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System requirements : 3dsmax 2013 to 2020.
Licence details :
It’s a node locked licence. (you can only use it on one computer). You don’t need a license to open or render the scenes. Email us for floating licenses before you buy. To get your Mac Address, you can run this tool inside 3dsmax.
Beware of the copies, this is the Original Tool PhysX Painter is made to very quickly populate your scenes with your assets in a very natural way. It allows you to create them using a brush, and automatically place them with Rigid bodies simulation. Whether you work in architecture, game cinematics, commercials…etc you very often need to add details to your scenes with some assets. Placing them by hand is tedious and takes time to get a natural look. You also probably tried to do that with some MassFX simulations, but it takes a lot of time to get the result you want. Using this plugin will drastically improve your workflow and help you to make more believable scenes in less time. Features :
- Use any asset you want, your own library or buy them somewhere.
- Percentage per asset.
- Paint and delete multiple assets.
- Paint one by one.
- PhysX simulations.
- Paint & re-Simulate locally.
- Re-Simulate all.
- Prevent collisions even if you don’t use the simulations.
- Save and reload brush presets.
- You can use a specific Gravity, like a directional one or a spherical for example.
- High def / Low def assets easy switching, or replace by specific mesh.
- Assets selection and collapsing options.
System requirements :
– 3dsmax 2013 to 2020.
Licence details :
It’s a node locked licence. (you can only use it on one computer). You don’t need a license for render, only to build your scenes. To get your Mac Address, you can run this tool inside 3dsmax.
Snow Gun Painter
To create Snow exactly where you want, but it could be used for many different things.
Use the BlobMesh or the Frost option (requires a license of Thinkbox Frost).
The tool is more interesting and powerful with Frost, but it still works very well with the BlobMesh option.
Directly paint geometry on selected objects.
Press Ctrl to add geometry to itself.
Press Alt to delete geometry.
Press Shift to draw branches.
You can create multiple Blobs with different meshing options, and pick them when you want to continue to work on it, you can bake it in poly when finished. System requirements : – 3dsmax from 2013 to 2020. – a licence of Thinkbox Frost if you have it (otherwise stick with the BlobMesh mode) license details : It’s a node locked license. (you can only use it on one computer, but you can open and render the scenes on other computers). To get your Mac Address, you can run this tool inside 3dsmax.
A little scripted modifier experimentation between two bigger projects.
It can be applied on geometries and splines.
It uses a spline object to attract, repulse or rotate vertices.
You can easily create nice wave deformations, splashes, vortex, and a lot of different organic deformations.
Since it’s a scripted modifier, it’s a bit performance limited, but it works perfectly on low res meshes.
System requirements :
– 3dsmax from 2010 to 2020.
License details :
It’s a node locked license. (you can only use it on one computer, but you can still bake the animation results in point cache to use it on other computers). To get your Mac Address, you can run this tool inside 3dsmax.
Substance Painter to VRAY
This is a little free tool to help you import and setup the shaders created with Substance Painter, inside 3dsmax and render them properly with Vray. Substance Painter Render : 3dsmax Vray Render : Step1-Max preparation. Note: This tool works with the default Vray workflow (with change on gamma). Setup your scene as usual to export objects from 3dsMax to Substance Painter. Keep in mind to give the correct name without forbidden characters to your shader it’s important. Step2- Substance Painter Import your model, bake and create all your shaders as usual (you can follow the great tutorial from Darren Wallace if you need help to setup scene). Step3- Substance Painter export. Select the Vray exporter in the config and choose the format of your export and the folder where you want to export all your maps. Step4- 3dsMax import. Launch SubstanceToVRAY tool (Scripting>run script>SubstanceToVRAY.mse) and select the folder where you create your maps. The script will find all the maps you create and recognize shaders. If you click on CREATE Shaders, you will find on your material editors the shaders created (with correct gamma correction for the maps) ready to render. You can directly assign new shaders by clicking on “Update Scene Object”. That’s it!
This is a quick FREE tool.
it acts like the Mesher, but instead of picking only one source object you can have a list of them.
And with some boolean options to intersect or subtract the meshes.
There are 4 lists to manage all types of boolean operations, add, intersect, subtract, invert.
It keeps the animation…modifiers, and the uv’s.
and the Source objects remains separate, so it’ll not collapse it in one, like the boolean does.
The result of two days of experiments around MouseTools. You can use it to paint and distribute objects (copy or instances) on the grid or on surfaces. With Random controls, collisions detection, attachment surface… You can paint all the max objects (geometries, helpers, proxies…)
This tool will allow you to assign a wirecolor to a selection through a customizable palette.
You can save and reload.
1 : The 1st colorpicker is to distribute in a gradient way the chosen color on the other 9 colorpicker.
2 : The boutons “Set” under each colorpicker set the corresponding color to selected objects in your scene.
3 : The ID button place in each colorpicker basic colors, to help preparing an ID render pass.
4 : The Rnd button set in each colorpicker a random color
– You can now save and reload, whenever you want and from one scene to another, your own color panels.
A new tool quickly made on my spare time for walls creation.
special options :
offset to put different walls together ; you can create a wall following a spline ; random fonctions to randomise bricks ; random colors in a multisubobject.
you can keep all the bricks separate (for exemple to simulate physics destructions) or collapse your wall in one mesh.
You also can use boolean to create holes or windows.
A new tool to perform multiple boolean operations (additions and substrations), in one time.
1. Pick the object wich receive the boolean operations using the first button
2. Use the buttons Addition and Substraction to add objects in the lists.
3. If you want to delete objects in the list you have to double click on it.
4.Click on BOOOOOOOOOOL !!! button and additions and substractions are done.
5. When it’s done you can delete or hide operands.