hello. I want to buy this. but I have a question. the video shows that the plugin does not create the correct topology of the model. Do I need to edit the model after using the plugin? is there an option to immediately get a high-field model with the correct topology?
Hello, If you need a correct topology, yes you should edit the topology after using the plugin, however, since most objects are static and they do not deform, they don't need to have a perfect topology.
all the time when i try to aply polydamage show a popup win that say invalid boolean !and then show another popup say :check operands for self intersection ! pls help
Polydamage needs a closed mesh (the mesh that has no holes, open edges). Please make sure your model is closed and doesn't have any self intersection, also you can reduce the strenth to fix this problem.
Unfortunatly, this doesn't work in conjunction with modifiers from Rayfire (like Brick and Voronoi). Will there ever be a possibility to apply damage per-element in an object?
Hello, yes currently every object should have one element in it, But possibly you can explode the elements of your object to seperate objects. You can select them all and apply the damage at once.
Hello, I'm working with metric units and the damage results I'm getting are too rounded. Is there a way to set up the script to work on metric scale objects? For a example, a small 0.20 x 0.20 x 0.40 brick. Thanks!
Hello Maruo, Can you please make sure you have the latest version of PolyDamage for 3dsMax. The latest version is independent of the system units and there should be no difference between applying damage to a 10x10x10cm cube and a 100x100x100m cube. If you are already using the latest version, to reduce the rounded edges, you can adjust the edge_push and edge_relax settings.
I'm trying to figure out how to quickly create a low poly version of the damaged object for UVing. I can use the Retopology tool in max 2022,but maybe in the future update there can be an easier way.
You can use the same seed value and decrease the resolution to create a low poly version. It may not fit perfectly but it should be similar to the high poly one. Retopology tool or voxelremesh plugin seems to be better way.
Hi, you may need to tweak the values: resolution, edge push and noise. I recommend you draw a box approximately in your objects dimensions. Tweak the values on the box and when you are happy with it, you can apply to the original object. By "weird" do you mean a weird looking damage or some problem on the mesh?
@@PolyDesignTutorials imgur.com/a/XkN8gNa this is what I meant, I drew a box that close to yours at 3:53 with the same values but it looks very different
@@Thedeathofpeaceofmind Hi, can you please try these: resolution: 6.0 edge relax: 300 edge push: 0.7 It looks like your units setup is diplay:1mm systemunits:1mm. Polydamage works according to your 3dsmax system units so if you are in milimeters you may need to give a higher number for resolution and relax. I am working on a new update so it will not be dependent on the units, scale, etc... Please let me know if these settings above works for you.
Hello, here is a quick text to show what each parameter does. A new and full documentation will be available in next version, most of the settings will be different in next version. Resolution: If you try polydamage with a big ( it means for example 250 system units tall block) You should increase the resolution setting. Resolution setting determines the smallest edge length of damaged surfaces. So smaller value => more dense the topology => more resolution for surface detail => more time to calculate (if it is too small it may take forever.) Edge relax: If you see damaged flat surface but not damaged edges, you should increase this relax value. You can give big numbers as it works similar with the relax modifier iterations. Edge push: If you see too much damage on flat surfaces that you don't want (Sometimes it makes the surface noisy), increase edge push a little bit (maybe increase it 0.1 or 0.2). If you increase this edge push, you may need to also increase edge relax. Noise scale, noise strength, noise roughness: A 3d perlin noise is applided to the damaged surfaces. These three settings determines the noise values. For bigger objects, you may need to increase noise scale so it won't be too noisy. Planar edge removal: I recommend you always use this setting. It deletes the unnecessary edges. Random seed: To give variations to damage, each time you click apply damage, it will assign a new random seed value. You can save this number to get exactly the same noise as before. I hope this helps you, If you have any questions, please let me know.
No, we don't have a collection like that. There are two collections that include polydamage: www.cgtrader.com/3d-model-collections/top-selling-plugins www.cgtrader.com/3d-model-collections/mega-plugins-pack But if you want to purchase 3 of them, you can make a price offer and I can accept it :)
Settings may be too high. You should adjust the settings for faster result. There should be enough resolution in curved surfaces for better details. Flat areas can be low poly.
Hello Alive Studios, you may be using too dense resolution for your object. Can you please try adjusting resolution value so it may work better for your object. Resolution setting determines the edge length of damaged areas in system units so lower values makes the damage more detailed and causes more dense topology and it takes longer to calculate, higher values makes it less detailed but faster. I hope these will help you to achieve stable results.
@@PolyDesignTutorials what resolution should it be? I have put it at 10 still taking forever and freezes. Used to work so good for me but once i got to max 2021 its been nothing but trouble
@@alivestudios2024 The resolution depends on the size of your object and 3dsmax system units ( not display units as it may be different than system units ). For example, if your system units is 1 meter per 1 unit, and your object is 10 meters wide, a resolution around 0.25 meters would be fine. If it was working good at previous max versions but not good with 3dsmax 2021, system units may be the issue. Also we are working on an update which will make the resolution independent from units and object size.
