresnelIOR origMtl FresnelIOR = ( local tempClass = classof origMtl --Get the class of the origMtl if tempClass == VRayMtl then origMtl.reflection_ior = FresnelIOR else if tempClass == Multimaterial then ( for i in origMtl.materialList do fl_reflFresnelIOR i FresnelIOR ) else if tempClass == VRayMtlWrapper then fl_reflFresnelIOR origMtl.baseMtl FresnelIOR else if tempClass == VRayOverrideMtl then ( fl_reflFresnelIOR origMtl.baseMtl FresnelIOR fl_reflFresnelIOR origMtl.giMtl FresnelIOR fl_reflFresnelIOR origMtl.reflectMtl FresnelIOR fl_reflFresnelIOR origMtl.refractMtl FresnelIOR ) else if tempClass == VRayBlendMtl then ( fl_reflFresnelIOR origMtl.baseMtl FresnelIOR fl_reflFresnelIOR origMtl.coatMtl[1] FresnelIOR fl_reflFresnelIOR origMtl.coatMtl[2] FresnelIOR fl_reflFresnelIOR origMtl.coatMtl[3] FresnelIOR fl_reflFresnelIOR origMtl.coatMtl[4] FresnelIOR fl_reflFresnelIOR origMtl.coatMtl[5] FresnelIOR fl_reflFresnelIOR origMtl.coatMtl[6] FresnelIOR fl_reflFresnelIOR origMtl.coatMtl[7] FresnelIOR fl_reflFresnelIOR origMtl.coatMtl[8] FresnelIOR fl_reflFresnelIOR origMtl.coatMtl[9] FresnelIOR ) else if tempClass == VRay2SidedMtl then ( fl_reflFresnelIOR origMtl.frontMtl FresnelIOR fl_reflFresnelIOR origMtl.backMtl FresnelIOR ) else if tempClass == Blend then ( fl_reflFresnelIOR origMtl.map1 FresnelIOR fl_reflFresnelIOR origMtl.map2 FresnelIOR ) else if tempClass == compositematerial then ( for i in origMtl.materialList do fl_reflFresnelIOR i FresnelIOR ) else if tempClass == DoubleSided then ( fl_reflFresnelIOR origMtl.material1 FresnelIOR fl_reflFresnelIOR origMtl.material2 FresnelIOR ) else if tempClass == TopBottom then ( fl_reflFresnelIOR origMtl.topMaterial FresnelIOR fl_reflFresnelIOR origMtl.bottomMaterial FresnelIOR ) else if tempClass == Shell_Material then ( fl_reflFresnelIOR origMtl.originalMaterial FresnelIOR fl_reflFresnelIOR origMtl.bakedMaterial FresnelIOR ) else if tempClass == VrayBumpMtl then ( fl_reflFresnelIOR origMtl.baseMtl FresnelIOR ) ) ------------------------------------------------ --Adjust the vraymtl reflection maxDepth fn fl_reflMaxDepth origMtl maxDepth = ( local tempClass = classof origMtl --Get the class of the origMtl if tempClass == VRayMtl then origMtl.reflection_maxDepth = maxDepth else if tempClass == Multimaterial then ( for i in origMtl.materialList do fl_reflMaxDepth i maxDepth ) else if tempClass == VRayMtlWrapper then fl_reflMaxDepth origMtl.baseMtl maxDepth else if tempClass == VRayOverrideMtl then ( fl_reflMaxDepth origMtl.baseMtl maxDepth fl_reflMaxDepth origMtl.giMtl maxDepth fl_reflMaxDepth origMtl.reflectMtl maxDepth fl_reflMaxDepth origMtl.refractMtl maxDepth ) else if tempClass == VRayBlendMtl then ( fl_reflMaxDepth origMtl.baseMtl maxDepth fl_reflMaxDepth origMtl.coatMtl[1] maxDepth fl_reflMaxDepth origMtl.coatMtl[2] maxDepth fl_reflMaxDepth origMtl.coatMtl[3] maxDepth fl_reflMaxDepth origMtl.coatMtl[4] maxDepth fl_reflMaxDepth origMtl.coatMtl[5] maxDepth fl_reflMaxDepth origMtl.coatMtl[6] maxDepth fl_reflMaxDepth origMtl.coatMtl[7] maxDepth fl_reflMaxDepth origMtl.coatMtl[8] maxDepth fl_reflMaxDepth origMtl.coatMtl[9] maxDepth ) else if tempClass == VRay2SidedMtl then ( fl_reflMaxDepth origMtl.frontMtl maxDepth fl_reflMaxDepth origMtl.backMtl maxDepth ) else if tempClass == Blend then ( fl_reflMaxDepth origMtl.map1 maxDepth fl_reflMaxDepth origMtl.map2 maxDepth ) else if tempClass == compositematerial then ( for i in origMtl.materialList do fl_reflMaxDepth i maxDepth ) else if tempClass == DoubleSided then ( fl_reflMaxDepth origMtl.material1 maxDepth fl_reflMaxDepth origMtl.material2 maxDepth ) else if tempClass == TopBottom then ( fl_reflMaxDepth origMtl.topMaterial