Wow I really didn't expect this thread to come back to life :p sorry for the extremely late responses! @Minato: the DLL was compiled for max 2012 yes. Sadly to get this tool working in any acceptable capacity I had to move the heavy calculations to C++, seeing as neither maxscript nor dotnet can work fast enough to update…
right so I haven't had time since the posting of my video to work on this, but I would like to ask those of you who have seen the opportunity to test the script, to offer some suggestions as to how to go about improving it. is dynamic layer creation absolutely necessary? or are four pre-created layers enough? also, what is…
@anuxinamoon: yeah the script is incredibly slow when painting fast, which is why i am working on the plugin version :) the idea is to let C++ handle the painting, and get all the data needed for the painting itself (barycentric coordinates, uv coordinates, bitmap data and so on) from maxscript, in a way combining the two…
small update on this, it's weekend and so i'm working on the plugin :) today, I got my c++ code to return a bitmap with pixels that were changed at certain coordinates, which means that I can already pass coordinates that need to get changed colors to max, which in turn means that I can do most of what I was looking for in…
little update on the part of getting something to show up when painting: I got that part working, but I can't get the color to properly transfer from the mathematics to the painting part of the code; in theory it's simple, but the practice seems to be quite hard. the problem i have right now is that I have to store an…
update: code update, painting values should now be fixed, if they're not though, my suspisions of what was wrong the first time were wrong and i'll need to go in and re-evaluate the code, so I need tests! :D http://www.scriptspot.com/3ds-max/scripts/flow-map-painter edit 2: another update, color code overhaul! upcoming…
@norman: thanks; I'm gonna do some flow map usage research before continuing my script, it seems that some tweaking may be more than called for :) about the laginess: sorry about that, but there is really nothing I can do about it; it's the inherent laginess of changing a bitmap in realtime using maxscript. the viewport…
a question... have you got code in there to account for uv shells that are oriented in different directions? i have a project in mind and really haven't a clue on how to deal with things like that so was hoping to lift some code from somewhere (properly credited of course)
There is nothing "incorrect" about the shader or in the shader in your link. The flowmap in the link you posted contains +U +V and -U and -V deformations in the red and green channel. The issue here is that the neutral/non deformation color has to be a perfect grey color, 50% white. Since we have a 0-255 range the correct…
Okies I'll have a go at running in admin mode. Yup using 64bit max 2012, 12gb ram and couple of GTX 580's, so if you can use it on your laptop I should be able to go smooth sailing on this. Perhaps my max is bogged down with other things, I'm running M2M script (max to maya) which seems to break a few key things... maybe…