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With PolyDetail you can create a large variety of ornaments in a few minutes.\n\n- Product geometry is in polygonal format so you can easily adjust it with standart modelling tools.\n\n - With 12 default ornament brushes you can easily create cool looking ornaments or if you want you can add your own custom brushes for a large variety. \n\n - Rotation and twist settings helps you achieve interesting details with minimal effort. \n\n - PolyDetail also works with curved surfaces.\n\n - 3dsMax 2016 and upper is recommended.\n\n - Boost your models with ornaments.\n - Everyone can draw nice ornament details for their models. \n\n## What's new in V2 ?\n\n  **New features:**\n - SmoothStoke for clean strokes\n - Canvas for quickly sketching on a planar surface.\n - Added X,Y,Z Symmetry\n - Custom splines can be selected now for precision.\n - Added Turbosmooth with isoline display option.\n\n **UI improvements:**\n - Added bulge value spinner\n - Added brush size spinner\n - Added 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**smooth the edges** of hard surface cad models.\n- post-process 3d scans for **removing the unwanted holes, smoothing out the surface**.\n- generate a smooth high poly model from a low-poly\n- generate a nice proxy mesh for a high poly model\n- generate low-poly clean mesh for a bake operation.\n- generate **closed 3d printable** meshes from **regular surface** meshes\n- explore new 3d forms **without the restriction of topology**\n- make the surface topology **uniform**, ready for a **sculpt or a simulation**\n- generate non-intersecting shell operation\n\n### **It can be used with**\n- **PolyCloth**: Use VdbRemesh to make an object's surface topology uniform, ready for a nice polycloth experience.\n- **PolyDamage**: Use VdbRemesh to further smooth the damaged areas, thus having better shading and a cleaner normal map bake\n- **PolyDetail**: Use VdbRemesh to combine all of the polydetail strokes, thus creating 3d printable, non-intersecting, closed clean meshes.\n- **RockGenerator**: Use VdbRemesh to combine multiple rock objects into a single one.\n\n### **Settings**\n- **Voxel size**:  for changing the resolution of the final mesh.\n- **IsoValue**: to determine where the surface will be generated.\n- **Adaptivity**:  removes all unnecessary polygons and reduces the polycount significantly. It only adds more resolution where needed.\n- **Smoothness**:  lets you apply smoothing to the final volume.\n- **Combine elements**: It combines all of the elements of the input mesh as a single closed mesh. To remesh each element individually, disable this setting.\n- **Use Smoothing Groups**: It enables the smoothing groups so the surface does not look faceted.\n- **Smooth Normals**: It is a custom algorithm to further smooth the surface by explicitly defining each normal.\n- **Filter Stack**: A procedural filter stack that you can add/remove filters in any order.\n- **Filters**: There are 5 different smoothing algorithms (Laplacian, Gaussian, Mean, Mean Curvature, Median), 2 morphological erode/dilate filters, 3 custom additional filters(Open, Close, Thickness)\n\n**VdbRemesh can work on both open surfaces (add a dilate filter) and closed meshes.**\n**However, the output will always be a closed mesh**\n\n### **What's New at v1.01**\n- Added support for 3dsMax 2023.  \n\n### **What's New at v1.02**\n- Added support for 3dsMax 2024.  \n  \n\n**VdbRemesh only supports 3dsMax 2017, 2018, 2019, 2020, 2021, 2022, 2023, 2024.**\n\n**Stay Creative**","imageAlt":"animated VdbRemesh for 3dsMax","url":"https://www.cgtrader.com/3d-models/scripts-plugins/modelling/vdbremesh-for-3dsmax","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/byx5qvWuRnsxq4sNYx5ghTGj/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/cover-4-3.jpg","gridUrl":"https://media.cgtrader.com/variants/byx5qvWuRnsxq4sNYx5ghTGj/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/cover-4-3.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/byx5qvWuRnsxq4sNYx5ghTGj/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/cover-4-3.webp","width":306},{"url":"https://media.cgtrader.com/variants/byx5qvWuRnsxq4sNYx5ghTGj/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/cover-4-3.webp","width":612},{"url":"https://media.cgtrader.com/variants/byx5qvWuRnsxq4sNYx5ghTGj/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/cover-4-3.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/3d-models/scripts-plugins/modelling/vdbremesh-for-3dsmax","isCgtVerified":false,"types":{"printReady":false,"animated":true,"pbr":true,"rigged":true,"lowPoly":true}},"metaverseFormatsList":[],"categorySlug":"scripts-plugins","subcategorySlug":"modelling","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Modelling","schemaImageUrl":"https://img-new.cgtrader.com/items/2945124/ce69e06fa0/vdbremesh-for-3dsmax-3d-model-ce69e06fa0.webp","saleOffDiscount":0,"eligibleForSubscription":true,"subscriptionSubscribed":true,"subscriptionPotential":false,"subscriptionTierBand":"premium"}},{"id":"2020751","type":"listingItem","attributes":{"id":2020751,"title":"jewelry pair of earrings with stones","price":0.0,"description":"jewelry\njewelry","imageAlt":"3D model gold jewelry","url":"https://www.cgtrader.com/free-3d-models/scripts-plugins/modelling/jewelry-18a03f5a-40e2-4ba4-b9f6-62f5227287d8","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/9ACQjqQcPxFnRXZiGcbtZL4L/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/Zalo_ScreenShot_25_6_2019_931681.jpg","gridUrl":"https://media.cgtrader.com/variants/9ACQjqQcPxFnRXZiGcbtZL4L/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Zalo_ScreenShot_25_6_2019_931681.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/9ACQjqQcPxFnRXZiGcbtZL4L/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/Zalo_ScreenShot_25_6_2019_931681.webp","width":306},{"url":"https://media.cgtrader.com/variants/9ACQjqQcPxFnRXZiGcbtZL4L/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Zalo_ScreenShot_25_6_2019_931681.webp","width":612},{"url":"https://media.cgtrader.com/variants/9ACQjqQcPxFnRXZiGcbtZL4L/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/Zalo_ScreenShot_25_6_2019_931681.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/scripts-plugins/modelling/jewelry-18a03f5a-40e2-4ba4-b9f6-62f5227287d8","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":13,"name":".3dm","is_native":false}],"categorySlug":"scripts-plugins","subcategorySlug":"modelling","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Modelling","schemaImageUrl":"https://img-new.cgtrader.com/items/2020751/020a0194b3/jewelry-pair-of-earrings-with-stones-3d-model-020a0194b3.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"1854431","type":"listingItem","attributes":{"id":1854431,"title":"PolySnow V4 for 3dsmax","price":59.0,"description":"-  **If you want to upgrade to PolySnow Plus, there is a 50% discount coupon in the files of this plugin.**\n\n##  **PolySnow**\n\n  - **PolySnow** is a 3DSMax plugin that creates **realistic snow with a click**. You just select your objects in scene and PolySnow does the snow for you! Let the snow fall on your 3D objects and scenes with a click of a button. **A variety of parameters lets you get the desired results in every situation.**\n- It's a **macroscript** so please read the  Instructions for setting up the plugin. (It's just a few easy steps)\n- Make your 3d assets' **winter versions** with a click\n- **Easy to use**\n\n\n###  **Features:**\n\n - User friendly user interface with some explanation tooltips on buttons.\n - Live parameters let you adjust the snow at anytime you want. Non-destructive workflow. \n - SnowMerge is a powerful tool lets you connect snow meshes seamlessly.\n - Full control over the calculated mesh. You can change the settings and get a large number of variations. \n - Very fast particle calculation with a different resolutions option.\n - Add or remove snow from the areas you want by using edit particles tool.\n - Multiple layers of snow can be created and combined seamlessly.\n - There is also mesh resolution settings so you can create a low poly or highly complex snow objects. \n - Can be used for multiple objects at the same time.\n - Snow mesh is seperated from object.\n - Polycount of the original object doesn't matter for snow quality (unlike extrusion methods)\n - You can sculpt the snow for more detail with a edit poly modifier.\n\n### **What's New in V2:**\n\n - New powerful **Snow brush** to quickly create snow on anywhere you want.\n - Scene Cleanup Tool lets you delete unnecessery snow objects.\n - Lots of bug fixes\n - Group snow error fixed.\n - Seamless merge tool for brush snow and particle snow.\n - Customized natural snow.\n\n###  **What's New in V3 :** \n\n - New tool : **PolyPrint** for creating deformation on snow.\n - Deforms snow mesh with your objects. This creates realistic snowprints based on the collision objects shapes. The calculation is almost realtime. You can select multiple collision objects to deform both particle and non-particle based snows. \n - New Methods for creating snows\n - Method 1: \"Particle Occluded\"\n - This is the method in previous versions of polysnow, It creates snow on only If it is not occluded by another mesh.\n - Method 2: \"Particle Non-Occluded\"\n - This method creates snow without checking if there's another mesh on it. It's faster than Particle Occluded method. Quickly creates particle based snow. \n - Method 3: \"Poly Extrusion\"\n - This method creates snow on the faces which look upwards. It's the fastest method and really good for covering large areas. 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Straight UVs Tool Maya\n\nSelect a single mesh or multiple meshes and click STRAIGHT UVs to quickly straighten your UV shells.\n\nThe tool is designed to straighten UVs while keeping the shells clean, aligned, and unflipped. It can be used with simple strip-like shells as well as more complex bent, curved, or ring-shaped UV shells.\n\nFeatures\n\nOne-click UV straightening for single or multiple meshes\n\nHorizontal / Vertical options to control the straightening direction\n\nWorks with single or multiple UV shells\n\nClean and simple UI designed for a fast workflow\n\nCustom Maya shelf button included\n\nEasy drag-and-drop installation\n\nNo additional software required — everything works directly inside Maya\n\n\n3. Multiple UV Transfer Tool\n\nSpeed up your UV workflow in Autodesk Maya with the UV Transfer Tool.\n\nInstead of manually unwrapping every identical object, simply unwrap a single Driver Object, select all Target Objects, and transfer the UVs to all of them with just one click.\n\nPerfect for scenes with repeated assets such as pillars, chairs, helmets, props, modular environment pieces, and other duplicate meshes, helping you save time and eliminate repetitive UV work.\n\nFeatures\n\nOne-click UV transfer\nTransfer UVs from one Driver Object to multiple Target Objects\nSave hours of repetitive UV work\nSimple and beginner-friendly workflow\nFast installation with automatic shelf button\n\n\n4.  New UV Sync – One Click Maya RizomUV Workflow\n\nSpeed up your UV workflow with UV Sync, a one-click bridge between Autodesk Maya and RizomUV.\n\nInstead of manually exporting and importing OBJ files every time you edit UVs, UV Sync lets you transfer your meshes directly from Maya to RizomUV, edit your UVs, and bring them back to Maya with a single click.\n\nWhether you're packing UVs, straightening shells, optimizing layouts, or making any other UV edits, UV Sync removes repetitive steps and keeps your workflow fast and efficient.\n\nFeatures\n\nOne-click Send UVs from Maya to RizomUV\nOne-click Fetch updated UVs back into Maya\nSupports single and multiple mesh workflows\nPreserves vertex order and face order\nTransfers only UV data while keeping your original geometry intact\nNo manual OBJ export/import workflow\nAutomatically opens RizomUV (if installed)\nClean and simple interface\nLightweight and fast\nSaves time on repetitive production tasks\n\n\n5. Edge Step Tool — Select Alternate Edge\n\nA fast, reliable edge ring/loop step-selector tool for Autodesk Maya.\n\nWhat it does\n\nSelect every Nth edge along a ring or loop (e.g. every alternate edge)\n\nExtend selections into full top-to-bottom / all-around stripes\n\nOne-click selection — no manual repeats, no guesswork\n\nFor Multi-User License details, contact Parveen\n\n6. UV Checker Map Tool\n\nSpeed up your UV workflow with the UV Checker Map Tool for Autodesk Maya. Instead of manually creating and assigning checker materials every time you want to inspect your UVs, this tool lets you do it with a single click.\n\nIt is designed to help 3D artists quickly check UV stretching, UV density, and overall UV quality before texturing. Whether you're creating assets for games, animation, or product visualization, this tool makes UV inspection faster and more convenient.\n\nThe tool comes with 8 built-in checker map textures, so there's no need to manually create checker materials every time. You can also add your own custom checker maps, and they will be saved automatically for future use.