maxDepth fl_reflMaxDepth origMtl.bottomMaterial maxDepth ) else if tempClass == Shell_Material then ( fl_reflMaxDepth origMtl.originalMaterial maxDepth fl_reflMaxDepth origMtl.bakedMaterial maxDepth ) else if tempClass == VrayBumpMtl then ( fl_reflMaxDepth origMtl.baseMtl maxDepth ) ) ------------------------------------------------ --Turn the vraymtl reflection highlight glossiness on fn fl_reflHGlossinessOn origMtl = ( local tempClass = classof origMtl --Get the class of the origMtl if tempClass == VRayMtl then origMtl.reflection_lockGlossiness = on else if tempClass == Multimaterial then ( for i in origMtl.materialList do fl_reflHGlossinessOn i ) else if tempClass == VRayMtlWrapper then fl_reflHGlossinessOn origMtl.baseMtl else if tempClass == VRayOverrideMtl then ( fl_reflHGlossinessOn origMtl.baseMtl fl_reflHGlossinessOn origMtl.giMtl fl_reflHGlossinessOn origMtl.reflectMtl fl_reflHGlossinessOn origMtl.refractMtl ) else if tempClass == VRayBlendMtl then ( fl_reflHGlossinessOn origMtl.baseMtl fl_reflHGlossinessOn origMtl.coatMtl[1] fl_reflHGlossinessOn origMtl.coatMtl[2] fl_reflHGlossinessOn origMtl.coatMtl[3] fl_reflHGlossinessOn origMtl.coatMtl[4] fl_reflHGlossinessOn origMtl.coatMtl[5] fl_reflHGlossinessOn origMtl.coatMtl[6] fl_reflHGlossinessOn origMtl.coatMtl[7] fl_reflHGlossinessOn origMtl.coatMtl[8] fl_reflHGlossinessOn origMtl.coatMtl[9] ) else if tempClass == VRay2SidedMtl then ( fl_reflHGlossinessOn origMtl.frontMtl fl_reflHGlossinessOn origMtl.backMtl ) else if tempClass == Blend then ( fl_reflHGlossinessOn origMtl.map1 fl_reflHGlossinessOn origMtl.map2 ) else if tempClass == compositematerial then ( for i in origMtl.materialList do fl_reflHGlossinessOn i ) else if tempClass == DoubleSided then ( fl_reflHGlossinessOn origMtl.material1 fl_reflHGlossinessOn origMtl.material2 ) else if tempClass == TopBottom then ( fl_reflHGlossinessOn origMtl.topMaterial fl_reflHGlossinessOn origMtl.bottomMaterial ) else if tempClass == Shell_Material then ( fl_reflHGlossinessOn origMtl.originalMaterial fl_reflHGlossinessOn origMtl.bakedMaterial ) ) ------------------------------------------------ --Turn the vraymtl reflection highlight glossiness off fn fl_reflHGlossinessOff origMtl = ( local tempClass = classof origMtl --Get the class of the origMtl if tempClass == VRayMtl then origMtl.reflection_lockGlossiness = off else if tempClass == Multimaterial then ( for i in origMtl.materialList do fl_reflHGlossinessOff i ) else if tempClass == VRayMtlWrapper then fl_reflHGlossinessOff origMtl.baseMtl else if tempClass == VRayOverrideMtl then ( fl_reflHGlossinessOff origMtl.baseMtl fl_reflHGlossinessOff origMtl.giMtl fl_reflHGlossinessOff origMtl.reflectMtl fl_reflHGlossinessOff origMtl.refractMtl ) else if tempClass == VRayBlendMtl then ( fl_reflHGlossinessOff origMtl.baseMtl fl_reflHGlossinessOff origMtl.coatMtl[1] fl_reflHGlossinessOff origMtl.coatMtl[2] fl_reflHGlossinessOff origMtl.coatMtl[3] fl_reflHGlossinessOff origMtl.coatMtl[4] fl_reflHGlossinessOff origMtl.coatMtl[5] fl_reflHGlossinessOff origMtl.coatMtl[6] fl_reflHGlossinessOff origMtl.coatMtl[7] fl_reflHGlossinessOff origMtl.coatMtl[8] fl_reflHGlossinessOff origMtl.coatMtl[9] ) else if tempClass == VRay2SidedMtl then ( fl_reflHGlossinessOff origMtl.frontMtl fl_reflHGlossinessOff origMtl.backMtl ) else if tempClass == Blend then ( fl_reflHGlossinessOff origMtl.map1 fl_reflHGlossinessOff origMtl.map2 ) else if tempClass == compositematerial then ( for i in origMtl.materialList do fl_reflHGlossinessOff i ) else if tempClass == DoubleSided then ( fl_reflHGlossinessOff origMtl.material1 fl_reflHGlossinessOff origMtl.material2 ) else if tempClass == TopBottom then ( fl_reflHGlossinessOff origMtl.topMaterial fl_reflHGlossinessOff origMtl.bottomMaterial ) else if tempClass == Shell_Material then ( fl_reflHGlossinessOff origMtl.originalMaterial fl_reflHGlossinessOff origMtl.bakedMaterial ) ) ------------------------------------------------ --Turn the vraymtl reflection fresnel IOR on fn fl_reflFresnelIOROn origMtl = ( local tempClass = classof origMtl --Get the class of the origMtl if tempClass == VRayMtl then origMtl.reflection_lockIOR = on else if tempClass == Multimaterial then ( for i in origMtl.materialList do fl_reflFresnelIOROn i ) else if tempClass == VRayMtlWrapper then fl_reflFresnelIOROn origMtl.baseMtl else if tempClass == VRayOverrideMtl then ( fl_reflFresnelIOROn origMtl.baseMtl fl_reflFresnelIOROn origMtl.giMtl fl_reflFresnelIOROn origMtl.reflectMtl fl_reflFresnelIOROn origMtl.refractMtl ) else if tempClass == VRayBlendMtl then ( fl_reflFresnelIOROn origMtl.baseMtl fl_reflFresnelIOROn origMtl.coatMtl[1] fl_reflFresnelIOROn origMtl.coatMtl[2] fl_reflFresnelIOROn origMtl.coatMtl[3] fl_reflFresnelIOROn origMtl.coatMtl[4] fl_reflFresnelIOROn origMtl.coatMtl[5] fl_reflFresnelIOROn origMtl.coatMtl[6] fl_reflFresnelIOROn origMtl.coatMtl[7] fl_reflFresnelIOROn origMtl.coatMtl[8] fl_reflFresnelIOROn origMtl.coatMtl[9] ) else if tempClass == VRay2SidedMtl then ( fl_reflFresnelIOROn origMtl.frontMtl fl_reflFresnelIOROn origMtl.backMtl ) else if tempClass == Blend then ( fl_reflFresnelIOROn origMtl.map1 fl_reflFresnelIOROn origMtl.map2 ) else if tempClass == compositematerial then ( for i in origMtl.materialList do fl_reflFresnelIOROn i ) else if tempClass == DoubleSided then ( fl_reflFresnelIOROn origMtl.material1 fl_reflFresnelIOROn origMtl.material2 ) else if tempClass == TopBottom then ( fl_reflFresnelIOROn origMtl.topMaterial fl_reflFresnelIOROn origMtl.bottomMaterial ) else if tempClass == Shell_Material then ( fl_reflFresnelIOROn origMtl.originalMaterial fl_reflFresnelIOROn origMtl.bakedMaterial ) ) ------------------------------------------------ --Turn the vraymtl reflection fresnel IOR off fn fl_reflFresnelIOROff origMtl = ( local tempClass = classof origMtl --Get the class of the origMtl if tempClass == VRayMtl then origMtl.reflection_lockIOR = off else if tempClass == Multimaterial then ( for i in origMtl.materialList do fl_reflFresnelIOROff i ) else if tempClass == VRayMtlWrapper then fl_reflFresnelIOROff origMtl.baseMtl else if tempClass == VRayOverrideMtl then ( fl_reflFresnelIOROff origMtl.baseMtl fl_reflFresnelIOROff origMtl.giMtl fl_reflFresnelIOROff origMtl.reflectMtl fl_reflFresnelIOROff origMtl.refractMtl ) else if tempClass == VRayBlendMtl then ( fl_reflFresnelIOROff origMtl.baseMtl fl_reflFresnelIOROff origMtl.coatMtl[1] fl_reflFresnelIOROff origMtl.coatMtl[2] fl_reflFresnelIOROff origMtl.coatMtl[3] fl_reflFresnelIOROff origMtl.coatMtl[4] fl_reflFresnelIOROff origMtl.coatMtl[5] fl_reflFresnelIOROff origMtl.coatMtl[6] fl_reflFresnelIOROff origMtl.coatMtl[7] fl_reflFresnelIOROff origMtl.coatMtl[8] fl_reflFresnelIOROff origMtl.coatMtl[9] ) else if tempClass == VRay2SidedMtl then ( fl_reflFresnelIOROff origMtl.frontMtl fl_reflFresnelIOROff origMtl.backMtl ) else if tempClass == Blend then ( fl_reflFresnelIOROff origMtl.map1 fl_reflFresnelIOROff origMtl.map2 ) else if tempClass == compositematerial then ( for i in origMtl.materialList do fl_reflFresnelIOROff i ) else if tempClass == DoubleSided then ( fl_reflFresnelIOROff origMtl.material1 fl_reflFresnelIOROff origMtl.material2 ) else if tempClass == TopBottom then ( fl_reflFresnelIOROff origMtl.topMaterial fl_reflFresnelIOROff origMtl.bottomMaterial ) else if tempClass == Shell_Material then ( fl_reflFresnelIOROff origMtl.originalMaterial fl_reflFresnelIOROff origMtl.bakedMaterial ) ) ------------------------------------------------ --Adjust the vraymtl Bump Value fn fl_BumpValue origMtl BumpValue = ( local tempClass = classof origMtl --Get the class of the origMtl if tempClass == VRayMtl then origMtl.texmap_bump_multiplier = BumpValue else if tempClass == Multimaterial then ( for i in origMtl.materialList do fl_BumpValue i BumpValue ) else if tempClass == VRayMtlWrapper then fl_BumpValue origMtl.baseMtl BumpValue else if tempClass == VRayOverrideMtl then ( fl_BumpValue origMtl.baseMtl BumpValue fl_BumpValue origMtl.giMtl BumpValue fl_BumpValue origMtl.reflectMtl BumpValue fl_BumpValue origMtl.refractMtl BumpValue ) else if tempClass == VRayBlendMtl then ( fl_BumpValue origMtl.baseMtl BumpValue fl_BumpValue origMtl.coatMtl[1] BumpValue fl_BumpValue origMtl.coatMtl[2] BumpValue fl_BumpValue origMtl.coatMtl[3] BumpValue fl_BumpValue origMtl.coatMtl[4] BumpValue fl_BumpValue origMtl.coatMtl[5] BumpValue fl_BumpValue origMtl.coatMtl[6] BumpValue fl_BumpValue origMtl.coatMtl[7] BumpValue fl_BumpValue origMtl.coatMtl[8] BumpValue fl_BumpValue origMtl.coatMtl[9] BumpValue ) else if tempClass == VRay2SidedMtl then ( fl_BumpValue origMtl.frontMtl BumpValue fl_BumpValue origMtl.backMtl BumpValue ) else if tempClass == Blend then ( fl_BumpValue origMtl.map1 BumpValue fl_BumpValue origMtl.map2 BumpValue ) else if tempClass == compositematerial then ( for i in origMtl.materialList do fl_BumpValue i BumpValue ) else if tempClass == DoubleSided then ( fl_BumpValue origMtl.material1 BumpValue fl_BumpValue origMtl.material2 BumpValue ) else if tempClass == TopBottom then ( fl_BumpValue origMtl.topMaterial BumpValue fl_BumpValue origMtl.bottomMaterial BumpValue ) else if tempClass == Shell_Material then ( fl_BumpValue origMtl.originalMaterial BumpValue fl_BumpValue origMtl.bakedMaterial BumpValue ) else if tempClass == VrayBumpMtl then ( fl_BumpValue origMtl.baseMtl BumpValue ) ) --Rollout interface ----------------------------------------------------------------------------------------------------------- radiobuttons rdoScale "" pos:[20,10] width:150 height:16 labels:#("All Materials", "Material Editor","Selected Objects") default:3 columns:3 GroupBox grp1 "Reflection" pos:[5,30] width:170 height:220 spinner spn_subRefl "Subdivs" pos:[39,50] width:65 height:20 range:[1,1000,8] type:#integer align:#left button btn_reflSubdivs "OK" pos:[135,50] width:30 height:16 spinner spn_RGlossinessRefl "RGlossiness" pos:[20,70] width:75 height:20 range:[0,1,0.86] align:#left button btn_RGlossinessRefl "OK" pos:[135,70] width:30 height:16 spinner spn_FresnelIORRefl "Fresnel IOR" pos:[20,90] width:75 height:20 range:[0,100,2.5] align:#left button btn_FresnelIORRefl "OK" pos:[135,90] width:30 height:16 spinner spn_MaxDepthRefl "Max depth" pos:[27,110] width:72 height:20 range:[1,1000,2] type:#integer align:#left button btn_MaxDepthRefl "OK" pos:[135,110] width:30 height:16 spinner spn_BumpValue "Bump Value" pos:[27,130] width:72 height:20 range:[-1000,1000,10] type:#integer align:#left button btn_BumpValue "OK" pos:[135,130] width:30 height:16 colorpicker cpk_reflcol "Reflect" color:[255,255,255] title:"reflection" pos:[39,150] width:86 height:16 type:#integer align:#left button btn_reflcol "OK" pos:[135,150] width:30 height:16 label lbl1 "HGlossiness Lock" pos:[15,170] width:125 height:16 button btn_reflHGlossinessOn "On" pos:[99,170] width:25 height:16 button btn_reflHGlossinessOff "Off" pos:[127,170] width:25 height:16 label lbl2 "Fresnel IOR Lock" pos:[15,190] width:125 height:16 button btn_reflFresnelIOROn "On" pos:[99,190] width:25 height:16 