I wrote the tool that Pav demo'ed on his GDC talk. I gave one too that goes a little bit deeper into the tech side if you have Vault access.
That's so cool to see the tool in a different form. And it's badass that you already implemented the batching through different graphs, I haven't even gotten around to that part yet.
Good stuff! Let me know if I can help with anything, but it sounds like you got it!
I wrote the tool that Pav demo'ed on his GDC talk. I gave one too that goes a little bit deeper into the tech side if you have Vault access.
That's so cool to see the tool in a different form. And it's badass that you already implemented the batching through different graphs, I haven't even gotten around to that part yet.
Good stuff! Let me know if I can help with anything, but it sounds like you got it!
Luiz
Thanks for the kind words Luiz!
Yeah I think I saw your talk, both of them were very cool and informative so thanks for that! The batching was pretty simple to do actually, just by wrapping each "work" operation as a task, and then putting it into a task queue. The dependency tracking stuff has been much more difficult to deal with, but it's more of a problem of not getting the time to work on improving it all than anything else. I guess the stuff you guys were doing seems more like rapid prototyping focused, whereas what we're doing is more like a content management system intended to be used for full production.
I linked up with Alexandre Bagard at SIGGRAPH last week and he encouraged me to put a talk together for next GDC about scaling Substance to use in larger teams, which I'm very interested in doing so maybe you'll see some more details there (or drop me a PM if you're interested and we can exchange notes haha)
Viewport LOD visibility controller for 3ds Max, unlike the util version it works in real time in the viewport has a track options per controller dialog and can be instanced and set in mxs and uses several different strategies it also lets you grab the "current" viewport position as it's settings
I just released an article about a script I worked on for a while at Egosoft. Every night it takes screenshots from the game, compares them and sends warning mails if something changed.
implementing a modifier plugin version of the sort verts script i posted on another thread
added a distance sorting feature (useful for background horizon objects). Mulling over adding "show order" feature either show vert numbers or a mark on first and last vert. Also thinking about a manual update facility though I've not stress tested it yet though to see if it's needed.
Awesome. My apologies for not following up and thanking you for this tool. I'm deep in a milestone deadline, hope to test the script next week. Thank you and kudos for going the plugin route, should be a heck of a lot faster.
Aye, interested as well, though I haven't had the need for it myself. The method of storing edited vertex normals in a new channel during reordering (?) seemed genius to me
started work on a max normal manipulation modifier(see the prototype)
uses a simplified ( 18 ) vector field to modifier an objects normals, though I'm struggling for a suitable snappy name (i already use theNormalizer for something else :poly118: )
uses a kdtree to speed up the ray tracing on larger meshes, it will "conform", the verts, normals, vertex colours and mapping. Has full support for soft selection in the mesh being blended (with a "rolloff" for normals) and blend modes for vertex colours. The shader used in the demo is very basic diffuse using vertex alpha as the blending factor.
thanks, internal use only at the moment I'm afraid. Forgot to mention the normals of the target (terrain mesh in this case) are first copied to a map channel. I think the vertex colour interpolation using barycentric coordinates gives better result than trying to interpolate between 3 vertex normals, then converting back to a normal. I also made it more like an OSM in that I moved alot of the control from the WS Object to the modifier (I sometimes there should be OS/WS combo modifier where the gizmo acts as the WS Object.... think it makes more sense for objects that interact like this).
Been working on an App Link for 3DSMax and 3D-Coat. There was another one made a few years ago (the one you can see a video for on the 3DC website), but it was long since abandoned and didn't work correctly with newer versions of Max or 3DC.
I added a few of extra features like automatically assigning flat/stingray materials on import, window docking, option to auto-launch 3DC if its not already running or switch to it if it is, etc. that weren't in the original.
@ScoobyDoofus Sounds like it's failing on the first line, which should only happen if it doesn't like how you're executing it. This should work: Maxscript > Run script. Then find it under Customize > Customize User Interface > Keyboard/Toolbar category > GregsScripts.
Or, if you want to execute the code directly instead of as a macro, just delete the top lines down to the opening bracket (line 6) as well as the closing bracket on the last line.
Crossposting from my thread! I'm writing a series on rendering that aims to demystify the concepts behind rendering for those who are regular artists as well as anyone wanting to get into tech art. Let me know what you think! If you have any suggestions or feedback it's greatly appreciated
Wrote a front-end for the Substance Batch tools (docs). This allows me to iterate on a single graph for my rocks simultaneously with the modeling process. All new or modified models can be run through this program and updated (tri-planar) material maps are pooped out. It works the same for exporting Substances, one graph to rule them all.