\n\nFeatures\n\nOne-click Checker Map assignment\n8 built-in Checker Map textures\nEasily switch between checker textures\nAdd your own custom checker maps\nEnable or disable the checker map instantly\nRepeat UV controls to increase or decrease UV tiling\nQuickly inspect UV stretching and UV density\nClean, lightweight, and easy-to-use interface\nWorks with Autodesk Maya\nPERFECT FOR:\n\nGame Artists • Hard-Surface Artists • Prop Artists • Environment Artists • 3D Generalists • Product Visualization Artists\n\n\n\n7. Procedural Builder Tool Maya\n\nStop duplicating and placing by hand\n\nProcedural Builder builds the repetitive parts of your modeling for you. Pick a curve or a mesh, set a few numbers and press Create / Update. You get a live preview that updates while you change anything. Edit the curve later and the result follows it. When you are happy, press Finalize and it becomes normal, clean Maya geometry.\n\n5 tools in one window\n\nPIPE\n\nSelect a curve and get one smooth, continuous pipe that follows it exactly.\nChoose hollow or solid, number of sides and closed ends. The radius is picked automatically.\nOr select your own mesh (cylinder, pipe, cable, rope) and bend it along the curve. Its thickness stays the same.\nMove the curve points and the pipe follows.\nON CURVE\n\nPlace any object along a curve: chain links, fence posts, lamps, rocks, rails.\nSet the count (even decimals), and copies can bend to follow the curve or stay rigid.\nRandomize rotation, scale and position. 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One click builds a complete, fully controllable eye with no manual shading required.\n\n## 1. What's Included\n\nThe ZIP file contains the Procedural Eye Generator add-on, installable directly through Blender's Add-ons preferences.\n\n* One-Click Eye Generation\n* Fully Node-Based Shader\n* Built-In Geometry Detail\n* Modifier Compatibility\n* Works With Any Character\n* No External Textures Required\n* No Additional Add-ons Required\n\n## 2. Key Features\n\n### 2.1 Iris and Pupil\n\n* Independent iris and pupil colors\n* Separate inner and outer iris colors with blending controls\n* Adjustable pupil size and scale\n* Matching shape preset system for both pupil and iris\n* Shape presets include:\n\n  * Squircle\n  * Diamond\n  * Sides\n  * Depth\n  * Rotate\n  * Triangle\n* Independent iris scale controls for X and Y\n\n### 2.2 Veins and Redness\n\n* Adjustable vein color\n* Vein scale and strength controls\n* Adjustable vein thickness\n* Capillary multiplier\n* Vein reach control\n* Dedicated back-of-eye redness system\n* Redness zone size\n* Redness intensity\n* Redness reach\n* Redness fade\n* Procedural redness noise\n\n### 2.3 Surface Detail and Patterns\n\n* Adjustable iris roughness\n* Iris bump strength\n* Iris distortion\n* Fiber detail controls:\n\n  * Strength\n  * Scale\n  * Detail\n  * Roughness\n  * Distortion\n  * Noise\n* Multiple built-in procedural pattern layers:\n\n  * Radial Lines\n  * Rings\n  * Noise\n  * Cells\n  * Wave\n  * Brick\n  * Magic\n  * Cracks\n* Adjustable sclera roughness\n* Sclera subsurface weight\n* Eye-wetness controls\n\n### 2.4 Emission and Glow\n\nEvery major color element can have its own independent emission strength.\n\nThis includes:\n\n* Iris inner color\n* Iris outer color\n* Pupil\n* Sclera\n* Limbal ring\n* Limbal border\n* Veins\n* Every procedural pattern layer\n\nThe shader is designed for glowing, supernatural, fantasy, and sci-fi eye designs.\n\nFor emission and glow effects, switch the viewport to Rendered shading to preview the result.\n\nImportant: The Color Override toggle must be enabled before changing the corresponding color field. If Color Override is disabled, changes to that color will not take effect.\n\n### 2.5 Procedural Surface Geometry\n\nThe Geometry Nodes modifier adds real procedural surface detail to the eye.\n\nAvailable controls include:\n\n* Subdivision level\n* Corneal bulge height\n* Corneal bulge radius\n* Corneal bulge falloff\n* Pupil depth\n* Iris forward tilt\n* Limbal groove\n* Additional procedural surface deformation\n\nThis provides a fast and strong starting point for creating detailed eyes.\n\nThe generated geometry is designed as a procedural base and is not intended to completely replace manual sculpting for highly detailed photorealistic characters.\n\n## 3. Compatibility and Requirements\n\n* Blender 4.0 and newer\n* Built and recorded in Blender 4.5 LTS\n* Render Engine: EEVEE and Cycles\n* Shader and Geometry Nodes setup only\n* No external textures required\n* No additional add-ons required\n\n## 4. Installation\n\n1. Download the ZIP file.\n2. Extract the ZIP file if required by the download package.\n3. Open Blender.\n4. Go to Edit \u003e Preferences \u003e Add-ons.\n5. Click Install from Disk.\n6. Select the downloaded ZIP file.\n7. Enable the Procedural Eye Generator add-on from the Add-ons list.\n\n## 5. Quick Start\n\n1. Open Blender.\n2. Press Shift + A or use the Add menu.\n3. Select BPEG Eye.\n4. A fully procedural eye will be added to the scene.\n5. Switch the viewport to Rendered shading.\n6. Open the Shader Editor.\n7. Locate the Principal Eye Shader node.\n8. Adjust the available controls directly from the node.\n\n### Important Color Control\n\nBefore changing any color field, enable its Color Override toggle first.\n\nIf Color Override is disabled, changes to that color will not be applied.\n\nThis is the most common issue for first-time users.\n\n### Emission and Glow\n\nTo preview emission and glow effects:\n\n1. Switch the viewport to Rendered shading.\n2. Locate the desired emission Strength control.\n3. 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Support and Links\n\n### Stay Connected and Learn More\n\nIf you'd like to see more of my work, behind-the-scenes sculpting timelapses, tutorials, and tips for anime-style and realistic character creation, check out my platforms.\n\n- YouTube: https://www.youtube.com/@braineybites\n- Website: https://www.BraineyBites.com\n- ArtStation: https://www.artstation.com/braineybites\n- Patreon: https://www.patreon.com/c/BraineyBites\n\n## 8. 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Perfecto para proyectos de animación, videojuegos o visualización arquitectónica que requieran un toque de nostalgia y autenticidad.","imageAlt":"Microfono 3D","url":"https://www.cgtrader.com/free-3d-models/scripts-plugins/modelling/microfono-b0bc2e7d-45a0-47e0-b1c8-2980cdc2f025","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/oh2ww10xgu4glyzv0nc1t36w4kyu/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/microfono-3d-model-151a855ae5.jpg","gridUrl":"https://media.cgtrader.com/variants/oh2ww10xgu4glyzv0nc1t36w4kyu/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/microfono-3d-model-151a855ae5.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/oh2ww10xgu4glyzv0nc1t36w4kyu/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/microfono-3d-model-151a855ae5.webp","width":306},{"url":"https://media.cgtrader.com/variants/oh2ww10xgu4glyzv0nc1t36w4kyu/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/microfono-3d-model-151a855ae5.webp","width":612},{"url":"https://media.cgtrader.com/variants/oh2ww10xgu4glyzv0nc1t36w4kyu/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/microfono-3d-model-151a855ae5.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/scripts-plugins/modelling/microfono-b0bc2e7d-45a0-47e0-b1c8-2980cdc2f025","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":21,"name":".blend","is_native":false}],"categorySlug":"scripts-plugins","subcategorySlug":"modelling","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Modelling","schemaImageUrl":"https://img-new.cgtrader.com/items/5124256/151a855ae5/microfono-3d-model-151a855ae5.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"7721951","type":"listingItem","attributes":{"id":7721951,"title":"Instant Terrain Importer 20 Landscape Presets Blender Addon","price":7.0,"description":"Import, Setup and Render Terrains in Seconds\n\nStop wasting hours on manual terrain setup. Instant Terrain Importer handles everything - import, shading, displacement, and texturing - in a single click. Built for Blender artists who want to go from raw heightmap to render-ready scene without touching a single node.\n\n Key Features\n\nOne-click terrain import\nAutomatic procedural PBR shader system (Snow, Rock, Desert, Volcano)\n20 high-quality terrains included\nNon-destructive displacement workflow\nLive control sliders (Subdivision, Strength, Mid Level)\nTexture Override system (custom textures support)\nEmissive lava system (Volcano terrains)\nZero setup required (auto path detection)\n\n Included Terrain Types\n\nSnow\nGlacial Peak, Frozen Tundra, Ice Shelf, Blizzard Carved, Avalanche Scar\n\nRock\nCanyon Walls, Cracked Badlands, Boulder Field, Coastal Cliffs, Shattered Peaks\n\nDesert\nDune Sea, Sandstorm Ripple, Eroded Mesa, Desert Cracked, Wadi Carved\n\nVolcano\nCaldera, Lava Flow Field, Cinder Cone, Eruption Peak, Pyroclastic Surge\n\n How It Works\n\nPick a terrain from the built-in preset library\nHit Import - displacement and subdivision are set automatically\nShader applies itself - no node setup, no manual linking\nTweak or override - adjust sliders or swap in your own textures anytime\n\n Technical Details\n\nBlender 3.6+\nCycles \u0026 Eevee compatible\nDisplacement via Subdivision Modifier (non-destructive)\n4K PBR textures included (Diffuse, Normal, Roughness, Displacement)\n32x32 quad base grid, fully scalable\n100m default grid size (adjustable)\nAuto path detection - zero manual setup\nNo external dependencies\nSingle-panel workflow (N-Panel sidebar)\n\n*AI tools were used to assist in the development of this product, primarily for code structuring and optimization.\n\nAll terrain assets, textures, and creative decisions were created and directed by the author.\n\nPACKAGE DETAILS \u0026 INSTALLATION\n\nDelivery: terrain_importer.zip, with add-on scripts, 20 terrain height/mask sets, PBR textures, README and GNU GPL license. Download size approximately 1.30 GB.\n\nRequires Blender 3.6 or newer. Supports Cycles and EEVEE. Install the ZIP from Blender Preferences \u003e Add-ons \u003e Install, enable it and open the Terrain Importer tab in the 3D Viewport sidebar. Keep the supplied folder structure intact. No separate external dependency is required.\n\nThe product is licensed under GPL-3.0-or-later as stated in its README; preserve the included license and notices. 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Click to plant a procedural fig tree. Paint grass, moss, flowers, ferns, reeds, bushes and mushrooms. Every plant really grows, with tips that travel, shoots that bend into shape and leaves that unfold. It's not a scale-up.\n10 plant types · 39 styles · Real growth · Wind · Spring physics · Instanced leaves · Cycles \u0026 EEVEE · Blender 4.2 – 5.2\nSee it in action\nThe quickest way to see what IvyFig Studio does.\nWatch on YouTube\n10 plant types, one workflow\nPick a type and a style, then draw, plant or paint.\nDraw\nIvy that climbs, branches, flowers and hangs over edges. Roots with gnarls and rootlets.\nPlant\nFig trees: banyan, weeping, bonsai, ancient, young, autumn and low poly.\nPaint\nGrass, Moss, Flowers (daisy, tulip, bluebell, wildflower mix), Ferns, Reeds, Bushes and Mushrooms.\n39 ready-made styles in a visual gallery · Realistic and Low Poly looks · procedural materials · one hue slider from fresh green to autumn.\nDraw on anything\nAny visible mesh, curve or text, including modified and animated objects.\n- Ivy follows the real surface, wraps around edges and climbs upwards.\nDraw in the air: drag off an edge and the ivy keeps going, sagging under its own weight.\n- Brush size with Ctrl + wheel, R or [ ], remembered per plant type.\nF paints ivy into bloom or ripens figs, Shift erases and Ctrl + Z undoes a stroke.\n- Overpainting keeps the density even and never reshuffles existing plants.\nReal growth, not a scale-up\nEvery plant grows the way the real one does.\n- Stems, branches, roots and blades grow at the tip and thicken behind it.\n- Young shoots bend into shape once they are long enough, with adjustable springiness.\n- Leaves fold out and petals open. Ferns unroll their fiddleheads and mushrooms push out as buttons, and moss spreads and swells.\n- Replay it in the viewport, or keyframe it with one click for renders.\nSpring physics \u0026 wind\n- Move or rotate a tree (or its parent) and the crown lags behind, whips around and springs back.\n- Tilted trees sag under their weight and gusts push the crown. Shake Test shows it in one click, and Simulate for Render gets it ready for final renders.\nWind with leaf flutter: rolling gusts through fields and canopies, a few milliseconds per frame.\nBuilt for big scenes\nMeasured on a 4-core CPU with Blender 5.2.\n7×\nfewer vertices per fig tree than real leaf geometry\n5–8×\nsmaller .blend files\n0.07 s\nto rebuild a fig tree\n≈4 ms\nwind per frame on a 250K-vertex grass field\nInstanced leaves: leaves, fruits and berries are stored once and instanced.\nViewport Leaves: show only a share of the leaves while you work. Renders always get all of them.\n- Only the stroke you just painted is built. Heavy plants update smoothly while you drag a slider.\nSafe by design: undo and redo stay in sync, nothing rebuilds in Sculpt or Edit mode, and your own materials are never overwritten.\nReady for production \u0026 games\nConvert to Static Mesh bakes the current frame into a regular mesh, instanced leaves included. It can keep wind attributes for engine shaders.\nReal Leaves (for export) makes FBX, glTF and OBJ exports include the leaves while the plant stays editable.