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Plugin News  –  October 2019

Sunday 20 October 2019 - 08:37

 

Plugin Update: Import / Export

Changes for v4.2.0 are:
- Adds CorVex Spline, a parametric shape to create splines from specified sections of CorVex nodes
- Adds several new Material ID options for CorVex nodes that are using the multi-floor setting
- Fixes a MAXScript error when assigning a spline to a CorVex node that caused a dependency loop
- Adds support for CorVexSpline to both CorVex and PropLine nodes
- Updates PropLine to have better support for BorderSpline
- Updates PropLine macros to work on PropLine nodes that have modifiers
- Updates some visgroup functions in Visgroup Manager to call forcecompleteredraw()
- Adds a button to Visgroup Manager to create Visgroups from current scene layers
- Adds a new button to Visgroup Manager to delete the selected visgroup
- Adds a Visgroup Manager option to delete all empty visgroups
- Adds VMF Exporter support to export Visgroups (instead of Layers) as visgroups into VMF
- Adds VMF Exporter support for exporting objects into multiple visgroups
- Adds VMF Importer support for objects to import to multiple visgroups instead of just one
- Updates the VMF Importer to cache instance import paths and Container definition paths
- Adds a new setting to choose between Visgroups or Layers for exporting into VMF visgroups
- Adds support for TAR (Terri's Auto Radar) in Wall Worm (must have TAR installed to work)
- Updates Starter Kit brush generation to use CorVex if installed for generating brush entities
- Adds Day of Defeat tools to Starter Kits
- Adds a Tonemap Setup button to Starter Kits
- Moves Border Spline from the generic Splines category to a new cetegory called 'Wall Worm'

Wall Worm Pro is available for Max 2012 to 2020 and costs $50.


New Plugin: Import / Export

This collection of scripts allows you to easily copy and paste geometry and common attributes across 3D applications, perfect for quick iterations between them, without concerns about file management.

Currently, the following applications are supported:
- Modo
- Lightwave
- Blender
- Maya
- Houdini
- C4D
- Rhino
- Sketchup
- 3ds Max
- XSI
- Moi3D
- ZBrush
- Substance Painter
- 3D-Coat
- Unity
- Mari

This seems to have been around for a while now, but I only just found out about it. It really is incredibly useful in a production environment using multiple 3D programs.


Plugin Update: Utilities

Changes for v3.98 are:
- Fixes CoronaBitmap texturemaps from CoronaNormal texturemaps being ignored
- Fixes an issue when converting cameras to VrayPhysicalCamera in Max 2016-2020 with V-Ray 3.3
- Removes the *.exe installer from the distribution archive to fix antivirus issues

V-RayMtl Converter is available for Max 2013 to 2020 and costs $24.


Plugin Update: Particles

Changes for v0.16052 beta are:
- The tySelect modifier can now select by particle proximity
- The Displace operator now offers a texmap-independent noise displace mode
- The Voronoi operator now shows fracture progress in the status bar
- Fixes issues with tySelect mesh mode that were affecting accuracy and performance
- Triggers with identical channels in a tyActor no longer override each other
- Fixes a crash that occurred in tySelect if Mesh selection sub-object was set to faces
- Fixes 'On event entry' timing modes not triggering for particles looped back to the event
- Fixes a long-standing bug causing overall PhysX indeterminism after PhysX binds were broken
- Turning on collision sphere display in the Collision operator no longer resets the flow
- Fixes a bug where tySelect in gizmo-plane mode was performing inverted selections by default


Plugin Update: Renderers

Changes for Beta 3.00 are:
- Updates Cycles to parity with Blender 2.80
- CPU and CUDA renders now use the same tile size
- CUDA renders now require GTX 600-series or newer GPU
- Roughness values are now interpreted differently for most materials
- Adds support for combined CPU/CUDA renders
- Subsurface Scattering / Principled BSDF materials now support random walk subsurface scattering
- Principled BSDF now has Emission and Alpha inputs
- Adds a render parameter to limit transparent bounces
- Base roughness is now applied correctly with the Autodesk Physical Material
- Anisotropy now works for the Principled BSDF material
- Falloff selection is now applied correctly with the Subsurface Scattering material
- Normal maps can no longer be applied to the Transparent material


Plugin Update: Modelling

Changes for v2.1.1 are:
- Fixes an issue displaying the UI in Max 2019 and 2020
- Fixes a window list error when using the 'Undo' button

Fast Housing is available for Max 2017 to 2020 and costs $25. A demo version is available here.


New Plugin: Texturing

This commercial MAXScript contains a number of easy to use UV mapping tools for Archviz and more. UV Tools works on multiple objects with the same Unwrap modifier, it can work on an Unwrap sub-selection, it doesn't need the UV Editor to be open, and it is fast, reliable and undoable.

Features include:
- Move and rotate textures in the Max viewport
- Align U or V axis to edge end or center
- Move, scale and rotate UV's using numerical values
- Rotate textures by element length
- Get UV scale from another polygon
- Rescale UV's to any units value or to real-world mapping
- Random UV flip, rotate, offset, scale
- Use 4 preinstalled checker textures or add your own textures
- Relax all or selected polygons in the viewport
- Equalize texel density to min, max or average
- Show bitmaps on selected objects or selected polygons
- Apply planar mapping with the aspect ratio of the bitmap texture
- Create a flat object from mapping
- Transfer sub-selections from Unwrap to Editable Poly and vice versa
- Hide selected polygons to get access to occluded areas
- Many useful UV operations
- Customisable GUI
- Assign any UV Tools action to a hotkey or toolbar button
- Combine actions to create complex one-click mapping operations

UV Tools is available for Max 2013 to 2020 and costs $20.


