Josef 'spacefrog' Wienerroither

3ds Max Specialist | Games & Tools Developer | Autodesk Expert Elite

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Author: spacefrog

Caveman animation re-rendered …

Caveman animation re-rendered …

spacefrog January 6, 2017January 6, 2017 3d Content

Here’s a rerender of my old Caveman animation using the 3ds Max’s built-in hair&fur solution and featuring dynamics  this time. There’s some hair -flickering going on. This might be the result of too high hair material glossiness or too low…

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PowerCoreTools: 3ds Max CPU management tool (Update: link fixed !)

PowerCoreTools: 3ds Max CPU management tool (Update: link fixed !)

spacefrog August 29, 2016September 7, 2016 3ds Max Plugins, Coding, Maxscript

PowerCoreTools V1.2 released ( Update : obsolete Link fixed ) Just released version 1.2 of my PowerCoreTools CPU managment script for 3ds Max A tool to control CPU usage while 3ds Max is rendering. Automatically sets process priority and affinity…

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Unity Demo Room Update to Unity 5 (Enlighten) & SSR

Unity Demo Room Update to Unity 5 (Enlighten) & SSR

spacefrog August 24, 2016August 24, 2016 Experiments, Unity

A quick update of my Unity Demo Room project: Rebuilt ligthmaps using Unity 5’s Enlighten GI engine, added some fancy realtime lighting effects and SSR ( deferred screenspace reflection ). Stay tuned for more updates and improvements over the coming…

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Outliner 2.1.6 SF: Compatibility release for Max 2017+

Outliner 2.1.6 SF: Compatibility release for Max 2017+

spacefrog August 9, 2016April 21, 2017 3ds Max Plugins, Coding, Maxscript

Here’s a 3ds Max 2017 compatible version of the great and famous Outliner scene management script by Pier Janssen. This version (2.1.6) now works with the latest 3ds Max release ( currently 3ds Max 2017 ) without crash on open.…

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MAXToA – Arnold for Max render plugin announced

MAXToA – Arnold for Max render plugin announced

spacefrog July 27, 2016October 29, 2017 3d Content, 3ds Max Plugins

Autodesk finally announced the MaxToA rendering plugin at Siggraph 2016. I had much fun testing this really capable renderer. Read more about it and the great achievement the 3ds Max devs were able to pull off in a relative short…

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MXSEditor V1.0 Final released…

MXSEditor V1.0 Final released…

spacefrog July 20, 2016September 7, 2016 3ds Max Plugins, Coding, Maxscript

I just released the first stable version of the Maxscript Editor control plugin MXSEditor. In short, it allows the Maxscript Editor to be controlled using maxscript and exposes the Editor’s internal SciTE API to maxscript. Addionally it lets you use…

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MXSEditor: The Maxscript Editor Control Plugin

MXSEditor: The Maxscript Editor Control Plugin

spacefrog June 9, 2016September 7, 2016 3ds Max Plugins, Coding, Maxscript

One of the first, larger C++ plugin projects for 3ds Max i started from the ground up was MXSEditor in 2011. This plugin exposes the complete maxscript editor and it’s internal Scintilla/SciTe text editor components to maxscript. Features include operating…

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Proof-of-Concept for a 3d Mobile Building Game

Proof-of-Concept for a 3d Mobile Building Game

spacefrog May 25, 2016June 13, 2016 Coding, Uncategorized, Unity

A client showed interest in developing a Realtime Strategy Title on Mobile and whether it would be feasible to do it in real 3d, not the usual 2d/sprite based manner. Hence i quickly drafted this proof-of-concept App ( which runs…

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Ultra-lowpoly Walkcycle Tests…

Ultra-lowpoly Walkcycle Tests…

spacefrog May 25, 2016May 25, 2016 3d Content, Unity

Here are two  character drafts i created some time ago for mobile games i started to develop…  

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ExploreX: persistent Scene Explorer positions for 3ds Max

ExploreX: persistent Scene Explorer positions for 3ds Max

spacefrog May 25, 2016September 7, 2016 Coding, Maxscript

ExploreX is a free Maxscript i released recently to support 3ds Max users in their day-to-day tasks. Max users will have noticed that since Max 2015, “Select From Scene” and other 3ds Max Explorer based dialogs introduced over the last…

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