\nEverything you need\nWhat's included\nivyfig_studio-1.4.0.zip: the add-on\nIvyFig_Demo_Scene.blend: the overgrown ruin from the images, 20 editable plants\nIvyFig_Studio_Manual.pdf: the illustrated manual\nRequirements\nBlender 4.2 – 5.2 (tested on 4.2 LTS and 5.2)\n- Windows, macOS, Linux\n- No extra Python packages\nQuick start\n1\nEdit → Preferences → Get Extensions → ⌄ → Install from Disk… and pick ivyfig_studio-1.4.0.zip without unzipping it. You can also drag the zip onto Blender's window.\n2\nOpen the sidebar (N) and go to the IvyFig tab.\n3\nPick a plant type and a style, click Draw / Paint / Plant, and drag over any object.\nFAQ\nDoes it work with my own models?\nYes, on any visible mesh, curve or text object.\nCan I use my own materials?\nYes. Put your material in a slot, or duplicate an IvyFig material and edit the copy.\nIs it heavy?\nNo. Leaves are instanced, only new strokes are built, and wind costs a few milliseconds per frame.\nEEVEE or Cycles?\nBoth.\nCan I export to Unity, Unreal or Godot?\nYes. Use Convert to Static Mesh or Real Leaves, then export to FBX or glTF.\nDoes the physics render?\nYes. 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Knit it. Grow it.\n\nReal fabric, from interlaced yarns down to individual fibres.\n\nCreate woven textiles, knitted fabric, reflective wire mesh and natural wicker with real geometry in Blender. Shape the yarns, wrap fabric onto an object, and animate it coming off a loom or growing over the surface.\n\n9 patterns  6 presets  Grow \u0026 Loom  Fibre-level detail\n\nNEW IN 1.3\n\nWatch fabric take shape.\n\nMost fabric in 3D is a texture on a plane. Weave It builds the yarns, their crossings and their fibres. Version 1.3 adds new ways to build, animate and inspect that structure.\n\nGrow - spread over a surface\n\nStart at an origin and watch the cloth spread over an object. Tendrils reach ahead of a ragged edge, writhe, then settle onto the surface and knot into the fabric. Adjust Origin and Tendrils to shape the effect.\n\nCinematic Wrap - tendrils spread, settle and form the fabric.\n\nFabric spreading over the surface.\n\n\t\n\nThe fully covered result.\n\nLoom - watch every pick\n\nCloth flows from a weaving line at a steady speed. The warp opens into a shed, a shuttle carries each pick across from alternating sides, and the weft is beaten in. Add the optional satin-black Loom Head, adjust Head Size, or turn the head off to see the weaving itself.\n\nLoom Head - a machine housing for the weaving animation.\n\nWeave onto an object\n\nCombine Loom with Wrap Onto Surface to weave over your target row by row. The machine head becomes a band that follows the surface, leaving fabric behind it as it moves.\n\nSurface weaving - cloth builds directly over the target object.\n\nKnit (Jersey) - real interlocking loops\n\nOne yarn per course loops through the next to form the familiar V stitch. Build knitted bands, sleeves and machine-knit looks, with plies, fibres, fuzz, colour, wrapping and Loom animation. Fringe and knots apply to woven patterns.\n\nKnit Machine - interlocking loops with the Loom animation.\n\nFibers - get closer\n\nSplit every ply into fine fibres with loose flyaway loops for close-ups and macro shots. Ply twist and fibres stay attached to the yarn as the cloth moves; wrapped cloth rests above the surface, and fuzz is smoother.\n\nFibers - fine strands and flyaway loops in motion.\n\nFibre-level detail for close-ups and macro renders.\n\nEight weave structures. Plus Knit.\n\nChoose from eight woven structures plus the new Knit (Jersey) pattern - nine patterns in total. The woven structures below are shown building from the first strands into a complete swatch. The navy and cream yarns make the over-under arrangement easy to follow. Choose a pattern, then customize its density, yarns and materials for your scene.\n\nPlain\n\nA clean over-under structure for a versatile woven foundation.\n\n\t\nTwill 2/1\n\nA distinct diagonal rhythm with a compact woven appearance.\n\nTwill 2/2\n\nA balanced twill with clearly defined diagonal lines.\n\n\t\nTwill 3/1\n\nLonger visible floats give the diagonal a stronger presence.\n\nHerringbone\n\nReversing diagonal directions create a recognizable chevron pattern.\n\n\t\nSatin\n\nLonger floats create a smoother, more continuous woven appearance.\n\nBasket 2x2\n\nGrouped strands create a bold basket-like structure.\n\n\t\nRib\n\nA directional woven structure with a clear linear rhythm.\n\nReverse the twill direction, adjust strand counts and change the look without rebuilding your setup.\n\nSix starting points. A wide range of woven looks.\n\nWatch each preset build, then choose a starting point for your scene. Explore soft fibers, smooth synthetic strands, reflective wire, flat natural strips and open net structures. Customize the weave, density, colors and materials to make the result your own.\n\nWool\n\nSoft, twisted yarns with fine surface fibers.\n\n\t\nNylon\n\nA tighter synthetic weave with smooth strands and a subtle sheen.\n\nMetal Mesh\n\nOpen interlaced wires with a reflective metal finish.\n\n\t\nStraw\n\nBroad, flat strips for wicker, rattan and basket-like surfaces.\n\nOpen Weave\n\nAn airy yarn structure with clearly visible spacing.\n\n\t\nKnotted Net\n\nA sparse net structure with knotted connections and generous openings.\n\nUse these looks for cushions, upholstery, garments, decorative vessels, screens and product details.\n\nFrom flat weave to 3D form\n\nWrap your weave onto shaped objects with UV-based, Spherical and Cylindrical wrapping. Follow a cushion, curved surface or rounded form while keeping the weaving controls editable.\n\nFrom a flat weave to a 3D surface - animated with Wrap Morph.\n\nAutomatic surface-size matching helps adapt the overall weave dimensions to your target. For UV-based wrapping, use a suitable UV-unwrapped mesh; a continuous island with even scale gives the most consistent strand placement.\n\nSurface wrapping follows your target geometry. It does not calculate cloth physics or collisions.\nControl the character of every strand\nTwisted yarns: use 1-8 plies per yarn and adjust twist amount, direction and flattening.\nRound yarns or flat strips: change Profile Shape to move between thread, wire, ribbon and straw-like profiles.\nFibre-level detail: split plies into fine fibres with count, twist, thickness, flyaways and core controls. Use fuzz density, length, thickness and frizz for softer surface detail.\nFrayed edges: use edge selection and Add Fringe, then tune length, variation, droop, unraveling and tip fibers.\nColor, stripes and plaid: control warp and weft colors independently, add stripes in either direction and introduce per-strand variation.\nMatching fiber color: fuzz follows its parent yarn, including its stripes and color variation.\nMake the weave move\n\nUse four built-in animation tools to build, wrap and animate your material. Weave Build now offers three styles: Grow, Loom and Reveal.\n\nWeave Build - Grow spreads cloth from an origin with animated tendrils; Loom weaves with a shed, shuttle and optional machine head; Reveal keeps the original row-by-row animation.\nWrap Morph - Transition a flat weave onto an assigned surface.\nWind - Add movement to fringe and fibers.\nPly Spin - Rotate plies around the yarn.\n\nSettings also support keyframes. Use the keyframe diamonds beside values, or record the setup with Keyframe All Settings.\n\nA flexible Blender workflow\n\nThe procedural setup runs through a single Geometry Nodes modifier, with controls available in the Weave It panel. Add a preset, refine the weave and keep making changes throughout your project.\n\nSimplify Viewport reduces editing detail while retaining full detail for rendering. For custom materials, shader attributes expose yarn color, random values, strand indices, fringe factors and yarn coordinates.\n\nIncluded\nWeaveIt_Extension_v1.3.0.zip - the installable add-on, including demo scenes. Install the ZIP directly without extracting it.\nSix presets: Wool, Nylon, Metal Mesh, Straw, Open Weave and Knotted Net\nEight woven patterns plus Knit (Jersey), and four built-in animation tools\nWeaveIt_Demo_Scenes_v1.3.zip - the demo file as a separate download. Includes the studio swatch, draped fabric, six presets, Reveal animation and five new scenes: Loom Demo, Fiber Close-up, Surface Weave Demo, Knit Machine Demo and Cinematic Wrap. Open the included demos from the sidebar with Open Demo Scenes.\nDocumentation and a sidebar panel with every setting, Add Fringe, per-edge fringe controls and keyframe buttons\nRequirements \u0026 working with detail\n\nBlender 5.1 or newer. Tested in Blender 5.1.2, 5.2.0 LTS and 5.2.2 LTS.\n\nCycles recommended. Yarn geometry and hair-based fibers also support EEVEE.\n\nUse the add-on's preset creation tools to create the correct Hair Curves object for rendering fuzz and fringe fibers.\n\nHigh strand counts, multiple plies and dense fibers increase geometry and render cost. Keep Simplify Viewport enabled while editing, and choose a detail level appropriate for your camera distance.\n\nMore control. Keep editing.\n\nTie real knots at every crossing or every Nth crossing for nets and macram. Use Openness to space the yarns, add stripes or plaid from the panel, and change settings at any time in a fully procedural, non-destructive workflow.\n\nWrap by UVs on complex meshes, or use Spherical and Cylindrical projection for rounded forms without UVs. Yarns stop at UV seams instead of bridging through the object.\n\nUpdating from 1.2? Existing files keep working. Use Update Fabrics in the panel to upgrade them while keeping their settings. The original build animation remains available as Reveal.\n\nLicense: Add-on code: GPL-3.0-or-later. Demo scenes and assets may be used in personal and commercial renders, animations and games.\n\nDevelopment note: This add-on was developed with assistance from an AI coding assistant.\n\nDownload WeaveIt_Extension_v1.3.0.zip for the current add-on and WeaveIt_Demo_Scenes_v1.3.zip for the separate demo scenes. 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Bring your environments to life with this intuitive and time-saving tool!\nDocumentation\nOverview\nThe Dynamic Grass Addon allows you to create interactive, dynamic, and realistic grass fields on any selected object with just one click. Below is a breakdown of the settings and options available in the addon:\nToolbar Buttons\nAdd Dynamic Grass: Creates a dynamic grass field on the selected object.\nAdd Collision Object: Enables the selected object to interact with the grass as a collision object.\nObject Selection\nObject: Displays the currently selected object. Make sure you have the correct object selected before adding grass.\nParticles\nHair Length: Adjust the length of the grass. 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Also, you may wish to look for my YouTube channel WebdunceTV as I will be uploading tutorials about how to use this library there as soon as I can.\n\nThis free  jewelry kit contains...\n\n- **25 Gems, 19 Gem Cutters, and 19 Gem Outlines**\n    - 3 fancy gem models,\n    - 19 simple gem models,\n    - 3 cabochon models\n    - 19 gem cutters, and\n    - 19 gem outline curves\n\n\n- **49 Jewelry Materials**\n    - 8 stylized gem materials,\n    - 8 realistic gem materials,\n    - 10 metallic materials,\n    - 3 opaque gem materials, \n    - 2 pearl materials,\n    - 8 plastic \"gem\" materials, and \n    - 10 plastic \"metal\" materials.\n\n-**15 Jewelry Tools**\n1. Ring Size tool\n2. Ring Shape tool\n3. Gem Loader\n4. Head Builder\n5. Gems-on-Curve tool\n6. Multi-Gem Prong tool\n7. Under Bezel Builder\n8. Gem Cutter tool\n9. Gem Axis tool\n10. Gem Outline tool\n11. Re-order Gems tool (corrects some issues when gem order gets mixed up)\n12. Material Loader\n13. Jump Ring Tool\n14. 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Simply drag an asset from the Asset Browser, drop it into your scene and customize its exposed parameters from the modifier.\nDrag. Drop. 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You can compare terrain silhouettes quickly, choose the environment that fits your scene, and import it without interrupting your workflow.\nMain Features\n100+ Unique Terrain Assets\nA large collection of terrain variations with different silhouettes, elevation patterns, erosion structures, ridges, basins, cliffs, plateaus and geological formations.\n10 Distinct Biome Categories\nExplore dramatically different environment types ranging from frozen glacial landscapes and volcanic terrain to impact craters, dunes, karst formations, mesas and mineral-rich painted hills.\nBuilt-in Visual Terrain Browser\nBrowse terrain thumbnails directly inside Blender and compare assets visually instead of opening files one by one.\nQuick Terrain Preview\nSelect a terrain and preview the current choice before importing it into the scene.\nOne-Click Import Workflow\nOnce you find the terrain you want, use the Import Terrain button to bring it directly into your Blender project.\nDesigned for Large Terrain Libraries\nThe addon keeps a large terrain collection organized and easy to navigate, making it practical to explore many landscape options during production.\n10 Extreme Biomes\nBadlands - deeply eroded ridges and rugged dry terrain\nGlacial - frozen landscapes, icy mountains and cold formations\nImpact Crater - dramatic circular crater environments and basin structures\nKarst - sharp vertical rock formations and unusual limestone-inspired terrain\nMesa - elevated plateaus, cliffs and desert rock formations\nPainted Hills - colorful mineral-style ridges and layered terrain\nSalt Flat - cracked surfaces, dry basins and flat geological landscapes\nSand Dunes - sculpted desert dunes and flowing sand formations\nTundra - cold, rugged and exposed terrain forms\nVolcanic - dark volcanic landscapes, craters and dramatic rocky surfaces\nSimple Workflow\n01 - OPEN THE ADDON\nAccess Ultimate Terrain Addon from the Blender sidebar.