Plugin Update: Renderers

Changes for v2019.1.1 - 8.10 are:
- Fixes a crash with standard particles using extended geometry support in the Octane modifier
- Fixes missing updates when changing volume ramp and other textures
- Updates IES lights, adds double sided, cast shadow, visible on diffuse and specular

OctaneRender is available for Max 2013 to 2020 and costs $619. A demo version is available here.


Plugin Update: Utilities

Changes for v1.7.3 are:
- Rendering with a default shader-ball or a custom shader object has been vastly improved
- The custom shader object is now only moved if the option 'Reset position' is used
- Holding down the 'ESC' key now stops the script from executing
- Adds a 'Reset all settings to default' button to the 'About/Config' menu
- Some other small tweaks and minor UI changes
- Fixes 'Manage External Files' selection in the desktop app
- Minor bug fixes and stability improvements to the desktop app


Plugin Update: Import / Export

Changes for v2.15 are:
- The App Manager can now be launched without running 3ds Max
- You can now uninstall Verge3D using the standard Add or Remove programs function of Windows
- The automatic plugin configuration now works for non-English versions of Max
- All example apps in the App Manager were renamed to not include 'Max' at the end
- Camera targets can now be animated, parented to other objects or moved via Puzzles
- Puzzles for accessing game controllers have been successfully implemented
- The Farmer's Journey game has been updated to use gamepad controls alongside the keyboard
- The new puzzles can also be used in VR mode providing additional controls from VR devices
- The Add HTML Element puzzle now provides a choice of where the new element will be created
- Adds a png/jpeg switch to the take screenshot puzzle
- The load sound puzzle now accepts the URL parameter as a variable
- All of the sound puzzles' names were shortened
- The picked / hovered object puzzles can now be inserted directly in the logic comparison puzzle
- The fit option of the texture from text puzzle now works better with short text lines
- The puzzles Assign Material and Get Material now work with multi-material objects
- The Library entries were updated to reflect the changes in the recently updated puzzles
- The middle mouse button now pans the editor workspace even when it is pressed over a puzzle
- Fixes all outdated / missing links and screenshots throughout the Reference
- Some puzzles' names, toolbox order and look were also tweaked
- Adds documentation for the puzzles which were previously missed or referred to Wikipedia
- Adds support for standard glTF files, so WebGL apps can now be created with other exporters
- Adds a new Create Environment puzzle for adding image-based lighting and backgrounds
- When loading a glTF file without a camera, Verge3D creates and positions a replacement camera
- Adds the source code for the App, Annotation, AnnotationControl and Preloader classes
- The default fullscreen button can now be styled with CSS classes
- Fog can now be enabled for the scene via JavaScript
- Procedures defined in Puzzles are now callable directly from JavaScript
- A series of optimizations were introduced to make .gltf and .bin files more compact
- Preloader progress is smoother thanks to asynchronous shader compilation and asset processing
- The trial watermark was shortened and links to the explanatory page about the trial limitations
- When updating, your license key is now applied automatically if not expired
- The App Manager now informs you of new updates (both stable and preview) with a notification
- Fixes some bugs with morphing
- Morphing is now supported for multi-material objects
- Fixes the rendering error with transparent objects when screen-space refraction is enabled
- Fixes a lighting bug when screenspace reflection or refraction is enabled
- Fixes an issue with the set/get rotation puzzles sometimes producing incorrect angles
- Fixes non-UTF-8 encoded html/css/js files in a project causing the App Manager to crash
- Removes the faulty blurriness when rendering materials with zero roughness
- Fixes memory leaks when post-processing effects are disabled

Verge3D is available for Max 2015 to 2020 and costs $290. A demo version is available here.


Plugin Update: Particles

Changes for v0.16051 beta are:
- tyCurveControls are now clamped at [-1,1] which allows for negative soft selection values
- Adds a right click option in tyCurveControl to snap points to various rounded y values
- Fixes a bug where particles sent to another event could potentially leak through a collider
- Fixes animation in deforming or moving meshes in a tySelect not updating the selection


Plugin Update: Modelling

Changes for v1.4 are:
- Adds a Snap Step to Scene Units
- Adds a viewport marker to show the where the script measures the Percentage/Distance from
- Adds a hotkey ('D') to change the starting point

miauu's Scalpel is available for Max 2017 to 2020 and costs €9.


Site News: Calling all freeware plugin developers

If you are a plugin developer with source code for plugins that you don't develop anymore, it would be great if you could get in touch with me. I would be glad to recompile as many old plugins as possible to stop them from disappearing for ever. Just mail me to let me know what sort of stuff you've got.

On a side note, this is how the Messiah:studio plugins got recompiled for Max 9 to 2012, as well as all of the Sisyphus plugins, so it's worth sending stuff my way :o)

Dave


Site News: News Archives

The news from previous months can be accessed by clicking on the 'Plugin news archive' link in the menu.