button btn_reflFresnelIOROff "Off" pos:[127,190] width:25 height:16 -- label lbl3 "Use interpolation" pos:[15,210] width:125 height:16 button btn_reflOn "On" pos:[99,210] width:25 height:16 button btn_reflOff "Off" pos:[127,210] width:25 height:16 ----------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------- local reflSubdivs = 8,reflColor = white,reflFresnelIOR = 2.5,reflMaxDepth = 2,reflRGlossiness = 0.86,refrSubdivs = 8,refrMaxDepth = 5,refrGlossiness = 1,BumpValue = 10 ----------------------------------------------------------------------------------------------------------- --Reflection modify on spn_subRefl changed val do --Get the reflection subdivs number ( reflSubdivs = val ) on btn_reflSubdivs pressed do --Set the reflection subdivs number ( case rdoScale.state of ( 1: for i in scenematerials do fl_reflSubdivs i reflSubdivs 2: for i in meditmaterials do fl_reflSubdivs i reflSubdivs --**************************************************************************************************-- 3: for i in selection do fl_reflSubdivs i reflSubdivs -- origMtl = i.material --**************************************************************************************************-- ) ) ------------------------------------------------ ------------------------------------------------ ------------------------------------------------ -- on spn_RGlossinessRefl changed val do --Get the reflection RGlossiness number -- ( -- reflRGlossiness = val -- ) -- on btn_RGlossinessRefl pressed do --Set the reflection RGlossiness number -- ( -- case rdoScale.state of -- ( -- 1: for i in scenematerials do fl_reflRGlossiness i reflRGlossiness -- 2: for i in meditmaterials do fl_reflRGlossiness i reflRGlossiness -- ) -- ) -------------------------------------- -------------------------------------- -------------------------------------- -- on spn_FresnelIORRefl changed val do --Get the reflection Fresnel IOR number -- ( -- reflFresnelIOR = val -- ) -- on btn_FresnelIORRefl pressed do --Set the reflection Fresnel IOR number -- ( -- case rdoScale.state of -- ( -- 1: for i in scenematerials do fl_reflFresnelIOR i reflFresnelIOR -- 2: for i in meditmaterials do fl_reflFresnelIOR i reflFresnelIOR -- ) -- ) -------------------------------------- -------------------------------------- -------------------------------------- -- on spn_MaxDepthRefl changed val do --Get the reflection MaxDepth number -- ( -- reflMaxDepth = val -- ) -- on btn_MaxDepthRefl pressed do --Set the reflection MaxDepth number -- ( -- case rdoScale.state of -- ( -- 1: for i in scenematerials do fl_reflMaxDepth i reflMaxDepth -- 2: for i in meditmaterials do fl_reflMaxDepth i reflMaxDepth -- ) -- ) -------------------------------------- -------------------------------------- -------------------------------------- -- on cpk_reflcol changed val do --Get the reflection clolor -- ( -- reflColor = val -- ) -- on btn_reflcol pressed do --Set the reflection clolor -- ( -- case rdoScale.state of -- ( -- 1: for i in scenematerials do fl_reflColor i reflColor -- 2: for i in meditmaterials do fl_reflColor i reflColor -- ) -- ) -------------------------------------- -------------------------------------- -------------------------------------- -- on btn_reflHGlossinessOn pressed do --Turn on the reflection highlight glossiness -- ( -- case rdoScale.state of -- ( -- 1: for i in scenematerials do fl_reflHGlossinessOn i -- 2: for i in meditmaterials do fl_reflHGlossinessOn i -- ) -- ) -- on btn_reflHGlossinessOff pressed do --Turn off the reflection highlight glossiness -- ( -- case rdoScale.state of -- ( -- 1: for i in scenematerials do fl_reflHGlossinessOff i -- 2: for i in meditmaterials