Made another Max applink, this time for IPackThat. It's simpler then my 3D-Coat one since I only have the demo atm and so can only really test the export feature. Can grab it here for anyone who wants it: https://dl.dropboxusercontent.com/u/4210886/IPT-Max_Applink.zip
Wrote a front-end for the Substance Batch tools (docs). This allows me to iterate on a single graph for my rocks simultaneously with the modeling process. All new or modified models can be run through this program and updated (tri-planar) material maps are pooped out. It works the same for exporting Substances, one graph to rule them all.
Holy wow. Is this something you would consider sharing?
I'm attempting to recreate Seneca's QuickPipe script in Maya.
It takes a radius and divisions input, then creates a NURBS circle with those parameters and lofts them along the edgeloop and then converts to polygons.
Works well enough, but I had some weird bug with the undo chunks, where undoing would suddenly leave behind the NURBS circles and the curve it lofted along. Curious if it's just my machine or if you face the same problem.
I also haven't checked if it will break on earlier versions of Maya. I'm working in 2016, but not using any new features. Still, Autodesk loves to rename stuff so things might break there.
Hope you guys find it useful. So far it's only called through a Python command, I'll build a UI next.
Wrote a script to manipulate line renderers in Unity. Moves each line segment off of the z-axis by an amount calculated using Perlin noise. It creates a smooth warping Ghostbusters style beam effect. It has controls for segments, scale, speed, etc. I plan on enhancing it in the future.
Wrote a script to manipulate line renderers in Unity. Moves each line segment off of the z-axis by an amount calculated using Perlin noise. It creates a smooth warping Ghostbusters style beam effect. It has controls for segments, scale, speed, etc. I plan on enhancing it in the future.
Nice, that gives me some ideas for tweaking on my space game!
Hullo, scripted an alternative to GoZ for maya. I'm thinking about releasing it and doing a Twitch stream to explain how to install and use. i'll record the stream for whoever missed it.
Anyone interested in beta testing it ? and what time would be the best to stream ? ( I'm in europe )
Been wanting to try creating a flow map shader and pulled the trigger today. A bit tricky at first but quite easy once you get the concept. No real fancy shading beyond the flow map functionality. I did render depth to a texture (as I'm not sure I can do it real-time) and used that to tint the color a bit and fade out where water meets the ground. I might continue working on this to create a more full fledged water shader or something similar.
Made a quick file renamer script just to see what I could get up to with PyQt - source code is included in the download, standalone exe for the app itself - does need to be run inside its folder, as it needs the .ui file included
http://www.scriptspot.com/3ds-max/scripts/thememax , i made it coz i like to tweak themes alot. And some time when you jump from one max to another it's a pain to use standard UI customization windows.
Replies
[ame]https://www.youtube.com/watch?v=wSjM-sEHE-E[/ame]
[ame]https://www.youtube.com/watch?v=hnHKdvVhsu4[/ame]
That's really awesome! I can see it being useful for so many things
I wrote the tool that Pav demo'ed on his GDC talk. I gave one too that goes a little bit deeper into the tech side if you have Vault access.
That's so cool to see the tool in a different form. And it's badass that you already implemented the batching through different graphs, I haven't even gotten around to that part yet.
Good stuff! Let me know if I can help with anything, but it sounds like you got it!
Luiz
Thanks for the kind words Luiz!
Yeah I think I saw your talk, both of them were very cool and informative so thanks for that! The batching was pretty simple to do actually, just by wrapping each "work" operation as a task, and then putting it into a task queue. The dependency tracking stuff has been much more difficult to deal with, but it's more of a problem of not getting the time to work on improving it all than anything else. I guess the stuff you guys were doing seems more like rapid prototyping focused, whereas what we're doing is more like a content management system intended to be used for full production.
I linked up with Alexandre Bagard at SIGGRAPH last week and he encouraged me to put a talk together for next GDC about scaling Substance to use in larger teams, which I'm very interested in doing so maybe you'll see some more details there (or drop me a PM if you're interested and we can exchange notes haha)
Thanks! I plan to extend it and use similar techniques for future personal projects.
Here's some regular old particles I worked on today:
[ame]https://www.youtube.com/watch?v=ZY0Wgews4Ow[/ame]
this is a 2m resolution file
nvm
Download links:
Commercial version: http://www.creativecrash.com/maya/script/nightshade-blockout-pro
Non-commercial version: http://www.creativecrash.com/maya/script/nightshade-blockout
[ame]http://www.youtube.com/watch?v=TZzOJsDCczA[/ame]
Introduction Video:
[ame="https://www.youtube.com/watch?v=b93kdF0WYyw"]https://www.youtube.com/watch?v=b93kdF0WYyw[/ame]
Article:
http://simonschreibt.de/wft/watchdog/
Thank you very much I started a discussion at reddit and there's really interesting feedback.
added a distance sorting feature (useful for background horizon objects). Mulling over adding "show order" feature either show vert numbers or a mark on first and last vert. Also thinking about a manual update facility though I've not stress tested it yet though to see if it's needed.
