A collection of scripts I wrote to help speed up my workflow with 3Ds Max. The programing language used is “maxscript”. In the future, I do plan bring all of the tools which are currently bound to my local environment into a deployment,  further develop these and add more as well. They have helped me quite a lot on many different projects and I do hope that they are of some use to you as well.

In case the download links are broken or you would like to report a bug or request a feature, please email me at resources@ashishdani.com. If you wish to get informed the next time I update the downloads, please sign up on the mailing list at the bottom of the page.

Update : Thanks a lot for  2000+ downloads and all the feedback ! You guys are awesome !!!

Update : Maya Python Vray scripts available for download. Get them here.

Installation Instructions

 

  • Unzip the compressed archive. We will get 3 folders.
maxscript

 

  • Copy the file “MacroScripts\adTools.mcr”  to the MacroScripts folder in your 3Ds Max installation directory (usually at C:\Program Files\Autodesk\3ds Max 2015\MacroScripts)
  • Copy the folder “Scripts\ADaniTools” into the scripts folder in your 3Ds Max installation. So the path would be C:\Program Files\Autodesk\3ds Max 2015\scripts\ADaniTools.
  • The scripts can be executed using most of standard 3Ds Max maxscript execution tools.
  • NOTE : Instructions PDF will be added in v1.0

 

  • Lets take an example where we can map them to buttons on the ribbon. Similar technique can be applied to map them to a toolbar as well.
  • Right Click the small icon on the ribbon and choose Customize Ribbon.
maxscript installation
  • Under the category choose “ADaniTools”. All the GUI scripts in the deployment will be listed below.
maxscript installation
  • Make a new Panel under your desired ribbon (in this case its the modeling ribbon) and drag the scripts into it. Once done, check on “show text”
maxscript installation
XFrogLeafShdEditor

NOTE : This script is designed to run on XFrog Plants with VRay shaders. More info here

The script can be used to quickly make changes to the shader network for every leaf type for all the selected plants (i.e it affects only the leaves)

maxscript shader
  • Bump : controls the overall bump amount on the leaf. The entered value affects the “VrayBump Material” of the leaf shader. Default value is 30.
  • Translucency : The color values affect the ones in the “falloff” map connected to the 2 sided VRay Material.
  • Coat : Amount of the Coat material added on top of the 2 sided material. This can be used to add fine details.
Front : The values affect the “Front” shader.
  • Reflection Map Amount : Dial in the desired amount to which you want the reflection map to affect.
  • Glossiness : minimum and maximum amount of “glossiness” of the leaf based on incidence angle.
  • Amount : scalar amount
  • IOR : Index of Refraction of the material.

Back : The values affect the “Back” shader.

  • Reflection Map Amount : Dial in the desired amount to which you want the reflection map to affect.
  • Glossiness : minimum and maximum amount of “glossiness” of the leaf based on incidence angle.
  • Amount : scalar amount
  • IOR : Index of Refraction of the material.
XFrogPetalShdEditor

NOTE : This script is designed to run on XFrog Plants with VRay shaders. More info here

The script can be used to quickly make changes to the shader network for every petal type for all the selected plants (i.e it affects only the petals)

maxscript shader
  • Bump : controls the overall bump amount on the leaf. The entered value affects the “VrayBump Material” of the leaf shader. Default value is 30.
  • Translucency : The color values affect the ones in the “falloff” map connected to the 2 sided VRay Material.
  • Coat : Amount of the Coat material added on top of the 2 sided material. This can be used to add fine details.
Front : The values affect the “Front” shader.

  • Reflection Map Amount : Dial in the desired amount to which you want the reflection map to affect.
  • Glossiness : minimum and maximum amount of “glossiness” of the leaf based on incidence angle.
  • Amount : scalar amount
  • IOR : Index of Refraction of the material.
Back : The values affect the “Back” shader.

  • Reflection Map Amount : The amount is set based on the color value. This affects the color swatch next to the reflection amount in the shader.
  • Glossiness : minimum and maximum amount of “glossiness” of the leaf based on incidence angle.
  • Amount : scalar amount
  • IOR : Index of Refraction of the material.

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