Hello, you should firsr go to this link: www.cgtrader.com/3d-models/scripts-plugins/modelling/polydamage-for-3dsmax and then purchase the plugin. If you did it already there is a read me file in the downloaded folder. You can follow the steps.
I bought this today for Max 2024. It's really good. You certainly have to play with the resolution settings. But all in outstanding.
It's a really great script. I'd love to check this out!
Hi I like to see your comm here.
Guys he(oner oncer) is youtuber his channel gives lot of info on 3d
Finally purchased this script after a few years. Awesome stuff man
Is it not possible to apply the effect only to selected parts of the mesh? i.e.: select specific faces or edges only.
This is, seriously awesome
Eline sağlık kardeşim..Çok iyi olmuş..
Looks great! How does PolyDamage handle UV´s?
is there something like this for maya?
muy buenmo amigo!!!!genio!!gracias
Would a similar thing work for damaged wood?
Maya versión please? It´s amazing
What's the best way to smooth the end result? Using Feet as Units and edges are too rough/sharp. Turbosmooth looks like crap...
hello. I want to buy this. but I have a question. the video shows that the plugin does not create the correct topology of the model. Do I need to edit the model after using the plugin? is there an option to immediately get a high-field model with the correct topology?
Hello, If you need a correct topology, yes you should edit the topology after using the plugin, however, since most objects are static and they do not deform, they don't need to have a perfect topology.
all the time when i try to aply polydamage show a popup win that say invalid boolean !and then show another popup say :check operands for self intersection ! pls help
Polydamage needs a closed mesh (the mesh that has no holes, open edges). Please make sure your model is closed and doesn't have any self intersection, also you can reduce the strenth to fix this problem.
Unfortunatly, this doesn't work in conjunction with modifiers from Rayfire (like Brick and Voronoi). Will there ever be a possibility to apply damage per-element in an object?
Hello, yes currently every object should have one element in it, But possibly you can explode the elements of your object to seperate objects. You can select them all and apply the damage at once.
This is tremendous for us
Hello, I'm working with metric units and the damage results I'm getting are too rounded. Is there a way to set up the script to work on metric scale objects? For a example, a small 0.20 x 0.20 x 0.40 brick. Thanks!
Hello Maruo,
Can you please make sure you have the latest version of PolyDamage for 3dsMax. The latest version is independent of the system units and there should be no difference between applying damage to a 10x10x10cm cube and a 100x100x100m cube. If you are already using the latest version, to reduce the rounded edges, you can adjust the edge_push and edge_relax settings.
how to download this plugin please send link
The link is in the description. www.cgtrader.com/3d-models/scripts-plugins/modelling/polydamage-for-3dsmax
bloody good stuff
C'est incroyable.
I'm trying to figure out how to quickly create a low poly version of the damaged object for UVing. I can use the Retopology tool in max 2022,but maybe in the future update there can be an easier way.
You can use the same seed value and decrease the resolution to create a low poly version. It may not fit perfectly but it should be similar to the high poly one. Retopology tool or voxelremesh plugin seems to be better way.
somehow it only works with small objects ? When I tried on biggers objects it looks really weird, I've tried to change the parameters too
Hi, you may need to tweak the values: resolution, edge push and noise. I recommend you draw a box approximately in your objects dimensions. Tweak the values on the box and when you are happy with it, you can apply to the original object. By "weird" do you mean a weird looking damage or some problem on the mesh?
@@PolyDesignTutorials Yeah I've been tweaking the values too, but the surface of the box is always pitted
@@PolyDesignTutorials imgur.com/a/XkN8gNa
this is what I meant, I drew a box that close to yours at 3:53 with the same values but it looks very different
@@Thedeathofpeaceofmind Hi, can you please try these:
resolution: 6.0
edge relax: 300
edge push: 0.7
It looks like your units setup is diplay:1mm systemunits:1mm. Polydamage works according to your 3dsmax system units so if you are in milimeters you may need to give a higher number for resolution and relax. I am working on a new update so it will not be dependent on the units, scale, etc... Please let me know if these settings above works for you.
@@PolyDesignTutorials it works ! would you care to explain what each of the values do ? the only value I understand is resolution
so cool ,Can you make a Maya version?
i just purchased it because it looks great. is there any documentation that lets you know what each parameter does? i'm trying to figure it out.
Hello, here is a quick text to show what each parameter does. A new and full documentation will be available in next version, most of the settings will be different in next version.
Resolution:
If you try polydamage with a big ( it means for example 250 system units tall block) You should increase the resolution setting.
Resolution setting determines the smallest edge length of damaged surfaces. So smaller value => more dense the topology => more resolution for surface detail => more time to calculate (if it is too small it may take forever.)