\n02 - LOAD THE TERRAIN LIBRARY\nClick Load Terrains to open the visual terrain browser.\n03 - BROWSE \u0026 COMPARE\nExplore terrain thumbnails and compare different biome types and silhouettes.\n04 - SELECT YOUR TERRAIN\nChoose the terrain that best fits your current environment or shot.\n05 - IMPORT\nClick Import Terrain and continue building your scene.\nIdeal For\n Environment Design\n Game Environments\n Cinematic Landscapes\n Concept Art\n World Building\n Matte Painting Base Scenes\n Animation Backgrounds\n Architectural Visualization\n Product and Automotive Backdrops\n Sci-Fi and Fantasy World Design\n Large-Scale Outdoor Rendering\nCurated Terrain Library - Not a Random Terrain Generator\nUltimate Terrain Addon focuses on giving you fast access to a curated collection of pre-designed terrains. 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I use it for my own shots, and it runs 201 automated checks headless on Blender 4.2 LTS, 5.1 and 5.2. Beta means I am still polishing it, and the looks of the big set pieces keep improving. Every update is free.\n\n### What it does\n\nYou pick a cloud type, a seed and a size in metres, then click Generate. Rego Nimbus writes a real OpenVDB file to disk and loads it as a volume with a clean, bright material on it. The cloud in your viewport is the file: what you see is what goes to Unreal, Houdini or anywhere else.\n\nI wanted clouds that look like clouds: a flat base, a heaped top, lobes that shade each other and a rim that stays crisp against a blue sky. A sphere with a noise texture on it never got me there, so I wrote a generator.\n\n### Quality comes first in the panel\n\nQuality is the number of voxels along the longest side of the cloud: Draft 64, Preview 96, Good 160, High 256, Ultra 384. 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You steer it with Coverage, Detail, Billow, Edge softness, Flat base and Wisps, plus Interior variation.\n\n### A hurricane built from the parts of a hurricane\n\nThe Cyclone type is written in cylindrical coordinates, with the structure a real storm has: a clear eye, an eyewall that leans outward as it rises (the stadium effect), rainbands on logarithmic spirals that break into convective cells, and a cirrus canopy on top, spun the opposite way by the outflow. Turn on Time or Animate and the storm winds up on a modified Rankine wind profile, so the spiral tightens instead of rotating like a plate. Northern and southern storms are a switch.\n\n### Seeds, presets and recipes\n\nEach Generate picks a new seed; the seed is stored on the object, so any result can be rebuilt exactly. 24 presets ship with it, nine of them based on the WMO cloud genera. Save your own, export and import them as .json. Every exported VDB also carries its recipe in its metadata: open it in the VDB Inspector months later, press Load Recipe from VDB, and the cloud comes back.\n\n### Two looks, and shadows that stay blue\n\nRealistic is soft vapour with light coming through the thin rim. Stylized is denser and more graphic, for games and motion design. In both, the shaded side goes sky blue rather than black, as a real cloud lit by the sky dome and the ground. Build Light Rig adds a sun, a physical sky and a sky-coloured fill from below so EEVEE gets the effect too, with Sky bounce and Ground albedo as real values, plus five more looks: Sunlit silver lining, Studio white, Soft overcast, Storm cell and Golden hour. The density scale is worked out from the size of the cloud, so a 400 m cumulus and a 4 cm cloud on a table both read correctly.\n\n### Your own shapes\n\n- **Cloud from Mesh** voxelises any closed mesh into a real VDB that you can export.\n- **Live Cloud** turns an object (mesh, metaball, curve or text) into a volume without baking, following animation, armatures and physics.\n- **Metaball rig** builds a cluster of blobs in the shape of a cumulus that you can move, grow and animate.\n- **Morph** bakes a VDB sequence that turns one model into the next, with an organic bulge halfway through.\n\n### Weather and physics\n\nUpdraft (in m/s) lifts and swells only the lobes already clear of the base, as a thermal does. Wind shear, Growth, Dissipation and Turbulence do the rest. With Advanced physics on, the cloud is pushed by the force fields in your scene at their real strengths, and a mesh with a Collision modifier is carved out of the cloud, so the cloud flows around a rock instead of through it. Animate writes one light VDB per frame and loads them as a sequence.\n\n### Export that engines accept\n\nThe VDB writer is my own OpenVDB implementation in pure Python (Tree_float_5_4_3, fog volume, float32 or half float), checked against Blender's own OpenVDB reader and against files written by OpenVDB 8.1 and 12.0. One setting per target: Blender, Houdini and Cinema 4D; Unreal (centimetres, Sparse Volume Textures and Niagara); Unity, Maya and Omniverse (Y up). Export Cloud Pack writes a set of seed variants with a README table, and the VDB Inspector tells you in plain words whether an engine will accept a file.\n\n### Full colour 3D printing\n\nMake Printable Cloud turns the volume into a closed mesh and bakes the sky model into its vertex colours: direct sun with real self shadowing, the blue sky on top and on the sides, the warm bounce from the ground underneath. Set the size in millimetres, then export GLB or PLY, with a printability report (triangles, watertight, real size).\n\n### What it is not\n\n- It is not a fluid simulator: the weather model is procedural. Simulation frames can be brought in with Import VDB with Cloud Look.\n- Generation runs on the CPU with numpy: about a second at 96 voxels, a few seconds at 160, around half a minute at 256, a couple of minutes at 384.\n- The VDB files are uncompressed (float or half): bigger than Blosc files, and they open everywhere.\n- Cloud from Mesh and Morph need closed meshes.\n\n### Requirements\n\nBlender 4.2 LTS or newer, Windows, macOS, Linux. No internet connection, no external dependencies.\n\n### No AI inside the product\n\nNo model, no inference, no telemetry, no network access and no data collection. Every cloud comes from deterministic geometry and noise code that runs offline.\n\nAI does help me while I build: it writes code with me, and it translates my documentation into English, which is not my first language. I have been programming since long before generative tools were mainstream. The parts that matter are measured: 201 automated checks, the VDB writer checked against Blender's reader and OpenVDB files, the printable mesh checked watertight. Every image on this page is a render of the add-on's real output, with typography added.\n\n### Support\n\nWrite to me through the messages of this store. Updates are included for good: buy once and every future version is yours. 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Change the source mesh, modify the scale, increase variation, rotate pieces, adjust UV scale or swap between brick and wood elements without manually rebuilding your model.\nIncluded\n- Smart Brick placement system\n- Smart Wood placement system\n- Geometry Nodes modifier setup\n- Custom mesh slot support\n- Easy UI panel for fast control\n- Example setup for testing the workflow\nWhy Use It?\nSmart Wood \u0026 Brick Placer helps you create complex-looking surfaces from simple base meshes. 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Cardboard City and Diorama Generator Blender","price":340.0,"description":"**Make It Cardboard! is a Blender add-on that builds cardboard dioramas.** It generates a whole town of corrugated-board houses, roads, parks and landmarks on an empty board, and it turns any mesh you already have into cardboard four ways: a shell, laser-cut layers, a glued mosaic of flat pieces, or a kit card of slotted profiles, with the flutes showing on every cut edge. Every setting stays live.\n\n**Who it is for.** Motion designers making explainer and advertising spots in the handmade cardboard look (sustainability and renewable energy campaigns above all: solar fields, carports, wind turbines and battery storage are built in); illustrators and 3D artists who want a stop-motion, papercraft or miniature style; architects who present a district as a friendly model; teachers and makers; game artists who want a cosy cardboard world baked to one GLB or FBX.\n\n**This is the beta.** Everything described here works and is checked by an automated suite in Blender 4.2 and 5.2. Buying the beta means every update after it, 1.0 included, at no extra cost. Feedback through the messages of this store is welcome.\n\n### What you get\n\n- **Make It Cardboard! 0.9.2**, the full add-on (make_it_cardboard-0.9.2.zip): it draws, converts and lays out everything for you, from a single box to a whole city or a real place from OpenStreetMap.\n- **The Only Asset Kit 1.0.0**, included as a separate download (make_it_cardboard_asset_kit-1.0.0.zip): 150 pieces already made, filed in catalogs in Blender's Asset Browser: buildings, world houses, street furniture and infrastructure, trees, vehicles, areas and squares, the themed sets, the basic shapes, walls with windows, doors and a portico, tape and stickers, and the example house. The zip holds one .blend with all 150 pieces, their catalog file, an overview scene, a README and LICENSE_ASSETS.txt. Unzip it, add the folder in Blender (Edit \u003e Preferences \u003e File Paths \u003e Asset Libraries) and the pieces appear in the Asset Browser in their own Make It Cardboard catalogs. Blender 4.2 and later.\n\nTastyVoxels also sells the Only Asset Kit on its own (no add-on, you build by hand) and a City Builder edition of the add-on (without Make It Cardboard! on your own meshes, A real place, Terrain and Paint a city). This listing is the full add-on, with the kit.\n\n### What it does\n\n- **Draw it.** Thirteen shapes (box, wall, floor, corner, roof, pyramid, dome, sphere, cylinder, cone, tube, arch, stairs): click a surface, drag the base, pull the height. The shape is already cardboard.\n- **Convert it, four ways.** Any mesh, curve or text as a shell, stacked laser-cut slices, flat panels with finger joints, or a kit card (crossed silhouettes, ribs, or a slotted rib grid like a sliceform). The original is kept, hidden.\n- **Thickness groups.** One slider per group: change 3 mm to 7 mm and every sheet follows, holes and frames included. Flutes on every cut edge, rounded folds, gentle warp, scuffed edges.\n- **Real cardboard looks.** A library of PBR image sets (kraft, corrugated liner, torn, worn, craft, grainy, fibreboard, paperboard, papers, foams, tapes, stickers, plus woods, tiles, plastics and metals). Box-projected: no unwrapping. A second Toon set draws the same library procedurally.\n- **Doors, windows, porticos that adapt.** Click a wall: the piece cuts its own hole and follows it. Scale it and it gets more panes or more columns instead of stretching. Doors and shutters open, also on keyframes.\n- **Joints like a kit card.** Insert and cross-lap slots, live, as modifiers.\n- **Tape and stickers** that wrap over edges.\n- **Make It a City!** One click for an advanced base in the manner of Manhattan, Madrid, Barcelona, Palmanova, Karlsruhe, Paris, a medieval Italian town, Venice with canals and footbridges, an industrial port, or a vertical slum of the future. Schools, hospitals, fire and police stations, factories, a container port, car parks, parks, pools and landmarks.\n- **Roads that make sense.** Junctions with zebra crossings, traffic lights and signs (right or left hand traffic), vehicles that drive routes over the timeline, bridges.\n- **Exact palettes and odds.** 70/20/10 on ten buildings is seven, two and one, never a roll of the dice.\n- **A terrain from a height map,** cut as contour layers, plywood, crumpled paper or blocks, with water.\n- **Paint a city** on a grid in Vertex Paint and press Build.\n- **Houses of the world, landmarks, trees and energy,** all in board and sticks sized in real model millimetres.\n- **A real place.** From OpenStreetMap: real streets, water, parks, building outlines and heights, with the attribution written for you.\n- **Light presets** with a raking light so the flutes read, and a cardboard backdrop.\n- **Bake and export.** One object, one material, one atlas, a GLB; or FBX for Unreal or Unity with collision boxes and LODs.\n- **Your own library.** Save as Asset, palettes, and asset packs to import, export and share (pieces and pictures only, never code).\n\n### Requirements\nBlender 4.2 LTS or newer (checked in 4.2 and 5.2). EEVEE and Cycles. The Only Asset Kit also needs Blender 4.2 or newer.\n\n### No AI inside the product\nNo model, no inference, no telemetry: plain geometry and node code that runs on your computer. It goes online only when you press Download in A real place to fetch a map.\n\n### How it is made\nI have been programming since long before generative tools were mainstream. AI assists me now: it writes code with me and translates my documentation into English, which is not my first language. The decisions, the references and the checks are mine: every piece is built, checked and rendered before it ships.