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new update!
http://www.scriptspot.com/3ds-max/sc...ow-map-painter
this time around I massively increased the functionality, and changed much of how the script works. Also, I'm working on a tech demo to showcase the new features, but for now just go ahead and try it out
not everything is gonna work, but your average button shouldn't crash the script :p
just don't mess around with the buttons in the layer rollout too much, they don't work properly yet
biggest features this time:
- dockable UI!
- per-pixel vector calculation for more fidelity, higher smoothness and more quality overall!
- dynamic interface to quickly be able to scroll through your previously created flow maps, including a dynamic preview bitmap, and extra information about the selected flow map
- dynamic layer interface is in the works, with the ability to add and remove as many layers as you want! currently this is not yet working fully, but if you don't touch the buttons you'll be fine.
some eye candy for your consideration:

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, triangle,
348 Posts,
Join Date Aug 2010,
Location Belgium
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Hell yeah boy! This is what I'm talking, awesome update!
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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, veteran polycounter,
4,576 Posts,
Join Date Apr 2011,
Location Canada
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is this work in 2013?
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, null,
12 Posts,
Join Date Apr 2011,
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Quote:
Originally Posted by reanimate
is this work in 2013?
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it should, but I haven't tried it yet 
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, triangle,
348 Posts,
Join Date Aug 2010,
Location Belgium
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I just uploaded a new version by the way, small bug fix: when you start painting now, you don't have those black or dark blue dots anymore (the initial offset calculation didn't account for the current position and the last position being the same when you start painting, now it does)
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, triangle,
348 Posts,
Join Date Aug 2010,
Location Belgium
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Ah okay after i try it in 2013 it doesn't work. It give me runtime error when i pick and object, and the Button icon doesn't showed up
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, null,
12 Posts,
Join Date Apr 2011,
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Quote:
Originally Posted by reanimate
Ah okay after i try it in 2013 it doesn't work. It give me runtime error when i pick and object, and the Button icon doesn't showed up
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I'll try to get that fixed, not sure what it's caused by. It doesn't sound like a plugin problem though, that part of the script doesn't use any C++... that being said, they may have changed some maxscript functions in between 12 and 13, who knows... also, be sure to put the icons in the correct folder, and all the files where they should - the script will behave weirdly otherwise
In the meantime, i've released a new tech demo for my script, here you go:
https://vimeo.com/57953448
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, triangle,
348 Posts,
Join Date Aug 2010,
Location Belgium
, triangle,
348 Posts,
Join Date Aug 2010,
Location Belgium
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hey the error in 2013 has something to do with a change to the isolate selection function that is different in 2013. I founf a script that "fixes it" but it still gets error. maybe you can use this new script and make a change and it works? here's the max script I found:
Isolate Selection legacy Mode for 2013
Maybe you are already aware of that, sorry if I am dumb  cheers
-- Runtime error: No such macro-script: Isolate_Selection
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, null,
3 Posts,
Join Date Feb 2013,
Location LA
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hi, thanks for pointing that out to me, i hadn't had the chance to test my script in 2013 since I don't have an installation for it, but now that I know where the problem is, I can make a solution  this is actually fairly simple to solve, so I will upload the fixed version later this week
thanks!
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, triangle,
348 Posts,
Join Date Aug 2010,
Location Belgium
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a question...
have you got code in there to account for uv shells that are oriented in different directions?
i have a project in mind and really haven't a clue on how to deal with things like that so was hoping to lift some code from somewhere (properly credited of course)
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, triangle,
397 Posts,
Join Date Dec 2010,
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Quote:
Originally Posted by poopipe
a question...
have you got code in there to account for uv shells that are oriented in different directions?
i have a project in mind and really haven't a clue on how to deal with things like that so was hoping to lift some code from somewhere (properly credited of course)
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the script uses the existing UV coordinates on your mesh - so if you have a proper unwrap ready, anything fancy like UV shells shouldn't pose a problem 
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, triangle,
348 Posts,
Join Date Aug 2010,
Location Belgium
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Quote:
Originally Posted by MaVCArt
the script uses the existing UV coordinates on your mesh - so if you have a proper unwrap ready, anything fancy like UV shells shouldn't pose a problem 
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I'm looking at a way of painting tangent space normal maps in the viewport so the orientation of UVs is important - I figured you'd need to account for something similar in your stuff. no worries though - it's all possible, I just need to figure out how the sums work.
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, triangle,
397 Posts,
Join Date Dec 2010,
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