[ame="https://www.youtube.com/watch?v=IN77ihfpW9A"]http://www.youtube.com/watch?v=IN77ihfpW9A[/ame]
has and edit mesh mod on top with vertex 1 selected
[ame="https://www.youtube.com/watch?v=0WPrEW9R4jA"]http://www.youtube.com/watch?v=0WPrEW9R4jA[/ame]
cant help think there's a properly good application/use for distance version.
uses a simplified ( 18 ) vector field to modifier an objects normals, though I'm struggling for a suitable snappy name (i already use theNormalizer for something else :poly118: )
[ame="https://www.youtube.com/watch?v=fTRDSQMShFU"]http://www.youtube.com/watch?v=fTRDSQMShFU[/ame]
uses a kdtree to speed up the ray tracing on larger meshes, it will "conform", the verts, normals, vertex colours and mapping. Has full support for soft selection in the mesh being blended (with a "rolloff" for normals) and blend modes for vertex colours. The shader used in the demo is very basic diffuse using vertex alpha as the blending factor.
[ame]http://www.youtube.com/watch?v=be3c1Oac9B4[/ame]
there is choice of 5 types of gizmo (the vid is the hemispherical) planar, cylinder, spherical, box and hemispherical.
I added a few of extra features like automatically assigning flat/stingray materials on import, window docking, option to auto-launch 3DC if its not already running or switch to it if it is, etc. that weren't in the original.
If there are any 3D-Coat/Max users that can get some use out of it, you can grab it here: https://dl.dropboxusercontent.com/u/4210886/g_3DCappLink.mcr
https://www.youtube.com/watch?v=4HMDriUyS_s
https://www.youtube.com/watch?v=sruZP_FDEZI
Here's the network if anyone is interested:
Something along those lines most definitely.
">> MAXScript MacroScript Error Exception:
I am on Max 2015 and the latest & greatest 3D Coat.
http://youtu.be/qpXy6EDQs3A
create lots of old man willows
This should work:
Maxscript > Run script. Then find it under Customize > Customize User Interface > Keyboard/Toolbar category > GregsScripts.
Or, if you want to execute the code directly instead of as a macro, just delete the top lines down to the opening bracket (line 6) as well as the closing bracket on the last line.
http://youtu.be/V8xTWXcx6og
it's an odd one it seems it doesn't matter how complex the tree there is never any unwanted "collisions"
http://youtu.be/lbGGLU7_pbM
http://polycount.com/discussion/151154/da-dawg-bowl-plus-mystery-gamma/p1
http://pastebin.com/8NsvCfFf
Now you can choose a location to archive to..
Modify tab must be active before entering expert mode for it to list the current modifier.
It takes a radius and divisions input, then creates a NURBS circle with those parameters and lofts them along the edgeloop and then converts to polygons.
https://github.com/SindreOpsahl/fastPipe
Works well enough, but I had some weird bug with the undo chunks, where undoing would suddenly leave behind the NURBS circles and the curve it lofted along. Curious if it's just my machine or if you face the same problem.
I also haven't checked if it will break on earlier versions of Maya. I'm working in 2016, but not using any new features. Still, Autodesk loves to rename stuff so things might break there.
Hope you guys find it useful. So far it's only called through a Python command, I'll build a UI next.
Wrote a script to manipulate line renderers in Unity. Moves each line segment off of the z-axis by an amount calculated using Perlin noise. It creates a smooth warping Ghostbusters style beam effect. It has controls for segments, scale, speed, etc. I plan on enhancing it in the future.
http://imgur.com/4rqi0Aj
scripted an alternative to GoZ for maya.
I'm thinking about releasing it and doing a Twitch stream to explain how to install and use. i'll record the stream for whoever missed it.
Anyone interested in beta testing it ? and what time would be the best to stream ? ( I'm in europe )
https://www.youtube.com/watch?v=s1Hr5gr64Cc
https://github.com/MaVCArt/file_renamer
http://www.scriptspot.com/3ds-max/scripts/thememax , i made it coz i like to tweak themes alot. And some time when you jump from one max to another it's a pain to use standard UI customization windows.
They normally only take a few minutes to do each, and seem like a good way to learn aspects of coding that aren't language specific.
@DEElekgolo Neat! Seen a lot of ascii art over the years, but not very much of it was animated.