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COMPOUNDS
Bifrost

Rebel Pack Version 0.2.0.

What is the Rebel Pack The product team of Bifrost often make compounds for our own use, and these sometimes make it into the compounds Bifrost ships with. Quite a few of the compounds that ship with Bifrost today started here. These compounds are distributed together in a "pack", where some compounds use and rely on other compounds in a pack. The compounds included include math utilities, property access nodes, and nodes for manipulating strands, meshes, as well as some simulation caching utilities.  In the graph these are all marked with a red "R" icon as their names and namespaces are integrated into the existing ones. Ones with an orange test tube are especially experimental - we expect them to change.  These are not officially supported like the compounds that ship with Bifrost, but we have been maintaining these and intend to continue to do so. We will also specify which versions of Bifrost these nodes are intended to work with. This is also a way for us, the product team of Bifrost, to act as if we're TDs at a studio maintaining our own set of compounds, which makes our testing a bit more like the real world.  This version, Rebel Pack 0.2.0, works with Bifrost 2.0.1.0 and later versions.  To install the rebel pack, there are two options: For home users, unzip the file and place the whole Rebel Pack directory in your compound directory in your user folder. For more information on that, please see this forum post. https://forums.autodesk.com/t5/bifrost-forum/how-do-i-install-pre-built-compounds-and-graphs/td-p/8904712 For a shared compounds directory managed with environment variables, a config file is included. Please see the documentation for more information. http://help-staging.autodesk.com/view/BIFROST/ENU/?guid=Bifrost_Common_build_a_graph_create_and_edit_compounds_set_up_additional_compound_locations_html
COMPOUNDS
Bifrost

MPM Terrain Carver

This compound automates the process of creating an efficient MPM granular simulation setup.   It computes the intersection of an animated object with a piece of terrain and builds three useful pieces of geometries which can be used for the MPM simulation: (1) A 'source' geometry for sourcing the MPM particles only where the animated object intersects with the terrain geo, (2) A 'container' geometry used as a collision object in the MPM sim, which holds the granular particles in place (lest they fall down due to gravity), and (3) A 'carved_terrain' geometry which simply returns the terrain mesh, post-carving.  It can be useful to scatter points around the granular sim, for rendering purposes.   Note that the terrain needs to be of planar topology, e.g. one-sided - not like box. The terrain and the animated object need to be supplied in the form of file-caches (Alembic .abc or .bob).  A frame-range must also be specified so that the carver knows which frames to consider for the intersection between the animated object and the terrain. A useful tip is to use a low-res terrain mesh (e.g. 10k polygons or less) the first time you try it, as large terrain meshes can bit a bit slow. 
GRAPHS
Bifrost

Tearing Cloth

This graph shows how to use visual programming in connection to the MPM solver to simulate the dynamic tearing of cloth.
PLUGINS
Maya

Adobe After Effects Live Link

This plugin provides a live link between Maya and Adobe ® After Effects ® allowing you to view a scene in both applications simultaneously, as well as perform changes in Maya and see them update in After Effects in real-time. Installation: This plug-in is available on Adobe Exchange. If you are unable to install this plugin via Adobe Exchange - you can install this plugin manually by downloading this plugin here on AREA and following the instructions below. Instructions for manual installation: Unzip com.autodeskmaya.livelink.zip and copy the com.autodeskmaya.livelink directory to: Win: C:\Program Files (x86)\Common Files\Adobe\CEP\extensions Mac: /Library/Application Support/Adobe/CEP/extensions *Note that administrator permissions are required to access these folders. Compatible elements include: Cameras (including Transforms, Focal Length / Aperture, Zoom) Spot, Point, and Ambient Lights (including Transforms, Intensity, Color, Cone) Groups (converted to Nulls) Locators (including Transforms) Planes (to adjust size, scale a 1x1 plane. Do not use Width / Height). Meshes (converted to Solids) And the data exported includes: Position Rotation Scale Intensity, Cone Angle, and Color (for lights) To set up a link Open both Maya and Adobe® After Effects® . In After Effects, go to Window > Extensions > Autodesk Maya Live Link. In Maya, go to File > Adobe® After Effects® Live Link. Click Link All to link all compatible scene elements to After Effects, or middle-drag specific elements from the Outliner into the Specific objects field and then click Link Specified. After Effects loads the Maya scene into its current composition. Further changes to the Maya scene will automatically update in After Effects unless the link is brok
STENCILS
Mudbox

Elephant Skin

elephant skin stencil animal texture wrinkles
BASE MESHES
Mudbox

Base bust

baseMesh, Bust, Character, Creatures
BASE MESHES
Mudbox

Young Woman - Fit

Woman, Young, Fit
STENCILS
Mudbox

diamond plate

diamond metal plate
BASE MESHES
Mudbox

wolf base mesh

wolf, animal ,mesh
BASE MESHES
Mudbox

monster

mon12333
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Save $66*
$195 USD/mo
$129USD/mo
pay annually
Try 3ds Max Free
Subscribe Now
*Save $66 per month on Autodesk's Suggested Retail Price (SRP) when purchasing 1 year term 3ds Max or Maya subscription.