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…
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…
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…
[ 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…
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'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…
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…