do fl_reflHGlossinessOff i -- ) -- ) -------------------------------------- -------------------------------------- -------------------------------------- -- on btn_reflFresnelIOROn pressed do --Turn on the reflection fresnel IOR -- ( -- case rdoScale.state of -- ( -- 1: for i in scenematerials do fl_reflFresnelIOROn i -- 2: for i in meditmaterials do fl_reflFresnelIOROn i -- ) -- ) -- on btn_reflFresnelIOROff pressed do --Turn off the reflection fresnel IOR -- ( -- case rdoScale.state of -- ( -- 1: for i in scenematerials do fl_reflFresnelIOROff i -- 2: for i in meditmaterials do fl_reflFresnelIOROff i -- ) -- ) -------------------------------------- -------------------------------------- -------------------------------------- -- -- on btn_reflOff pressed do --Turn off the reflection interploation -- ( -- case rdoScale.state of -- ( -- 1: for i in scenematerials do fl_reflInterOff i -- 2: for i in meditmaterials do fl_reflInterOff i -- ) -- ) -------------------------------------- -------------------------------------- -------------------------------------- -- on spn_BumpValue changed val do --Get the bump channel number -- ( -- BumpValue = val -- ) -- on btn_BumpValue pressed do --Set the bump channel number -- ( -- case rdoScale.state of -- ( -- 1: for i in scenematerials do fl_BumpValue i BumpValue -- 2: for i in meditmaterials do fl_BumpValue i BumpValue -- ) -- ) -- ------------------------------------------------------------------------------ -- ------------------------------------------------------------------------------ -- ------------------------------------------------------------------------------ ) addRollout Menu01 MainFloater rolledUp:false
  3. hello dear fellows. need your kind help in finding a script that does this kind of modeling (or a simple way ) atached photo that shows the kind of modeling (area marked in yellow) thanks alot in advence Izak
  4. Boolean Splines + Shape Cutter + Intersections Detection Spline Combiner is a 3dsMax script for simultaneous editing of multiple spline curves, wich lets you perform boolean operations between shapes, cut and break them into parts and control curve intersections. Combine multiple independent shapes with boolean functions, like in a 2D vector software, using Union, Subtraction or Intersection methods. Use the Shape Cutter tool to make cookie cuts on shapes and conveniently break them into smaller parts. Automatically detect intersections between splines and add new vertices or place helpers. Find self intersections in single splines. Break lines at crossing points. Spline Combiner is a commercial script for 3dsMax 2012 and higher. Product Page: http://www.splinedynamics.com/spline-combiner/
  5. Spline Data is a really handy tool to get realtime information about the spline curves in your 3ds Max scene or selection while you are working. It shows plenty of helpful data on a simple rollout floater, wich you can place wherever you like on your screen. Instantly get informed about the number of shapes, curves, segments, vertices, etc. while you make changes in your splines. This tool is ideal for artists and professionals who usually work with a great amount of curves, such as architects, graphic designers, engineers, CG animators and motion graphers. Spline Data is a commercial script for 3dsMax 2012 and higher. Spline Data webpage: http://www.splinedynamics.com/spline-data/
  6. Spline Dynamics Free 3ds max scripts to download http://www.splinedynamics.com/free-3dsmax-scripts/ Homepage http://www.splinedynamics.com/ Most of the scripts were thought to complement and speed up the native tools for spline modeling, edition and management in 3dsmax.
