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isometric rendering

Hi, I am a programmer, apology if it sounds alien. I want to build a navmesh based on top view of my model in 3ds max Now, with different colors, I mark each cell as being occupied or non-occupied So I want to control the renderer of max when there is one unit in my scene, there would be a corresponding pixel in x-z dimension. Has anyone done this before? I am also working with the SDK.. Quite hairy and can't get out of it Thanks in advance Jack

Replies

  • CrazyButcher
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    CrazyButcher polycounter lvl 20
    do you really have to modify the renderer for this?

    cant you just render the scene and composite those "units" at the end. With renderelements you can get the zbuffer of the final scene (assuming its solid) and can reconstuct position in space for each pixel. Then check whether its valid for "unit coloring" and simply modify the bitmaps at the end. (maxscript should be sufficient to run thru the output pixels images, or any other tool will do)

    you probably also could precolor those "cells" beforehand? I mean max is offline rendering, so you will have all data before rendering. And you could animate material & such via maxscript beforehand via analyzing unit positions for every frame (again easiest with maxscript).
  • luckiejacky
    CrazyButcher, Could you show me some code snippets in maxscript? Or hyperlinks relating to this? How do I know which pixel is for which x-y-z coordinate? Thanks Jack
  • CrazyButcher
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    CrazyButcher polycounter lvl 20
    search for reverse projection about the needed maths.

    the 3dsmax help is very good and has tutorials on maxscript, too.
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