\n\n### Asset licence\nThe assets (the pieces of the kit and every piece the add-on builds, with their materials and textures) are royalty free and need no credit. You may use them in personal and commercial work: renders, animations, videos, games, VR and AR, archviz, illustrations and prints, and ship them inside a finished product such as a compiled game. You may also use them as a starting point to make entirely new, original assets, and sell those. You may not resell, share or redistribute the assets themselves, or their materials and textures, in any form that lets other people use them (asset packs, model or .blend files, texture packs, store listings, download sites). 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Designed to eliminate tedious right-click quad menus, modifier stack navigation, and repetitive multi-step object management inside Autodesk 3ds Max, this compact script turns your most frequent geometry operations into instant one-click actions. Whether you are collapsing complex kitbash assemblies, separating sub-object elements for UV unwrapping, or organizing massive multi-thousand-object levels, 3Ds Max Attach and Group Tool v1.7 keeps your workflow fast, clean, and uninterrupted.\n\n**Key Features:**\n\n- **One-Click Convert to Editable Poly:** Instantly collapses selected primitives, splines, or modifier stacks directly into clean Editable Poly meshes without navigating right-click quad menus or command panels.\n- **High-Speed Mesh Attach and Detach Workflow:** Rapidly merge hundreds of selected 3D objects into a single unified mesh or detach sub-object elements into independent geometry with a single button press.\n- **Instant Group and Ungroup Functions:** Group or ungroup complex object hierarchies on the fly with one click, bypassing confirmation pop-ups and top-menu drop-downs.\n- **Streamlined Scene and Object Management:** Consolidates essential geometry preparation and hierarchy organization commands into a single compact UI panel for effortless viewport access.\n- **Optimized High-Poly Scene Performance:** Engineered to execute attach, detach, and conversion operations smoothly and reliably even inside heavy, multi-million-polygon production scenes.\n\n**Why Choose This Tool?**\n\n- **Drastic Modeling Speed Boost:** Eliminates thousands of repetitive mouse clicks and menu searches during intensive modeling, kitbashing, and scene assembly sessions.\n- **Distraction-Free Viewport Experience:** Replaces cluttered command panel scrolling with a clean, minimalist toolbar interface that stays out of your way while you work.\n- **Artist-Centric Production Design:** Built around real-world game development and visualization workflows where rapid mesh combining, splitting, and grouping happen hundreds of times a day.\n- **Game Engine and Export Preparation Ready:** Ideal for preparing modular assets, optimizing draw calls by attaching static meshes, and structuring clean object hierarchies prior to exporting to Unreal Engine, Unity, or Substance 3D Painter.\n\n3Ds Max Attach and Group Tool v1.7 serves as an indispensable workflow accelerator for any 3D artist working inside Autodesk 3ds Max. During complex hard-surface modeling, architectural CAD cleanup, or large-scale environment layout, artists spend a surprising amount of production time converting primitives to Editable Poly, manually clicking the Attach list to combine modular pieces, detaching polygons for baking separation, and toggling object groups. By compressing all of these core mechanical steps into instantaneous one-click commands, 3Ds Max Attach and Group Tool v1.7 removes technical friction and allows you to stay completely focused on form, composition, and asset design.\n\nDeveloped to integrate seamlessly alongside Vampawn Entertainment’s complete suite of Autodesk 3ds Max pipeline utilities, 3Ds Max Attach and Group Tool v1.7 operates natively without requiring external third-party plugins or complex configuration. Whether you are a solo freelance 3D artist assembling detailed marketplace asset packs or part of a studio team optimizing massive architectural and game scenes for real-time rendering in Unreal Engine, Unity, V-Ray, or Corona Renderer, this lightweight tool ensures faster mesh management and cleaner scene organization across every project.\n\n**Technical Overview**\n\n3Ds Max Attach and Group Tool v1.7 is a compact script for Autodesk 3ds Max that operates natively, without external third-party plugins or complex configuration. A single compact UI panel gathers one-click commands to convert selected primitives, splines or modifier stacks into clean Editable Poly meshes, attach many selected objects into one unified mesh, detach sub-object elements into independent geometry, and group or ungroup object hierarchies without confirmation pop-ups or top-menu drop-downs. The operations are built to run smoothly and reliably even in heavy, multi-million-polygon production scenes, and the tool works alongside the other Vampawn Entertainment 3ds Max pipeline utilities.\n\n**Ideal Use Cases**\n\n3Ds Max Attach and Group Tool v1.7 is a strong fit for hard-surface modeling, kitbashing, modular asset preparation, architectural CAD cleanup, large-scale environment layout and game level assembly. Use it to combine modular pieces into single static meshes to reduce draw calls before exporting to Unreal Engine or Unity, to detach polygons for UV unwrapping or baking separation, or to keep thousands of scene objects organized in clean groups. 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Designed to replace multi-step manual export dialogs with instant, single-click actions, this essential Autodesk 3ds Max script accelerates how you transfer geometry between modeling, texturing, and game engine environments. Whether you are sending isolated modular meshes to Substance 3D Painter, exporting hero props to Unreal Engine, or archiving complete production scenes, 3Ds Max Export Manager v1.4 delivers fast, error-free multi-format output at the press of a button.\n\n**Key Features:**\n\n- **One-Click Multi-Format Export:** Consolidates four critical production export workflows into a single compact toolbar interface, completely bypassing nested Autodesk 3ds Max file menus and repetitive format selection dropdowns.\n- **Instant FBX and OBJ Selected Object Export:** Exports your currently selected 3D meshes directly into industry-standard .FBX or .OBJ formats with a single click, ideal for rapid iteration between 3ds Max and external texturing or sculpting suites.\n- **Quick Native .MAX Selection Export:** Rapidly saves isolated selections as standalone native .MAX scene files (\"Save Selected\" automation) without cluttering or overwriting your active master working file.\n- **One-Click Full Scene Export:** Packages and exports your entire active Autodesk 3ds Max scene in a single operation for fast project backups, client handoffs, or multi-department rendering transfers.\n- **Clean and Lightweight UI Integration:** Features a minimal, responsive interface that docks or floats unobtrusively inside your 3ds Max viewport without consuming valuable screen real estate.\n\n**Why Choose This Tool?**\n\n- **Drastic Workflow Acceleration:** Compresses dozens of daily menu clicks, directory browsing steps, and format confirmations into immediate one-click commands, saving hours of cumulative production time across large asset libraries.\n- **Zero Learning Curve:** Designed with straightforward, clearly labeled controls that any 3ds Max artist can integrate into their daily modeling and look-development routine within seconds.\n- **Built for High-Volume Asset Pipelines:** Tailored specifically for game development, architectural visualization, kitbash authoring, and VFX pipelines where frequent iterative exporting is constant.\n- **Studio-Tested Reliability:** Engineered by Vampawn Entertainment to ensure consistent, predictable file outputs whether you are exporting a single low-poly bolt or an entire multi-million-polygon environment scene.\n\n3Ds Max Export Manager v1.4 serves as a foundational workflow booster for modern 3D production pipelines where assets constantly move between DCC tools and real-time engines. During typical modeling, UV unwrapping, and baking sessions, artists export the same meshes dozens of times to test normal map bakes in Adobe Substance 3D Painter, check scale and collisions in Unreal Engine or Unity, or transfer base meshes into ZBrush and Blender. By automating .FBX, .OBJ, selected .MAX, and full-scene exports into dedicated one-click triggers, 3Ds Max Export Manager v1.4 removes mechanical friction and keeps your focus locked on creative modeling and scene assembly.\n\nEngineered to complement Vampawn Entertainment’s broader ecosystem of Autodesk 3ds Max workflow utilities, 3Ds Max Export Manager v1.4 integrates cleanly into standard studio configurations without requiring heavy third-party dependencies. Whether you are a solo freelance 3D artist managing marketplace asset packs or part of a multi-artist studio delivering thousands of modular game props on a tight deadline, this practical utility guarantees faster, cleaner, and more organized asset delivery across every project.\n\n**Technical Overview**\n\n3Ds Max Export Manager v1.4 is a lightweight export script for Autodesk 3ds Max that runs inside 3ds Max without heavy third-party dependencies. A compact panel, which can be docked or used as a floating window, gathers four one-click actions: FBX export of the current selection, OBJ export of the current selection, Save Selected as a separate native .MAX file, and full scene export. 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Every stroke becomes an outline, inner strokes become holes, freehand lines are cleaned up automatically.\n- **Trace a 3D model**: select any mesh or sculpt and Silhouettes from Object turns its front and side profiles into crossing plates.\n- **Slice a 3D model**: Slices from Object cuts real cross-sections that slot together, as a profile with ribs or as a sliceform grid.\n- **Load an example**: Aircraft, House and Rocket ship in the panel, ready to cut and print.\n\n### JOINTS THAT JUST HAPPEN\n\nOne click detects and cuts every joint implied by the current layout:\n\n- **Cross-laps**: upright x upright at any angle, slot width corrected for oblique crossings\n- **Slots, tenons and bridged notches**: wherever a silhouette meets a deck, chosen to suit the shape so tall pieces never lose their tips\n- **Stand tabs and through mortises**: pieces lock into their base plate\n- **Radial star tabs**: three or more plates sharing one axis, for trees, rockets and ornaments\n\nA plan solver guarantees no piece is ever cut into two islands, and every pair of assembled pieces is boolean intersection-tested: you get **no assembly collisions** or an exact mm3 warning. What you preview is what you can physically build.\n\n### REAL PRINT TOLERANCES\n\nEvery dimension derives from your nozzle and layer height, using PrusaSlicer's shipped per-nozzle extrusion widths, not the naive 110% of nozzle.\n\n- Four fit presets: Tight, Snug, **Standard** (holds without glue) and Loose\n- Card thickness snapped to whole layers, sprue gates in whole layers\n- Printer presets for Bambu Lab, Prusa, Elegoo, Creality, Anycubic, Sovol, Qidi and Voron\n- One click sets your scene to millimetres, without touching a single vertex\n\n### CARDS WITH CHARACTER\n\nFour frame shapes: classic **Rectangle**, **Circle**, **Hug** (the frame flows around your parts) and **Custom**: draw any closed shape and it becomes the card.\n\nEvery piece gets one to six sprue arms, straight to the frame where a clean run exists, otherwise to a neighbouring piece. Arms never cross or crowd each other and end flush against the frame, so there are no overlaps or holes. The arms are separate editable objects: move them, delete them, duplicate them, or tune neck, body and height and press Rebuild Arms. Arm tips stay inside each piece, so no gate pokes out and marks your first layers.\n\n### COLOUR 3MF, DONE RIGHT\n\n- One colour object per piece plus the frame, with the extruder map baked into the file\n- Bambu Studio assigns a filament per piece automatically; PrusaSlicer reads the same standard configuration\n- Zero colour overlap by construction: frame and sprues are trimmed flush against the pieces\n- Manifold-verified on export, plus a plain single-colour STL fallback\n\n### COMPATIBILITY\n\n- Blender 4.2 LTS and newer (tested on Blender 4.5 LTS and 5.2 LTS) on Windows, macOS and Linux\n- Installs as a modern Extension (drag the zip into Blender) or with the legacy Install button\n- No external dependencies: one self-contained add-on, nothing to pip install\n- **Field-tested on Bambu Lab (primarily), Elegoo and Creality printers**, with colour mapping verified in Bambu Studio. PrusaSlicer reads the same standard 3MF configuration and is expected to work, but has not been print-tested yet.\n\n### GOOD TO KNOW\n\n- Single-plate output for now, no multi-plate nesting yet\n- Shelf packing is simple; if pieces do not fit you get a warning to enlarge the card or scale them down\n- No stained glass, engraved text or image tracing yet: vectorise an image and import the SVG instead\n- Keep your slicer's elephant-foot compensation on (it is on by default in Bambu Studio), or first-layer slots come out a touch tight\n\n### INSTALLATION\n\n- Download the zip\n- Blender 4.2+: drag the zip into the Blender window, or Edit \u003e Preferences \u003e Add-ons \u003e Install from Disk\n- Open the sidebar with N and pick the **Kit Card** tab\n- Press Set Up Scene for 3D Printing, load an example, then Detect Joints \u0026 Cut\n\n### QUICK START GUIDE AND TUTORIALS\n\n- **Quick start guide (PDF)**: a slide guide with real screenshots that walks the whole workflow, from where the panel lives to the 3MF export, plus a page of what to do if something looks wrong. It is part of the download.