  7. Helloooo CGarch people I aaaaam neeeew here and happy to be here! for a long time I only sculpted for fun and rendered the stuff out pretty bad so I can paint over. But by accident my workplace changed and I am starting with products in 3d and visualisations like architectur. I got a request from a company, the problem: they are using a configurator which uses images, so we have a couch which can have different colors on any part of it. In the end there are like 12000 pictures behind the configurator to load. Basically I have the one model, and the different colors on every part. So far so good. But do I need to create every combination in photoshop on my own (which would take like weeks or so) or is there something like an automated possibility in the 3d, render or whateverengine/programm? Or do I miss something Thaaaank you
  8. Do you know any script for convert to vray into corona or corona into vray?
  9. It's one of the best script i ever seen - free for commercial use and with power of hammer and full of helpful features. Roofs, tiles, floors, walls, complicated systems of blocks - now it easy:) Just use this script and use it to create real 3D roof (presets are included to script!). You can cut your filled walls in angles which you can define for every edge, you can define area (by spline) to fill it with your own component, you can change everything in real time. Here is script: http://www.avizstudio.com/tools/atiles/ And check a video tutorial about it: Check their ATree3D script too (free) : http://www.avizstudio.com/tools/atree3d/
  10. Hi all, I'm having the following warning when I'm rendering: "warning: Texture "Map #12514780" caused an exception." Is there a script or something available to find this map? The scene is very big with alot of maps which makes it very difficult to find. Any help will be appreciated! Thanks in advance
  11. Hey, guys! I've been working on this website for the past 6 months. It's got a huge collection of links to free resources shared by different artists and companies, like textures, hdri's, scripts, cutouts, free 3d models, etc. It's in spanish but navigation is very easy. http://www.ejezeta.cl/category/recursos/ Have a look, you won't disappointed Cheers!
  12. Hi, I Have a great script that convert maps and objects path to UNC path, for NET rendering. (G: --> \\NDH-FS01\Users, in my case). I need it to convert WEB file (Photometric IES file) path also. I tried to change the code but with no success. did someone know how to script that feature. -- converting path to UNC pathConfig.convertPathToUnc "\\NDH-FS01\Users" -- maps path for m in (getClassInstances bitmapTexture) do m.fileName = pathConfig.convertPathToUnc m.fileName -- set Render Output path rendOutputFilename = "\\NDH-FS01\Users" -- set Render Elements path re = maxOps.GetCurRenderElementMgr() for n = 0 to (re.NumRenderElements() - 1) do ( el = re.GetRenderElement n fl = re.GetRenderElementFileName n el.bitmap.fileName = pathConfig.convertPathToUnc fl --or... re.SetRenderElementFilename n (pathConfig.convertPathToUnc fl) ) -- XRef Objects path for obj in objects where IsKindOf obj XRefObject do ( obj.proxyFileName = pathConfig.convertPathToUnc obj.proxyFileName obj.fileName = pathConfig.convertPathToUnc obj.fileName updateXRef obj ) Thanks in advance.
  13. This script allows you to convert Vrimg files to EXR . It is possible to convert the files into one EXR file with all channels or only selected channels to different EXR files. Script included to Trackscripts pack. Homepage URL: http://3d-kstudio.com/scripts/trackscripts Download URL: http://3d-kstudio.com/download
  14. "Vray Quick-Render" the utility for creating fast preview test-renderings. It help you make fast test-renderings for setup lights and tuning materials. All changes for Vray will be applied only on render-time. Your settings for Vray not will be change. *Network rendering available only for VrayMultistageRender users Quick-Render Settings Menu "Quick-render" included to Trackscripts pack. You can find it on download page.
  15. Hello everybody, first timer here. I'm using 3dsmax 2011 and Vray 2.0. I was wondering if anybody here knows of a script that will do the following to all the materials of a scene (assuming we already converted all of the vraymtl to standards): remove all maps from the material (diffuse, bump, etc) make its self illumination 100 assign a different color to the diffuse color for each material Every time I do a rendering I do all of this manually to sort of get a Material ID frame for easy photoshop work. May be somebody knows of a faster way to do this? 3dsmax material ID element lacks of antialias so I can't use it in photoshop.
