I've been working on a script to help automate the generation of the maps that Epic use for their hair shader found here: https://docs.unrealengine.com/latest/INT/Resources/Showcases/PhotorealisticCharacter/#hairauthoring It works by taking max hair and fur, creating splines from guides, converting those to geometry (so…
-Any version of 3DS Max should work! -It's fairly physically based. Uses various bits from papers I've read up on. -Specular and diffuse are both energy conserving, all done in linear space. -It has a geometry term/shadow based on a Smith-Schlick shadowing function. -Has slots for a ambient cube(irradiance), and a…
I'm just using the Render method max has. Just going through objects, selecting them per certain parameters (visible/grouped/ect), zoom up on them, isolate them, and then render it and add it to an array. Then later I take that array and add it to the controls of a DotNet flowlayoutpanel. I was saving the bitmaps to file…
the above code led me to revisit my cookie cutter code (trying to use max's editable poly cut routines was a fools errand, quite frankly it's a flakey load of rubbish). Anyway it's always easier creating new mesh from scratch so I delete the underlying in mesh and then fill in the holes. still a lot of stuff to iron out…
https://youtu.be/rMrx9lGzcfA been playing around with adding delaunay tri hull to any set of points in max, the video is a point emitter helper which when its converted to an editable mesh is converted to a convex hull based on the point set, the last changes are when the base emitter has min spacing turned on and off. The…
and now it works mostly properly - everything points in the right direction etc. at least It wont open the meshes in paint3d for some reason but I don't care yet - might be because im writing ASCII fbx out or possibly just some meta data I haven't bothered adding. They open in max so i assume they'll work in maya . You can…
Thanks guys! and awesome! haha im glad there are so many xnormal tools floating around, i thought i was crazy for wanting a tool to do what i needed :D haiddasalami, those autopopulating options look handy! And that's an interesting idea to pop in models you have selected in Max/Maya/modo/etc. I dont think it'd be too…
I'm working on my little FBX Set Exporter again for 3DS Max, but I had a question about separating text in strings and into arrays. Example, having a string with object names, what character do you use to separate them? I often ends up using ¦ or ¬ because I never seen them used anywhere, didn't think it would accidental…
The indirect light granularity is much larger than a box, there are a max of 25 lights right now each with 15 block radius. Or do you mean having a block be fully lit as one solid color and not using smooth gradiant lighting? Doing outlined pixel textures was one of the original ideas I had. Im not convinced its a bad…
A test scene I set up a while back to experiment with Phoenix FD's liquid sim results. It was also an opportunity to experiment with a workflow test using Craft animation Studios in 3dsMax. Craft is pretty simple to set up but it is a crazy price considering it almost seems like abandonware judging by the ancient videos…