\n- **Inside the add-on**: every section of the panel has an expandable How it works box, so the explanation sits next to the button.\n- **Video walkthroughs**: a full guide plus shorter videos on colours and on the pattern preview. Message me through this store and I will send them to you.\n\n### MADE BY A PERSON, AND VERIFIED BY MEASUREMENT\n\nI am Alessia (TastyVoxels). I have been writing code since long before generative tools were mainstream, and everything that makes this add-on work is an engineering decision: the nozzle-derived tolerance model, the joint taxonomy, the solver that keeps every piece in one island, the radial star geometry, the pairwise collision audit. I specify it, I break it, I fix it, I print it.\n\nI use AI assistance the way I use every other tool in my pipeline: it writes code with me, and it translates my documentation into English, which is not my first language. What I do not delegate is judgement. Every behaviour is checked against numbers:\n\n- clearance 0.200 mm at a 0.4 nozzle, exactly half the nozzle diameter\n- cross-lap and slide-in slots measured at 2.000 mm on the produced meshes\n- card thickness 1.800 mm = 9 whole layers; sprue gates = 3 whole layers\n- every exported body checked watertight, single-shell, zero degenerate triangles\n- every pair of assembled pieces boolean-tested for collisions: 0.00 mm3\n\n### NO AI INSIDE THE PRODUCT\n\n**Rego Kit Card ships no AI.** No model, no inference, no telemetry, no network access, no data collection. It is deterministic geometry code that runs entirely offline on your machine.\n\nThe imagery on this page is rendered in Blender (Cycles) from the add-on's real output, with layout and typography done in HTML and CSS.\n\n### PATTERNS: TECHNOLOGY PREVIEW\n\nSurface patterning is included as a **preview**: 51 printable patterns applied to the top face, the bottom face, both, the side walls, or the whole object. 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See high-density areas instantly and decide exactly what to keep or dissolve.\n\nInstant LOD Generation: Create perfect Level of Detail chains (LOD0 to LOD5) in seconds to hit your game's performance budget effortlessly.\n\nGame Ready Prep: Automatically aligns origins, applies scale/rotation, and prepares auto-sharp seams for baking tools like Substance Painter and Marmoset Toolbag.\n\nSpecialized Sub-Tools:\n\nTri / N-Gon Fixer and Smart Quad: Rebuilds problematic topology into cleaner layouts.\n\nPlanar Bulldozer: Simplifies large flat regions without losing the overall form.\n\nFinal Normals and Auto UV: Eliminates shading artifacts and generates quick UV layouts automatically.\n\nIdeal For\n\nGame Assets and Environment Art (Unreal Engine 5, Unity, Godot)\n\nPhotogrammetry and Raw 3D Scans\n\nHard Surface and CAD Models\n\n3D Asset Publishing and Store Management\n\nFreelance and AAA Production Workflows\n\nCompatibility and Product Details\n\nBlender Versions: Blender 4.2+, Blender 5.2+ (and future versions)\n\nTarget Engines: Unreal Engine, Unity, Godot\n\nWhat's Included in the Package:\n\nMeshFlow PRO Add-on (.zip file)\n\nStep-by-Step Installation Guide\n\nQuick Start Documentation and Best Practices\n\nFree Lifetime Updates for all V1.x releases\n\nBuilt for Artists Who Want Results, Not Cleanup Work\nSpend less time fixing topology and more time creating. Get MeshFlow PRO today and speed up your production pipeline instantly!\n\n------------------------------------------------------------------\n\nAsset Credits, Licensing and Optimization Notice:\n\nThe original high-poly 3D models showcased in specific preview images are utilized under the Creative Commons Attribution 4.0 International (CC BY 4.0) license. \n\nDetailed asset attributions and source files are specified below:\n\n1. Meshy AI Sourced Assets (CC BY 4.0):\n-  features the Japanese Oni Mask asset.\n-  features the Fox asset.\n-  features the Warrior Bear, Stylized House, Robot, and Viking Shield assets.\nOriginal Source: Generated by and sourced via Meshy AI.\n\n2. Public Domain \u0026 Free Royalty-Free Test Assets:\n- All other showcase models (including the Robe/Gown, Mace, Barrel, Rocks/Flowers, Helmet/Urn/Chest, and Terrain Scan) are royalty-free, public domain, or open-source community assets used strictly for software benchmarking and technical optimization demonstrations.\n\nHow these previews were created:\nAll raw high-poly meshes were processed, cleaned, and decimated directly inside Blender using MeshFlow PRO. The \"Before and After\" results, poly-count reductions (e.g., from 375K or 537K down to game-ready counts), and LOD variations demonstrate the non-destructive topology preservation and professional optimization pipelines of the MeshFlow PRO add-on.\n\nDisclaimer: The original 3D asset files are not included in this product package and belong to their respective creators. 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Blender evaluates that cutter **once**. The top lid and the bottom lid get the same mesh, and there is no way to say *\"for Top, skip the bottom cut; for Bottom, skip the top cut\"*. So you duplicate the cutter, and from then on every change to the object has to be made twice.\n\nIf Bool adds the if that was missing. A rule on the tool says: *when Top uses me, this modifier is Off; when Bottom uses me, that one is Off.* Edit the tool once and both lids update, each on its own branch.\n\n### The one-click pocket\n\nPick the object to store and the body (or its two halves) in three fields, so the order you click things in never matters, and press one of three buttons. **Snug** is the object's shape plus your clearance, a perfect fit (an object with undercuts then needs a split to go in). **Exact** keeps only a minimal gap, half a voxel that shrinks as the quality rises, for embedding in clear resin: suspended to the eye, a separate body in fact. **Insertable** sweeps the shape toward the opening so the widest part never has to pass a narrower one: no undercuts, prints and closes with no other split. In every mode the cutter is cut at the line where the halves meet, each half gets its own side, every body gets its Boolean, on the solver you choose: Exact by default.\n\n**Quality and optimization.** A panel of its own, with two rows of buttons from 0 to 10. Increase quality makes the pocket follow the object more closely, for dense sculpts; Optimize mesh keeps fewer polygons, for faster Booleans. Preview New Quality shows the result while you can keep editing; Apply New Quality fixes it and makes the scene fast again. My Preset saves your mode and levels, so the whole pocket takes one press, non-destructive unless you tick Apply at the end.\n\n**Choose the Boolean solver.** Three buttons in the same panel, no modifier to open: Exact, the default, slower but safe on imperfect meshes such as open scans and overlapping parts; Fast, the Float solver, for clean simple meshes; Manifold (Blender 4.5 and newer), the fastest, for clean closed meshes. My Preset remembers your choice.\n\n**Fields and START (new in 2.2.0).** Object to store, Body (or Top half) and Bottom half each have their own field, Fill from Selection copies the selection into them so you can check the names, and the pocket buttons stay greyed out until the fields make sense. No body yet? Choose Box, Cylinder or Sphere, set the wall in millimeters and press START: you get a block already split into Top and Bottom around your object, ready for Snug, Exact or Insertable. Objects scaled in Object Mode (an STL imported at the wrong size, scale not applied) get the same pocket as unscaled ones.\n\nThe channel of an Insertable pocket always breaks the surface, so the part can be dropped in from outside and the print needs no support inside the cavity.\n\n### Rules, not duplicates\n\nSelect the targets, then the tool, and press **Add Rule for Selected Targets**. For each target, set every modifier of the tool to Inherit, On or Off. **Solo** keeps one and switches off the rest. Give each target a Boolean that uses the tool and If Bool wires it to the right branch. Rules nest: a cutter inside a cutter with a rule for the same target resolves to the same target, however deep the chain goes.\n\n### Everything stays live\n\nBehind each rule If Bool keeps a hidden variant per target: it **shares the tool's mesh data**, is parented to the tool and carries a copy of the stack with the rule applied. Edit mode on the tool edits every variant. Move the tool and they move. Change a modifier value, add one, remove one: with **Auto** on, the variants rebuild on the next update. Nothing here is a new kind of modifier. What you get is exactly what Blender gives when the copies are built by hand.\n\n### One tool, different values per target\n\nA rule is not only on and off. On the same rule you can set **values for that target alone**: a modifier property (a number, an integer, a checkbox) and the value this target should see, and **shape key values** for this target. One Displace can grow 0.2 mm for the lid and 0.8 mm for the bottom. One sculpted tool can hand a different key mix to each half. Armature poses stay shared: a variant shares the tool's data, so use a shape key or a second modifier when two targets must be posed differently.\n\n### Manifold Everywhere\n\nOne click switches every Boolean feeding the object you are carving (target, variants, nested cutters) to the **Manifold** solver: usually the biggest single speed-up over Exact, and no remesh pass is needed as long as the operands are closed.\n\n### Check Chain\n\nOne line per object in the chain: evaluated vertex count, modifier count, **non-manifold edges on the evaluated mesh** (what the Boolean actually receives), and a warning where a voxel Remesh is producing hundreds of cells per side or a Boolean is still on Exact. Click a line to select the offender.\n\n### Freeze while you work on the box\n\nBake the variants into static meshes while you iterate on the box; the tool stays live and Thaw brings the variants back in sync.\n\n### Try it in one click\n\n**Load Example: Two-Part Box** builds the whole case in a new collection: a monkey head, a cutter shaped after it, a bottom part and a top lid that each carve their own half of the pocket, and a locating lip that is a ridge on the bottom and a clearance groove on the top.\n\n### Bool Cleaner\n\n**Add Weld Guard to Chain** puts a Weld at the top of every object in the chain, so near-duplicate vertices never reach a Boolean. **Analyze Result** counts shells, crumbs, non-manifold and open edges, and loose geometry. **Make Clean Copy** welds, drops loose geometry, fills holes, fixes normals, deletes every crumb and, if you ask, voxel-rebuilds the copy into one solid. The original is hidden, never deleted.\n\n### Remove the rule, get your file back\n\nA rule removed deletes its variant and points the target's Boolean back at the tool. The tool, its mesh and the targets are never modified.\n\n### What people use it for\n\n- **Cases and inserts** for devices, tools and electronics: a cradle shaped after the real geometry, with the clearance you chose and a channel that reaches the opening. Controllers, cameras, hand tools, a PCB with its connectors, a battery pack: change the model and every cavity follows.\n- **Two-part containers, surprise eggs and toy capsules**: one cutter shaped after the toy, a rule per half, and a lip that is a ridge on one half and a groove on the other.\n- **Moulds and negatives for casting**: soap and candle moulds, silicone and resin casting, jewellery masters, sand or investment patterns. Adjust the shrinkage allowance once and both halves update.\n- **Packaging, display and storage**: blister-style trays, drawer organisers, cable and screw trays, display bases.\n- **Renders that are satisfying to watch**: an object sinking into its own live pocket, frame by frame.\n\n### What it is NOT\n\n- A rule switches modifiers on and off per target, and sets per-target values for single-value properties (float, integer, checkbox) and shape keys. Vector and colour properties are not overridden yet, and an armature pose is shared.\n- Targets are wired through **Boolean modifiers with an Object operand**. Collection operands and Geometry Nodes inputs are not rewired.\n- Variants are real hidden objects in the *If Bool Variants* collection; remove the rule rather than deleting them by hand.\n- Renaming a modifier on the tool resets its per-target state to Inherit.\n- The Manifold solver needs closed operands and Blender 4.5 or newer.\n\n### Requirements\n\n- Blender **4.2 LTS or newer** (extension format); Manifold Everywhere from **4.5**\n- Windows, macOS, Linux\n- No internet connection required, ever\n\n### No AI inside the product\n\nIf Bool contains no artificial intelligence and no machine learning, and it has no network code at all: no telemetry, no analytics, nothing leaves your machine.