I'm starting on a set of UV visualisation / analysis / manipulation tools for fbx files using standalone python with a view to being able grab stats and find possible optimisations on big libraries of assets step 1 is obviously to visualise some UVs Step 2 will probably be determining coverage and other obvious stats but…
Working on a lightweight app to pre-filter or blur cubemaps and save to the mipmaps. No UI, no anything yet except a renderer. Runs on the GPU. Takes only 1 or 2 seconds to calculate the blur. I've implemented like 10 specular BRDF's right now, and you can enter your target cube resolution, number of mips, or minimum mip…
I have also been looking at vector to voxel conversion. I have an idea for one method which would only work correctly with a closed or almost closed mesh, unless you dont care about filling out the inside of the volume. The idea is to do a raycast in the -z and +z direction for each x and y voxel row between the mesh…
Sbsar are binary files (or almost), while sbs file are just in xml. So you can read an sbs file manually if you need. Otherwise if you have access to substance designer you can use our batch tools to automate some task (like querying basic information). We (Allegorithmic) provide a framework in case an engine needs a way…
Wrote a ExportPrep script to do the same thing back when I worked with Unreal 2. I updated a while ago when the made the switch from .ASE to .FBX. Use the JEEWIZ (Just Export Each Wizard) button. Exported files do to the max export folder "C:\Users\firstName.lastName\Documents\3dsMax\export\Teapot001.fbx". Also does a…
I'm going to answer both at the same time if you don't mind. The term "vector map" is somewhat missleading actually. A normalmap is also a vector map. In Portal 2 and Left 4 Dead 2, they used vector maps to distort the flow of water in U and V. So in other words, blue channel was left empty. There multiple ways of creating…
worked on a UVW to spline converter script that supports 2 modes: In one of the modes it only generates splines for the outline of the UV shells which I find convenient if I block out the vector in Flash using the paint bucket per shell. I am still playing with a few ideas on how to use this data in other tools besides…
finally finished a set of C#, python and max scripts to establish 2 way communication between python and 3ds max (thanks blur for taking down your 3ds max/python stuff :( ). First I tried COM objects but this didn't prove practical because I had problems with multiple instances, python Qt windows never stayed on top of 3ds…
Took the xyzWindow script for Maya posted here the other day and updated it to be a full transform type-in window that mimics Max. Maybe someone here can get some use out of it (or give some thoughts on improving it): ////////////////////////////////////////////////////title: xyzWindow//Version: 2.0//Date:…
WPF Tutorial is a decent site, but is lacking info sometimes. Like I mentioned, MSDN is probably the best place to look. Also it's just trial and error :). But google is your friend. These books I've heard are good.…