I'm happy to announce my script. The script written to keep it opened at all times. It will let you change important settings with ease.. Changing selection like object(s) or light(s) updates rollout values accordingly. Nearly all values changed in the script immediately changes the values in render setting window. Here is info on all buttons and inputs in the script.
Announcement
Collapse
No announcement yet.
Oguz Birgoren's Fstorm Shortcuts Script. (FSS)
Collapse
X
-
Oguz Birgoren's Fstorm Shortcuts Script. (FSS)
Hi guys,
I'm happy to announce my script. The script written to keep it opened at all times. It will let you change important settings with ease.. Changing selection like object(s) or light(s) updates rollout values accordingly. Nearly all values changed in the script immediately changes the values in render setting window. Here is info on all buttons and inputs in the script.
Last edited by oguzbir; 06-20-2018, 02:57 PM.Tags: None
- 2 likes
-
Originally posted by 3dmentor View PostSo, I installed this your script from MZP file, made a button on my toolbar. When I click this button and launching your script Error message window appears!
https://fstormrender.com/forum/filedata/fetch?id=8593
The same error which posted Selim Alp Yumlu before... I don't know why...
3ds max 2016 + SP4, current render is FStorm.
Or Maybe it's due to current renderer is set to active shade rather then production rendering note.
I believe if you clear your max settings it should work. Not saying that you clear the ini settings but. most of the people and I use the script everyday.
When the script runs it looks for the current renderer first. if not it asks to change the renderer.
next is the material library.
it should be one the problem
Leave a comment:
-
So, I installed this your script from MZP file, made a button on my toolbar. When I click this button and launching your script Error message window appears!
https://fstormrender.com/forum/filedata/fetch?id=8593
The same error which posted Selim Alp Yumlu before... I don't know why...
3ds max 2016 + SP4, current render is FStorm.
Leave a comment:
-
Script does work. But there are some known bug like errors depending on the scene you're working with.
That error mostly happens if you open a scene with an another renderer setup. Like if you open the script in an octane render setup scene u might need to clear the max's environment slot..
If you can explain more. I can help more.
Leave a comment:
-
Excuse me, Im just a bit blindEverything works fine, just like you described. Thanks a lot!
- 1 like
Leave a comment:
-
3dkid I'm not sure I follow your question. You can already select the active camera with the button. The button is FstormCam ? Move mouse over it. And it says select active camera.
And if you're in a perspective view. Right clicking on the same button creates a fstorm camera from that angle?
Leave a comment:
-
oguzbir, Hello! Can you add a button, that will select active camera ? For example, if i'm at camera viewport, lets say it will be fstorm_camera_001 viewport, and nothing is selected at scene, or something is selected, it doest matter, and if i want to adjust fstorm_camera_001 setting, then i just press "select active camera" button and it will select it, so i dont need to go at my scene explorer or layer editor, i just press a button and thats it! Button selected active camera and i can make some adjustments with it. What do you think about it ?
Leave a comment:
-
Originally posted by Miguel1900 View PostA georgeus and diferentiative thing would be an automatic "noise optimizer", isn't it? Fstorm already generate an image of noise; it would detect where there are more noise and it would change some parameteres to do an iterative test during X time and would suggest to apply the better parameters to achieve a decent amount of noise (determined by the developer) on the less time possible. If you like it too, you can complete and publish it on the suggestions forum.
Regards!
Leave a comment:
-
A georgeus and diferentiative thing would be an automatic "noise optimizer", isn't it? Fstorm already generate an image of noise; it would detect where there are more noise and it would change some parameteres to do an iterative test during X time and would suggest to apply the better parameters to achieve a decent amount of noise (determined by the developer) on the less time possible. If you like it too, you can complete and publish it on the suggestions forum.
Regards!
Leave a comment:
-
eline sağlık oğuzbir ama 2015 içinde yapsan daha ii olurdu. diğer pluginlerin cogu yok(kırık olarak) 2016 da ,ondan gecemedi cogu kişi 16-17 ye . fstormun adam gibi bi menusu yok arıyosun 2 saat ısık nerde o nerde bu nerde diye..sinir bozucu.ii düşünmüşün ( i just tell him make it for too in turkish) 2015 ve 2016 da denedim bu uyarıyı verdiLast edited by selim alp yumlu; 01-23-2017, 04:01 PM.
Leave a comment:
-
I can't understand what's happening there.
Dragging the mzp file should not display anything. read the readme manual. It just installs.
You can then copy it's icon to a toolbar and you can run from there.
Since you have extracted the mzp file. The mse -main script file should be located in the 3dsmax\script folder. What happens if you run that script. or drag it to a viewport?
I should run immediately. if it gives an error, in your case because it loads a material library made 2016 it will give an error.
So all you should do is to make a new material library in 2015. add some hdri's and save the material library with the same name. hope it helps
I've just released v1.28Last edited by oguzbir; 01-04-2017, 11:32 PM.
Leave a comment:
-
Originally posted by oguzbir View PostLet me know how it works. Share here if you have any ideas for ways it can improve. I'm working on another release, an updated version where you can copy tonemapping settings to all fstormcameras in the scene.
Leave a comment:
-
Originally posted by alancodger View PostThank you for this
Leave a comment:
Leave a comment: