0 Recommend
Profile
FREE
Royalty free
Platform:Script
Render:
Standard
Size:
3 MBNEW
Colors:
Style:Modern
Published 5 June 2011
Improved Swift with a library of profiles and the ability to add them.
*Fixed a bug causing a crash in versions 2021+

Unzip it to the plugins folder. There should be profile.mse files in the root of this folder, profilemacro.ms and the profileV4 folder. After launching 3dsmax, use the profile or sweepoverride modifiers. To assign a panel to a button, find CFScripts - Profiles at cutomizeUi.

To add profiles to a directory, select it in the panel, highlight the profiles, and click "Add" in the panel. Then click Render-missing.

You can simply add a folder with your profiles and renders (or without them, and render it after) to the ProfileV4 folder. All profiles must be in the TOP format.

To add a catalog, select "New" from the list and click "+" on the left. Delete - "-" on the left.

How to change the rendering.
There is a render.max file in the ProfileV4 folder. You need to leave the Gizmo and camera in it, positioning is done in them. You can move both the camera and the gizmo, but you cannot delete it. The material is used from the editor, from the first slot. This is a multiSubObject. One material is the ends, the other is the sides. By default, Arnold is used as the renderer. You can reconfigure everything.

To get an idea of ​​what the render will look like and you're using Arnold, drag your profile into a gizmo, give it a volume with the shell modifier, select the camera view, assign the object the material from the first slot, and assign matid-1 to the ends and matid-2 to the sides. Add Arnold Properties object modifiers to the stack and enable Subdivision-Enable - iterations:0.

If you are going to use another renderer, keep in mind that in any case the rendered objects will use the shell modifier with mat id1 and 2. They are added automatically.
The output file size should be 100x200px, the “save file” checkbox should be enabled.
The material must be placed in slot 1 of the material editor.
All these settings need to be saved in the render.max file.
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Profile

FREE
Royalty free
662
662
662
Platform:Script
Render:
Standard
Size:
3 MBNEW
Colors:
Style:Modern
Published 5 June 2011
Improved Swift with a library of profiles and the ability to add them.
*Fixed a bug causing a crash in versions 2021+

Unzip it to the plugins folder. There should be profile.mse files in the root of this folder, profilemacro.ms and the profileV4 folder. After launching 3dsmax, use the profile or sweepoverride modifiers. To assign a panel to a button, find CFScripts - Profiles at cutomizeUi.

To add profiles to a directory, select it in the panel, highlight the profiles, and click "Add" in the panel. Then click Render-missing.

You can simply add a folder with your profiles and renders (or without them, and render it after) to the ProfileV4 folder. All profiles must be in the TOP format.

To add a catalog, select "New" from the list and click "+" on the left. Delete - "-" on the left.

How to change the rendering.
There is a render.max file in the ProfileV4 folder. You need to leave the Gizmo and camera in it, positioning is done in them. You can move both the camera and the gizmo, but you cannot delete it. The material is used from the editor, from the first slot. This is a multiSubObject. One material is the ends, the other is the sides. By default, Arnold is used as the renderer. You can reconfigure everything.

To get an idea of ​​what the render will look like and you're using Arnold, drag your profile into a gizmo, give it a volume with the shell modifier, select the camera view, assign the object the material from the first slot, and assign matid-1 to the ends and matid-2 to the sides. Add Arnold Properties object modifiers to the stack and enable Subdivision-Enable - iterations:0.

If you are going to use another renderer, keep in mind that in any case the rendered objects will use the shell modifier with mat id1 and 2. They are added automatically.
The output file size should be 100x200px, the “save file” checkbox should be enabled.
The material must be placed in slot 1 of the material editor.
All these settings need to be saved in the render.max file.
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