This is possible, but it's slow. I wrote a script a while back that did a per-pixel test for selection, and it worked like so: Duplicate all scene geometry into separate polygons hide everything else Color these separated polygons each with a unique color (255*255*255) possibilities Don't use the max background color, or…
@Medvish regarding Your questions: *correct *the textures are neutral and colorized in the shader *correct But It's a bit more complicated :) ATM UE4 does not support texture arrays but that feature developed and currently under review. https://github.com/EpicGames/UnrealEngine/pull/2340 You could do it without the array…
Try this:( ( -- catch selection to array othervise original for loop will not work local cleaningObjects = selection as array if cleaningObjects != undefined then ( -- we want maximum performance from our script so we make sure we are in create mode max create mode -- notify that we are starting print "Cleaning UV…
An object can't have multiple materials so i assume you talk about multimaterial ? If so, you need to parse it, like an array. This covers the case, and works with multiple objects selection. I've added some security checks. ( sel = selection as array for obj in sel do ( myMat = obj.mat if myMat != undefined then ( if…
Thanks for your posts guys. Sorry for the late response. @RC-1290 I saw that page before and tried to work with that but it gave me a crapton of trouble. After you suggested it again I took a better look and I finally solved it. I had to assign all the verts to a new array, then multiply the inverse of the matrix…
[ QUOTE ] Technically speaking any given texture could very well be thought of as an 8 dimensional structure rather than a 2 dimensional one [/ QUOTE ] While i can see your point, i couldn't even imagine thinking in 4 dimensions, let alone 8 I prefer to see data type textures in the same way you would think about world…
I've created a script which takes the user's selection and selects an edge pattern based on the how many edges they currently have selected. For example if they select 3 edges in a ring it will select the entire ring and leave a gap of 3 and then select the next 3, etc. I'd like to extend the script to work on faces, but I…
Island Generator - procedurally generating a map of islands Today I started my C++ journey! My Goal is to create my own game in UE4, but first I want to get used to native C++ The Island Generator will work like this: - Generate a Grid (static 2-dimensional Array) that is filled with 0`s - Place random Island Centers -…
I'm not really familiar with Java, but here's an example in Maxscript with a method that should be easily transferrable to other languages (assumes first position in array is the one we want to start the line with): allPositions = for obj in selection collect obj.pos --this line can just be replaced with any list/array of…