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47 records match your query.
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Author / WWW Name / Download Plugin Type
Lesha VH Color Picker v2.01
309 KB
Utility
Compiled / Description
18.04.2009

This utility replaces the standard Max colour dialog with a much improved version. It supports RGB, HSV and HLS colour models.
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Author / WWW Name / Download Plugin Type
Lukas Cone HavokMax v1.13
876 KB
Utility
Compiled / Description
10.05.2021

This plugin allows you to import and export Havok files.
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Author / WWW Name / Download Plugin Type
Mankua PowerStamper v1.0
517 KB
Utility
Compiled / Description
27.08.2010

PowerStamper is a Texture Builder by Bitmap Projection. This means that an image is projected onto the 3D surface of a model, and stamped into its material bitmap textures.

The image is projected using the active viewport, which can be an orthogonal projection ( Top, Front, User) or a perspective projection ( Camera, Spot Light ). The projected image is known as the 'Stamping Image' and the material bitmaps as the 'Output Bitmaps'.

As a Stamping Image you can use photographs to compose complex photorealistic materials for a 3D model; typical material maps to create unique 3D seamless unstretched maps, like rock or sand; or, you can paint rendered images to create complex 3D painted maps. However, to get better results, you can mix all these three techniques!
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Author / WWW Name / Download Plugin Type
Mankua View Tools v1.0
222 KB
Utility
Compiled / Description
27.08.2010

View Tools is a Max utility that uses some properties of the viewports to achieve modelling or visualization tasks. The main task of View Tools is to help Max users to create 3D models starting from photographs and cameras created with Camera Match.
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Author / WWW Name / Download Plugin Type
Mankua / Josef Wienerroither PowerStamper v1.0
1.44 MB
Utility
Compiled / Description
06.11.2021

PowerStamper builds textures using bitmap projection. This means that an image is projected onto the 3D surface of a model, and stamped into its material bitmap textures.

The image is projected using the active viewport, which can be an orthogonal projection (Top, Front, User) or a perspective projection (Camera, Spot Light). The projected image is known as the 'Stamping Image' and the material bitmaps as the 'Output Bitmaps'.

More information can be found here, and the latest source code is available from Josef Wienerroither's GitHub repository.
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Author / WWW Name / Download Plugin Type
Marsel Khadiyev EPHERE Scene Manager v1.0
571 KB
Utility
Compiled / Description
15.04.2009

This plugin allows you to easily manage objects in a scene through a visual framework. Many advanced procedures such as searching for items and replacing their text have been implemented.

Features include:
- Dynamic object creation/destruction from inside and outside of SE dialog
- Object type distinction by icons and miscellaneous visual components
- Linking/unlinking items through drag-and-drop within the tree, or in the viewports
- Option of item hierarchy rearrangement to avoid previously degenerate linking operations
- Hiding/freezing items by clicking on icons beside them
- Searching of items by one or more of the following: text, polygon count, volume (size), color, and order of creation
- Replace item text in all items
- Shows currently animated objects
- Filtering the display of items based on the object types
- Extended GUI with in-max docking abilities
- Help and documentation files accessible from inside the plugin
- and more...
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Author / WWW Name / Download Plugin Type
Marsel Khadiyev MaxDotNet v1.2.8.0
7.4 MB
Utility
Compiled / Description
08.04.2011

This is an incredible piece of work, it is a .NET framework for the whole Max SDK. This means that anything that can be done in C++ can alternatively be acomplished using any of the common runtime languages (eg. C#).

The benefits of writing plugins or scripts this way are:

- The obvious benefits of using a managed language: garbage collection prevents serious memory bugs, ability to use reflection, integration with the rest of the .NET framework, much better IDE support, etc.

- Plugins are forward-backward compatible: the interface assembly they link to doesn't depend on MaxDotNet implementation

- Plugins compiled are x86/x64/platform neutral: compiled IL code is platform neutral by definition

- Built-in SDK documentation: All of the Max interfaces used contain full documentation extracted from the Max docs

- Unit testing and remote execution: Included remoting framework, along with .NET's great support for remoting allows all plugins and Max scenes to be unit-tested straight from the IDE, providing a very agile approach to tools development

- Dynamic loading/unloading of assemblies inside Max: this means you don't have to restart Max once changes are made to a plugin. MaxDotNet simply re-loads the modified assemblies with the current scene so that testing/development can be continued without interruption.

Please note that this is released in this form for NON-COMMERCIAL use only under GPL license. For commercial use and full source-code special licenses are available.
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Author / WWW Name / Download Plugin Type
MAXON Computer GmbH BodyPaint 3D R14 to Max Exchange v1.1
296 KB
Utility
Compiled / Description
03.07.2012

The BP<->MAX exchange plugin supports conversion of complete Max scenes, including objects, hierarchies, lights, cameras, common material properties and UV tags. The scene is translated from Max to BodyPaint 3D with the click of a button, and the results of painting and UV manipulation are passed to Max with another click.
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Author / WWW Name / Download Plugin Type
NaturalPoint, Inc. ARENA MoCap Utility v4.1 Beta 1
640 KB
Utility
Compiled / Description
27.03.2013

This utility allows you to do real-time streaming and recording using the ARENA Motion Capture Software in Max.
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Author / WWW Name / Download Plugin Type
Oleksandr Kramer VrayMultiStageRender v2.1.33
1.5 MB
Utility
Compiled / Description
02.04.2018

This is a utility for rendering animations and static scenes in 2 stages from an animated camera. The first stage calculates the LightCache in fly-through mode and the Irradiance Map in incremental add to current map mode for the entire scene. The second stage is the final rendering. This approach allows all frames to receive the same high-quality Irradiance map in less time.

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