\n\nOn the development side I use AI tools the way I use every other tool in my kit, for coding assistance and for translating my documentation into English, which is not my first language. I have been programming since long before generative tools were mainstream, I read every line that ships, and I take full responsibility for the code. The **224 automated checks** are there so the claims on this page are measured rather than asserted.\n\nUpdates are included for good: buy once and every future version is yours. 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Whether you’re an artist, a marketplace seller, or a team sharing tools internally, Addon Generator automates the process so you can focus on creating.\nHow It Works\nSelect Your Node Group – Pick any Geometry Node group from your .blend.\nAutomatic Interface Mapping – The add-on detects all exposed parameters and builds a matching N-Panel UI.\nLive Preview – See exactly how the add-on will look and behave before exporting.\nOne-Click APPEND – Instantly applies the node group as a modifier to the active object.\nExport as ZIP – Packages your node group and UI into a ready-to-install Blender add-on.\nFeatures\nAutomatic UI Creation – Parameters are mapped directly from the node group (no manual coding).\nInstant APPEND – Apply your Geometry Nodes to any object in one click.\nInstallable ZIP Export – Generates a distributable add-on package that includes your node group.\nLive Panel Preview – See your UI exactly as users will.\nError-Safe – Only shows properties that actually exist; gracefully handles empty/missing parameters.\nPerfect For\nMarketplace Sellers – Convert Geometry Nodes into ready-to-sell Blender add-ons.\nTeams – Share node setups with consistent, easy-to-use interfaces.\nTool Libraries – Keep GN setups as installable add-ons for quick reuse.\nDocumentation\n1) Select Your Geometry Node Group\n- In the Node Group dropdown, choose the Geometry Nodes setup you want to convert into an add-on.\n- Only exposed parameters from the node group will appear in the final add-on's UI.\n2) Fill Add-on Info\nAddon Name → This becomes the add-on’s display name in Blender.\nAuthor → Your name or brand.\n3) Preview the UI\n- Click APPEND (PREVIEW) to temporarily add the node group as a modifier to the active object.\n- See exactly how the parameters will appear in the final add-on’s N-Panel UI.\n4) Export as ZIP\n- Click Export as ZIP.\n- When prompted, enter a file name and click OK.\n- The ZIP includes your node group and the generated Python add-on.\n5) Install Your Add-on\n- Go to Edit → Preferences → Add-ons → Install...\n- Select the exported .zip file.\n- Enable your add-on in the list.\nTip: Perfect for packaging your Geometry Nodes setups into professional, distributable add-ons for clients, marketplaces, or personal tool libraries.","imageAlt":"Addon Generator - 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Blender either refuses it, or opens a grey mesh with the colours gone. You wanted to change one thing and print it - instead you are rebuilding materials by hand.\n\n**3MF Magic Solver** (\"3Mffer\") is the round trip. Drag the file into the viewport and the model arrives with everything it carried: colour groups, base materials, and the actual painting from Bambu Studio or PrusaSlicer, face by face. Click one preset and the model is painted from its own geometry. Export, and the slicer opens it coloured - not a grey blob you have to paint again.\n\n**Any coloured model, not only a 3MF.** An OBJ or GLB scan with a photo texture, an FBX game asset, a PLY with a colour per vertex: Blender's own importer opens it, 3Mffer puts it in millimetres and captures the colour out of its materials, per triangle corner, so the texture becomes printable paint. Capture Colour from Materials does the same for any mesh already in the scene.\n\n**No tutorials, go fast.** The panel is a five-step to-do list and each step ticks itself when it is really done: scene in millimetres, model loaded, painted, filaments within your slot count, exported.\n\n### Import that actually reads the file\nA 3MF is a zip holding one or more models, a palette and - when it came out of a slicer - the painting itself. All of it is read:\n\n- \u003cbasematerials\u003e with a displaycolor per material;\n- \u003cm:colorgroup\u003e, what Bambu Studio calls \"standard 3mf colour import\";\n- paint_color, the PrusaSlicer / Bambu Studio MMU painting, decoded down its whole recursive split tree so the filaments land on the same faces they were painted on.\n\nObjects made of \u003ccomponent\u003e references are flattened with their transforms - what the author modelled is what you get - and a Bambu, Orca or Creality project that hides its geometry in 3D/Objects/object_N.model is followed there. When the project declares its spools, the real filament colours come across with it. A 500 000-triangle painted Creality project imports in about 23 seconds with its palette intact.\n\n### Paint in one click, from the shape itself\nNineteen presets, no UVs, no textures, not one brush stroke. The colour comes out of the geometry:\n\n- **curvature** tells a crevice from a ridge - and it is normalised on the model's own 90th percentile, so a soft organic sculpt and a hard-edged mechanical part both use the full range instead of washing out;\n- **thickness** finds the walls too thin to print;\n- **ambient occlusion** finds what sits buried in shadow;\n- **outward**, **height** and **normal** fields do the rest.\n\nWeathered rock, carved wood, gilded relief, mossy stone, lava, ice, antique silver, water and jewels, terrain, edge highlight, two-tone... and two that are diagnosis rather than decoration: **thin-wall check** and **backlit**, which colours the model by how much light gets through the wall.\n\nEvery button carries a chip made of that preset's own filaments, so you see the palette before you click. **Filament slots** folds a richer preset down to the number of spools you actually own, closest colours merged first.\n\n### Bring your own texture\n\nWhere the presets read the shape, this reads space: a texture sampled in millimetres, so **a 40 mm tile is 40 mm on the printed part** whatever the size of the model.\n\n**Load your own image** - a licensed wood or stone photo, a scan, a height map, your own artwork - and it is wrapped **triplanar**: no UVs, no unwrapping, no seam. That matters, because a 3MF that came out of a slicer almost never carries usable UVs, and nobody should have to unwrap a downloaded model before they can put a texture on it. Paint with the photo's own colours, or use it as a pure height map and carve it in.\n\n**Brick, cells, marble, clouds, brushed metal, stripes and rings** are built in for before you have picked an image - brick is the default because a running bond with mortar joints is pure geometry, which is what a procedural is genuinely good at. Depth can be negative, so the joints go *in* and the bricks stand proud.\n\nNothing here is destructive. The untouched vertex positions are stored on the mesh, so **Reset Shape** always puts the surface back; relief measured from the original never stacks on itself; and **Clear Paint** restores the colours the file arrived with, not a flat grey.\n\n### Printable relief\nThe same fields, moving the surface instead of colouring it: emboss the ridges, engrave the crevices, deepen the recesses by a millimetre you choose. Detail that survives even a single-filament print.\n\n### Export: five containers, because one is never enough\n- **Colour 3MF** - standard 3MF plus a colour group, one object made of components, no Metadata folder. The slicer creates a filament slot per colour it finds. The universal one.\n- **Painted 3MF** - a real paint_color per triangle plus the extruder map. The model opens **already painted**, ready to slice. Filament 1 is the object's own extruder and carries no attribute at all, exactly as the slicers write it themselves.\n- **OBJ + MTL** - per-vertex colours in the OBJ, faces grouped per filament, MTL alongside. **Past four filaments this is the one that works**: the slicers read the colours from the vertices, not from the MTL, and their colour dialog opens fully populated.\n- **STL** - geometry only, for a one-filament print.\n- **Full-colour 3MF** - the whole colour, no palette. A captured texture is embedded as a texture (m:texture2d + a m:tex2coord per corner, the PNG in the zip), anything else as one colour per vertex. For UV inkjet, binder jet and PolyJet printers, and viewers. Reads back in lib3mf, the 3MF Consortium's reference library, with zero warnings. FDM slicers open it as geometry.\n\nPaint that lives per triangle corner (a captured texture, a slicer's own painting) picks the filament per triangle from its own three corners, so a colour edge lands on the triangle edge instead of one triangle out.\n\nPlus **Bake Paint into Material Slots**: one material per filament, which is the currency the rest of the pipeline speaks.\n\n### Is it printable? Three repairs, gentlest first\nSlicers refuse a mesh with holes, zero-area faces or edges shared by three faces, even when it looks perfect in Blender. **Check Mesh** counts them and changes nothing. Then **Quick Fix** (weld, loose bits, zero-area faces, small holes, normals out), **Deep Fix** (repeated until nothing changes, plus duplicate faces and inner walls removed, crowded edges pruned back to two faces, every open loop capped, the big ones too) and, as the last resort, **Rebuild Solid**: a fresh closed skin on a voxel grid with the colours carried over and the old mesh kept as a hidden backup, for crossing surfaces and overlapping shells that no edge repair can touch. The first two are kept only where they measurably help; a clean mesh is left untouched.\n\n### It plays with the other Rego add-ons\nInstall **RegoSplit** or **Rego Kit Card** and two more buttons appear. *Hand to RegoSplit* bakes the paint into material slots and passes the model over for Split with Pins, or Separate by Color when your printer has no AMS. *Hand to Rego Kit Card* traces it into flat plates that snap together on one card. No re-export, no round trip through disk.\n\n3Mffer imports and paints. 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I then had to re-create the HDA contents in a new subnetwork. This tool potentially fixes that. Also saving by accident a scene that had a HDA imported with a lower license meant that the scene had to be redone or reverted to an older version. This also fixes that since you can export to txt and re-import that txt back in a different instance of Houdini. (The exported txt file is 100% python.)\n\nThis tool:\n\n- Exports selected HDAs, all HDAs or all nodes (the HIP file) to a .txt file\n- Converts selected HDAs or all HDAs to subnetworks\n- Imports txt files to your scene to a .txt file with an option to automatically re-create the HDA again on import\n\nThe import-\u003e convert to HDA is tied to your Houdini license, so if you're in a limited/non-commerical instance of Houdini in which you're importing, it'll create either a hdanc or hdalc.\n\nContent :\n1 HDA that can be installed in any Houdini scene. Tested on Houdini 19.5 on both Windows and Linux.\n\nWorkflow:\n\n- Install/create HDA_ConvertHDA in your scene\n- Set mode and parameters\n- Make selection if applicable, select (with shift) the convert HDA as the last one so you see the parameter interface again\n- Press 'Go'\n\n\nParameters - Export:\n\n- ExportSelected(HDAs only) - Exports the HDAs from your selection to txt (except HDA_ConvertHDA)\n- ExportHDAsInScene - Exports all HDAs in your scene to txt (except HDA_ConvertHDA)\n- ExportEntireScene - Exports all nodes in your scene to txt (except HDA_ConvertHDA)\n- folderExportTxt - the folder where the txt files are written to. The filename of the txt file is either based on the source HDA, parent geometry and/or scene name, depending on which node you're in.\n\n\nParameters - Convert (to subnet):\n(for HDAs with more then 4 inputs, use export/import txt or redesign it so it only uses 4) Basically an undo for HDAs, it converts it to subnetworks .\n\n- ConvertSelectedHDAs - Converts the HDAs from your selection to subnetworks\n- ConvertHDAsInScene - Converts the HDAs in your scene to subnetworks\n- ConvertHDAsInFolder - Converts all HDAs in this folder to subnetworks\n- (Toggle) KeepHDA - keeps the hda and creates a subnetwork next to it\n\n\nParameters - Import\n\n- ImportOneTXT - imports the txt file from the parameter 'FileToDo'\n- ImportTXTsInFolder - imports the txt files from the parameter 'FolderToDo'\n- ConvertTXTtoHDA - after importing the txt file, converts the subnetworks (based on suffix _ConvertMeBackToHDA to HDAs\n- \n\nKnown bugs/issues\n\n- Limited support for HDAs outside of SOPS, this is work 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Align selected objects to matching points in your scene using either a 2-point or 3-point workflow.\nDuring point picking, the viewport displays cyan source points (1A, 2A, 3A), orange target points (1B, 2B, 3B), and yellow lines connecting each matching pair.\nFeatures\n- 2-Point Align: Align using two source points and their matching target points. The selected object’s original up direction is used to keep roll as consistent as possible.\n- 3-Point Align: Use three matching point pairs; the third point defines the alignment plane and resolves roll.\n- Visual point labels and pair connections in the viewport.\n- Auto Scale: Uniformly scales the selection based on the distance between points 1 and 2. Enabled by default.\n- Target Normal Offset: Adjusts the final placement along the target plane’s normal.