I'm working on a scene for the Oculus Go (basically android / mobile specs) and am texturing an interior. I thought I'd try a texture array to save draw calls. I have 3 separate arrays (albedo, normals, MRA) containing 8 textures each. I made a shader that uses a channel mask to separate the materials. It all works fine in…
This may be a very simple question, but I'm using 3DSMAX and want to create a circular array, several rows deep and with each object in each successivelyrow evenly spaced. I can create a circular array several rows deep (see image), but with each row the gap between the objects gets larger. I want this gap to be the same…
I have multisub material. With macrorecorder enabled I can see how max creates texMapList and texMapIDList when I open EditUVWs window: $.modifiers[#Unwrap_UVW].texMapList.count = 17 $.modifiers[#Unwrap_UVW].texMapIDList.count = 17 $.modifiers[#Unwrap_UVW].texMapList[1] = Checker () $.modifiers[#Unwrap_UVW].texMapIDList[1]…
Hi everyone! i'm going to try a script create a dummie into each epoly element, i've try some ways but i dont get to store the Unique elements into Array, i've got to save every elements by face but i dont get to delete duplicated elements, its a array with BitArrays. I know this question is very noob :sweat: Thanks !!
I got a problem with a modifier I'm trying to make in maxscript. The idea is to have an array as modifier on a object, so you can quickly and dynamically change properties on the clones. It works okay at first, but my problem is that the modifier doesn't know/remember its parent. If you add the modifier on a box, you get a…
Hi all, I'm working on my Game Development Capstone, which is a turn-based RPG in Unity. Right now I'm prototyping; and the current stage involves generating enemy encounters. What I'm not sure about, and where things get a little complicated, is storing each generated enemy's stats in an array. Enemy encounters generate…
This is why side-effects make stuff hard :smile: You're iterating over an array and modifying that array at the same time. Either collect a new array as you go instead of deleting from you working set, or iterate backwards (i.e. for i = prueba1.count to 1 by -1 do (local TheName = prueba1[i] ...).
I was wanting to do something similar to this recently and a frind showed me that you can do it using animations/motion. Make your primitave shape animate along the path you want to array along (using splines for the path) and you can control its orientation using points, attachments and parenting... and there are options…