Edge relax:
If you see damaged flat surface but not damaged edges, you should increase this relax value. You can give big numbers as it works similar with the relax modifier iterations.
Edge push:
If you see too much damage on flat surfaces that you don't want (Sometimes it makes the surface noisy), increase edge push a little bit (maybe increase it 0.1 or 0.2). If you increase this edge push, you may need to also increase edge relax.
Noise scale, noise strength, noise roughness:
A 3d perlin noise is applided to the damaged surfaces. These three settings determines the noise values. For bigger objects, you may need to increase noise scale so it won't be too noisy.
Planar edge removal:
I recommend you always use this setting. It deletes the unnecessary edges.
Random seed:
To give variations to damage, each time you click apply damage, it will assign a new random seed value. You can save this number to get exactly the same noise as before.
I hope this helps you, If you have any questions, please let me know.
nice work it is vera useful
This would be even more powerful if we had the ability to input custom noise
Currently you can adjust the noise parameters, but thanks, i added this idea to my todo list for the next version.
@@PolyDesignTutorials or even add our own displacement map.
Also, can I select polygons or edges of an object and only damage the selected parts but not the entire object?
amaizing tool!
beautiful thanks you
Poly Damage, Poly Slicer, Poly Cloth, all in one Package, right?
No, we don't have a collection like that. There are two collections that include polydamage:
www.cgtrader.com/3d-model-collections/top-selling-plugins
www.cgtrader.com/3d-model-collections/mega-plugins-pack
But if you want to purchase 3 of them, you can make a price offer and I can accept it :)
@@PolyDesignTutorials allright, thanks.
works for lowpoly models?, i mean with a normal map
Can it randomize the seed for multiple selections - eg; each brick in the wall?
Yes if you check random seed checkbox, it will generate random seed per object
Cool! Are you planning to make a modifier, maybe MCG? That would be great!
This is applied as a modifier. You can enable and disable easily and if you want, you can make it visible only in renders.
I love it
how soon does maya version come out??? i must have!
Is the script compatible with 3ds max 2016?
Yes it is compatible with 3dsmax 2016 too.
thank you already buy it
thanks so much bro
Hi, is there a way to customize this script for Max 2012 ? I could pay reasonably for that...
It is not working in 3dsmax 2012 for now but I am working on it.
@@PolyDesignTutorials Great tool! Will this script work in older versions of 3dsMax yet?
Awesome!
Can I activate and using in offline?
Works really slow at my station. i7-4790K 16Gb
Works fine, but there are some problems if used on low poly model.
Settings may be too high. You should adjust the settings for faster result. There should be enough resolution in curved surfaces for better details. Flat areas can be low poly.
keeps crashing for me
Hello Alive Studios, you may be using too dense resolution for your object. Can you please try adjusting resolution value so it may work better for your object. Resolution setting determines the edge length of damaged areas in system units so lower values makes the damage more detailed and causes more dense topology and it takes longer to calculate, higher values makes it less detailed but faster. I hope these will help you to achieve stable results.
@@PolyDesignTutorials what resolution should it be? I have put it at 10 still taking forever and freezes. Used to work so good for me but once i got to max 2021 its been nothing but trouble
@@alivestudios2024 The resolution depends on the size of your object and 3dsmax system units ( not display units as it may be different than system units ). For example, if your system units is 1 meter per 1 unit, and your object is 10 meters wide, a resolution around 0.25 meters would be fine. If it was working good at previous max versions but not good with 3dsmax 2021, system units may be the issue. Also we are working on an update which will make the resolution independent from units and object size.
Sad, not available for Max2020
Since this plugin is maxscript based, it is available for 3dsmax 2020 too.
@@PolyDesignTutorials Really? Thanks. This plugin is my wish list.
@@rtxtitan1201 You are welcome, thanks
3ds max 2017 compatible?
Yes it is
Inglés
How do I install it? Any recommendation ?
Hello, you should firsr go to this link: www.cgtrader.com/3d-models/scripts-plugins/modelling/polydamage-for-3dsmax and then purchase the plugin. If you did it already there is a read me file in the downloaded folder. You can follow the steps.
Is this available to download anywhere?
yes, link is in the description. www.cgtrader.com/3d-models/scripts-plugins/modelling/polydamage-for-3dsmax
Does it work with 3ds max 2015?
Yes it works with max2015
I want this but for blender
Для снятия нормальки и ретопки пойдет.
Two words. Holy shit :O
Wooow
Maybe make the plugin for C4d?
На поверхностях с изгибом делает каку, корявит вертекс нормали. А так крутяк
Wow, I wish it was free
for 30 dollars this is almost free.
@@jamesvfx Pls provide plugin im student i canot afford this price please
this looks sweet.. Ill check it out..
am not a youtuber. but I do 3D.. hahahaahahahahah
how to get free
Seems all low poly. No real detail.