  16. hey all. really hoping some maxscript genius can solve this problem for me... i am trying to rehash a bit of code from the Blurscript 'bsrun.ms', which essentially pulls in a list of available maxscripts from a specific directory and displays them in a dropdown allowing quick access. currently part of the scripts reads as fn bsrun_update = ( script_names = #() script_files = get_all_files_in_dir ((getdir #scripts) + "\\BlurScripts\\") false "ms" if script_files.count != 0 then ( for i = 1 to script_files.count do ( the_name = (filenameFromPath script_files[i]) append script_names (strip_file_extension the_name) ) ) ) fn bsr_io = ( bsr_ini_name = ((getdir #scripts) + "\\BlurScripts\\" + "BSRun.ini") if openFile bsr_ini_name != undefined then ( bsr_ini = openFile bsr_ini_name inputdata = readLine bsr_ini my_index = findItem script_names inputdata if my_index == 0 then my_index = 1 last_script_index = my_index close bsr_ini ) else ( bsr_ini = createFile bsr_ini_name format (strip_file_extension (filenameFromPath (script_files[the_script] as string))) to:bsr_ini close bsr_ini ) ) now if i wanted to point it to an existing mapped network location for my scripts, i would have thought i simply needs to change the lines that include... ((getdir #scripts) + "\\BlurScripts\\") to something more like.. ("z:\scripts\\") but its doesn't like it. i know that the "getdir" element allows you quickly to point to a directory within the root max folder, so i assume i don't include it. i've also tried it with UNC paths and no joy either.. appreciate any help. ta. M
  17. hi all, this is my first post here. im looking for the script ''advance painter'' for 3ds max 2011 64bit, apparently that does not exist for 20011 ... for that reason I am looking for any script similar to the advance pointer, like ‘’HCG Asset Browser’’ hcg is a little complicated.. I would like a simple one like advance pointer ... anyone know of any version compatible for 3ds max 2011? or any script similar ?.
  18. I'm trying to remember the name of a plugin/script for max that is an improvement on the shape merge tool. All I can remember is that it was described as 'shape merge on steroids' and that it did a better job with less additional vertices being added. Anyone know what I'm talking about?
  19. Hi everyone, Been working on this script for quite awhile and am happy to finally release it. For the moment the script focuses on barrel tile roofs only, however future updates will include other types of tile, metal roofs, and shingles. It works by creating the materials and displacement maps and then applies proper UV coords to your existing roof geometry. After the script has run you can interactively change the tile color, contrast, and tile size as well. There are a couple video demos on Youtube. The script can be accessed here (you will need to register to download it): http://www.digitalxmodels.com/product/detail/442/3d_model_Displacement%20Roof%20Surfaces_maxscript And the videos are here (you may need to turn up the volume): Enjoy!! John Pruden www.DigitalXModels.com
  20. I could be wrong, but i thought I saw a post on here about a week ago that talked about importing sketchup to 3dmax with a script that dealt with automaticly reflipping faces. I was up way past the midnight hour so I could have been dreaming things I thought it was and old post dealing with max 2009 or 2008 I was hoping someone could point me in the right direction or just call me crazy who is a frequent user of the forms. Either way I will be extemely happy to here comments And yes I have been searching for a few hours now, but no luck. Thanks for any help you can give.
  21. Script for quick set the Selection Filter. Allows you to create custom filters for Classes (for example-Box), for Superclasses (for example-Geometry), Modifiers, Materials, Vertex count or Instanced objects. Additional Info: Interface based on original script "Active Type" by Jefferson D. Lim. The script is part of TrackScripts. Your can download TrackScripts here About TrackScripts
  22. Simplify working with multiple objects VrayScatter. Creating preview for VrayProxy.(Available in Max 2009 and above) VrayScatterList Required installed plugin VrayScatter. The script is part of TrackScripts. Your can download TrackScripts here About TrackScripts
  23. I need a fairly large script written for 3ds Max and don't really have the time to learn how to write scripts right now (as much as I would like to). I was wondering if there was any service, individual or company that writes MAXScript. Sorry if this is a stupid question but I really need help. I need the script to streamline creation of simple objects based on length, width and height parameters. So is there a script-writing service available out there?
  24. QUICK WALK THROUGH V 1.0.0. is for architectural visualization. In this version the script can detect 7 PivotDoors (PivotDoor01 to PivotDoor07) and 7 CasementWindows (CasementWindow01 to CasementWindow07). Using Keyboard Camera can be rotated in the x-axis also. Mouse can be used while Auto Key is on. Camera is moved using keys, mouse and controls are similar to games. It can detect walls in the direction of movement and stop in front of it if the distance between camera and wall is less than 10". Doors and windows will open/close when the camera is near/away from it. It can detect floor below it. This is useful in climbing stairs and ramps. Even if there is no surface (Floor) below the camera, it will move keeping the height just before leaving the surface. Walk through can be rendered to a file.
  25. QUICK WALK THROUGH V 0.0.1 (Beta) is for architectural visualization. Camera is moved using keys, mouse and controls are similar to games. It can detect walls in the direction of movement and stops in front of it if the distance between camera and wall is less than 10". Doors and windows will open/close when the camera is near/away from it. It can detect floor below it. This is useful in climbing stairs and ramps. Walk through can be rendered to a file. In this beta version, script will detect one Pivot Door and one Casement Window named PivotDoor01 and CasementWindow01 respectively. Even if there is no surface (Floor) below the camera, it will move keeping the height just before leaving the surface.
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