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Software > 3DS Max > Scripts

Vertex Normal Toolkit for 3DS Max

Nov 28, 2018 by CGPress Staff
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SCG Studio has released a new 3DS Max script for editing vertex normals. It is able to calculate normals in one of three ways, using either the mesh’s topology, a projection gizmo, or by projecting the normals from another mesh. It also includes a layer system that enables the mesh to be divided into up to 7 layers, each of which can be calculated independently. The script costs a minimum of $20 on a pay-what-you-want scheme. To find out more, visit the product’s Gumroad page. 

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Eric Smith
6 years ago

This is awesome! Would love to see some simpler documentation on how it works and what the buttons do.

Adam
Reply to  Eric Smith
6 years ago

Hey Eric.
Thanks for your comment 🙂
During this weekend I will try to post some shorter video and publish a pdf file with all the functions embedded in this script 🙂

Adam
6 years ago

New version has been released.
In v1.10 assignment faces selection to layer has been improved. Now its ~ 60% ( 1,4 sec to 0.45 sec ) faster than before with no lag in between.
Now it is much easier to calculate normals for round and concave areas: plane projection gizmo can be bend with negative degree so its range is from -360 to 360 degree.

Adam
6 years ago

New version is available:
ver 1.20

– it is possible to take projection gizmo and use it as regular projection mesh. To make it right click on gizmo selector while setup ( tools ) button is active. This way you can generate normals for one area using more than one projection mesh combined as single object. Less layers are needed this way.
– fixed bug where there was no any subobject level selection active and script was trying to assign it anyway from variable
– fixed bug where mesh has more than one material applied (multimaterial) and selected polygon was assigned to any layer. From this point entire mesh had first material from multimaterial applied.

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