\n- Supports aligning multiple selected objects together.\n- Press Esc or right-click to cancel while picking points, before the objects are transformed.\nHow to use\n1. 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Enable 3D Snaps before picking points.\nPackage includes: The MAXScript, installer, toolbar icon, and installation guide.\nVersion: 1.1.0\nAuthor: Behnam Mansouri\nInstagram: Mansouri.Visualizer\nEmail: Mansouri.Visualizer@gmail.com","imageAlt":"2Pt 3Pt Alignment Script for 3ds Max","url":"https://www.cgtrader.com/3d-models/scripts-plugins/modelling/2pt-3pt-alignment-script-for-3ds-max","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/0ckl89bl5r5sbhdlhk9cfa0ezwpl/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/BM_2Pt_3Pt_Align_CGTrader_Banner%20copy.jpg","gridUrl":"https://media.cgtrader.com/variants/0ckl89bl5r5sbhdlhk9cfa0ezwpl/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/BM_2Pt_3Pt_Align_CGTrader_Banner%20copy.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/0ckl89bl5r5sbhdlhk9cfa0ezwpl/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/BM_2Pt_3Pt_Align_CGTrader_Banner%20copy.webp","width":306},{"url":"https://media.cgtrader.com/variants/0ckl89bl5r5sbhdlhk9cfa0ezwpl/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/BM_2Pt_3Pt_Align_CGTrader_Banner%20copy.webp","width":612},{"url":"https://media.cgtrader.com/variants/0ckl89bl5r5sbhdlhk9cfa0ezwpl/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/BM_2Pt_3Pt_Align_CGTrader_Banner%20copy.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/3d-models/scripts-plugins/modelling/2pt-3pt-alignment-script-for-3ds-max","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":216,"name":".jpg","is_native":false},{"id":110,"name":".ms","is_native":false},{"id":215,"name":".png","is_native":false}],"categorySlug":"scripts-plugins","subcategorySlug":"modelling","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Modelling","schemaImageUrl":"https://img-new.cgtrader.com/items/7618967/7cbce793d0/2pt-3pt-alignment-script-for-3ds-max-3d-model-7cbce793d0.webp","saleOffDiscount":0,"eligibleForSubscription":true,"subscriptionSubscribed":true,"subscriptionPotential":false,"subscriptionTierBand":"premium"}},{"id":"1909571","type":"listingItem","attributes":{"id":1909571,"title":"Glass Cup","price":0.0,"description":"3D modelled Glass cup created with Blender version 2.8. and rendered on Cycles engine.\nModel took about 2days to complete.\ncylindrical mesh for cup object, with about 11066 vertices and is subdivision ready\nresolution of object is 1920p * 1080p\nAvailable in obj, fbx format.\n\nThis CGI model is game-ready and low-poly and is uploaded in material texture. 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Designed to eliminate the tedious, error-prone process of manually hunting down forgotten helper objects, stray splines, unused layers, test cameras, and unwanted light sources across massive multi-thousand-object scenes, this tool delivers comprehensive scene hygiene at the press of a button. Whether you are archiving finished projects, handing off clean assets to clients, or optimizing heavy architectural CAD scenes for rendering, 3Ds Max Project Cleaner v1.3 guarantees lightweight, production-ready files.\n\n**Key Features:**\n\n- **Structured 4-Step Final Check System:** Guides your scene through a rigorous, multi-stage cleanup and verification protocol, ensuring zero unwanted clutter remains before final archiving or client delivery.\n- **One-Click Spline and Line Removal:** Instantly purges all stray construction lines, forgotten vector paths, and unnecessary spline structures from the entire scene in a single action.\n- **Architecture-Optimized Cleanup Engine:** Purpose-built to handle dense architectural visualization files cluttered with residual CAD layers, imported linework, and construction geometry.\n- **Unused Layer and Hierarchy Purge:** Automatically detects and removes empty, forgotten, or redundant scene layers to maintain an impeccably organized project structure.\n- **Global Light Source Deletion:** Instantly strips all light elements from the scene when preparing clean geometry for export to external rendering engines or asset marketplaces.\n- **One-Click Camera Removal:** Rapidly clears out test cameras, cinematic rigs, and target viewports with a single command.\n- **Lightweight and Intuitive Interface:** Features a clean, straightforward UI designed for rapid execution without breaking your production flow.\n\n**Why Choose This Tool?**\n\n- **Guaranteed Client-Ready File Hygiene:** Prevents embarrassing amateur oversights, such as stray construction lines, hidden test lights, or messy layer structures, from making their way into final client handoffs or marketplace submissions.\n- **Dramatic Reduction in Manual Labor:** Replaces hours of manual outliner searching, selection filtering, and layer management with instantaneous automated cleanup routines.\n- **Essential for Large and Complex Scenes:** Indispensable for managing heavy architectural walkthroughs, sprawling game environments, and dense visualization projects where manual cleanup is impractical.\n- **Optimized Export and Archive Preparation:** Ensures cleaner .FBX, .OBJ, and native .MAX exports by stripping non-renderable helper clutter, significantly reducing file sizes and improving downstream stability.\n\n3Ds Max Project Cleaner v1.3 serves as an indispensable final-stage utility for any professional working inside Autodesk 3ds Max. Over the course of a project's lifecycle, modeling, importing CAD files, testing lighting setups, and blocking out environments inevitably leave behind hundreds of orphan layers, stray splines, backup cameras, and unrendered light fixtures. Delivering a messy scene to a client, an external studio, or a digital asset store can disrupt pipelines and compromise professional presentation. By executing a thorough, structured four-step audit and purge, this utility restores pristine organization to your workspace instantly.\n\nEngineered to integrate seamlessly into Vampawn Entertainment’s comprehensive ecosystem of Autodesk 3ds Max productivity tools, alongside the Export Manager, Attach and Group Tool, Pivot Controller, and Quick Control Tool, the 3Ds Max Project Cleaner v1.3 operates natively without external plugin overhead. Whether you are an architectural visualization freelancer finalizing a massive interior rendering or a game developer packaging clean modular kitbash packs for commercial sale, this reliable utility ensures your 3ds Max projects remain lean, professional, and fully optimized.\n\n**Technical Overview**\n\n3Ds Max Project Cleaner v1.3 is a lightweight scene cleanup script for Autodesk 3ds Max that operates natively, without external plugin overhead. It guides your scene through a structured 4-step final check and offers one-click commands to remove all splines and lines, purge empty, unused or redundant layers, delete all light sources and remove all cameras. The cleanup is designed for dense architectural visualization files with residual CAD layers, imported linework and construction geometry, and it strips non-renderable helper clutter for cleaner .FBX, .OBJ and native .MAX exports with smaller file sizes.\n\n**Ideal Use Cases**\n\n3Ds Max Project Cleaner v1.3 is a strong fit for archiving finished projects, client handoffs, marketplace submissions, optimizing heavy architectural CAD scenes for rendering, interior and exterior architectural walkthroughs, large game environments and packaging modular kitbash packs for commercial sale. It suits architectural visualization specialists, environment artists, technical directors, studio pipeline managers, freelancers and game developers who need lean, organized 3ds Max files before delivery.\n\nCreated by Vampawn Entertainment, 3Ds Max Project Cleaner v1.3 is ready to simplify your scene management and guarantee flawless project delivery. Get your cleanup utility today and work cleaner!\n\n**Copyright 2026 Vampawn Entertainment. 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Designed specifically for artists who rely on exact coordinate placement, clean transformation data, and rapid parameter resetting rather than imprecise viewport dragging, this intuitive tool streamlines scene management. 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Unfrozen transforms, lingering scale multipliers, and unaligned pivot coordinates are among the leading causes of broken game engine imports, faulty physics simulations, and distorted texture projections in Substance 3D Painter or Unreal Engine. By providing instant access to real-time parameter monitoring, precise numerical editing, and one-click transform resetting, this tool ensures your scene data remains pristine and production-ready at all times.\n\nBuilt to complement Vampawn Entertainment’s comprehensive ecosystem of 3ds Max workflow enhancements, including the Pivot Controller, Export Manager, Attach and Group Tool, and Auto Unwrap Tool, the 3Ds Max Quick Control Tool v1.7 operates natively without heavy external plugin dependencies. Whether you are packaging commercial marketplace assets, building complex architectural environments, or managing high-density game levels, this utility guarantees faster, cleaner, and more precise object control across every project.\n\n**Technical Overview**\n\n3Ds Max Quick Control Tool v1.7 is a lightweight script for Autodesk 3ds Max that operates natively, without heavy external plugin dependencies. A compact floating interface lets you enter precise numerical values for object position, rotation and scale, displays the active object's transformation data and scene details in real time, and provides three one-click buttons that reset Position, Rotation and Scale back to their default values. It replaces native transform dialogs and cluttered command panels without taking up valuable screen space or affecting viewport performance.\n\n**Ideal Use Cases**\n\n3Ds Max Quick Control Tool v1.7 is a strong fit for zeroing out transforms before exporting to game engines, cleaning up rotations and scale before skinning, aligning architectural components with exact coordinates, modular kitbash assembly, technical art pipelines and packaging marketplace assets. Clean transforms help avoid broken game engine imports, faulty physics simulations and distorted texture projections in Unreal Engine or Substance 3D Painter. It suits environment artists, hard-surface modelers, technical directors, visualization specialists, freelancers and studio teams working in Autodesk 3ds Max.\n\nCreated by Vampawn Entertainment, the 3Ds Max Quick Control Tool v1.7 is ready to elevate your precision, speed, and scene control in Autodesk 3ds Max. Get your utility today and model with absolute accuracy!\n\n**Copyright 2026 Vampawn Entertainment. 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I hope this provides you with the flexibility you need to realise your ideas and that you enjoy using them. \n\nThe above ears are all contained withing a single Vdm brush.\n\nI have also included objs of the ears (un retopogised, un-uvd) as well as the source Zbrush files and the  base mesh I have used to demonstrate the brushes in the promotional material.\n\nI actually find these ears one of the more useful VDMS as the forms would normally take some time, I hope you enjoy using them. \n\n\n\nfollow me on on twitter at https://twitter.com/Kris_Hammes for updates of new Products. \n\nIf you need help, have suggestions or just want to say hello join me on my discord server https://discord.gg/tCv4JWz","imageAlt":"3D Zbrush - Ear- VDM Brushes","url":"https://www.cgtrader.com/3d-models/scripts-plugins/modelling/zbrush-ear-vdm-brushes","isCLDApplicable":false,"isSaleOffApplicable":true,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/uVhWtusZ4afvkWq1bgZGFtio/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/Hushkal_VDM_Ear_Promo1.jpg","gridUrl":"https://media.cgtrader.com/variants/uVhWtusZ4afvkWq1bgZGFtio/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Hushkal_VDM_Ear_Promo1.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/uVhWtusZ4afvkWq1bgZGFtio/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/Hushkal_VDM_Ear_Promo1.webp","width":306},{"url":"https://media.cgtrader.com/variants/uVhWtusZ4afvkWq1bgZGFtio/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Hushkal_VDM_Ear_Promo1.webp","width":612},{"url":"https://media.cgtrader.com/variants/uVhWtusZ4afvkWq1bgZGFtio/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/Hushkal_VDM_Ear_Promo1.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/3d-models/scripts-plugins/modelling/zbrush-ear-vdm-brushes","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":12,"name":".obj","is_native":false},{"id":55,"name":".ztl","is_native":false}],"categorySlug":"scripts-plugins","subcategorySlug":"modelling","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Modelling","schemaImageUrl":"https://img-new.cgtrader.com/items/2488255/6a8e3804f4/zbrush-ear-vdm-brushes-3d-model-6a8e3804f4.webp","saleOffDiscount":50,"eligibleForSubscription":true,"subscriptionSubscribed":true,"subscriptionPotential":false,"subscriptionTierBand":"premium"}},{"id":"3173786","type":"listingItem","attributes":{"id":3173786,"title":"Male free branded ring","price":0.0,"description":"1) Stones - 1,5\n2) Weight - 13 grams\n3) Size - 18\nThe weight of the ring has been calculated for 14k Gold\nFeel free to DM! 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