[Closed] Bump__3dsmax not creatable in max2011
Could you elaborate? I know there are a lot of objects/maps, etc. that have 鈥渘ot creatable by MAXScript鈥?in the Maxscript reference.
Oh, finally, thanks for answering dude, hope you could help out.
The thing is, I wrote a script awhile ago for 3dsMax 2010 that among other things needs to create a fresh bump-map node, before modifying it and assigning it to a material鈥檚 bump-map slot.
Now, the script crashes in Max2011, saying that it cannot be created via max script.
The line I鈥檓 using is:
local something = Bump__3dsmax()
(simply put, instancing the Bump__3dsmax class)
I tried the known .mi hidden flags thing (I don鈥檛 remember what it was called) by rewriting the .mi file from one I got of another forum. But it didn鈥檛 help.
Hi,
The reason you're not getting many responses is because you haven't given us much to go on.
hold on...
I鈥檓 re-writing this as I mis-understood.
From the help:
Bump__3dsmax : textureMap [left]Bump__3dsmax : textureMap {7773161f,75075842}
[/left]
[left]Constructor:
[/left]
[left]Class instances not creatable by MAXScript
[/left]
[left]Alias:
[/left]
[left]max_Bump 鈥?br>
[/left]
[left]Properties:
[/left]
What about saving one to a material library then loading it when required and copying it?
J.
The reason you鈥檙e not getting many responses is because you haven鈥檛 given us much to go on.
I though I was clear enough, what am I missing?
What about saving one to a material library then loading it when required and copying it?
Yea, I know, I鈥檝e already thought of that, but I would have rather proffered to only try that rout as a fall-back, if I have no other choice.
What max version is that help-quote from? 2011?
(I鈥檓 at home now, and don鈥檛 have max installed)
In max2010, as I said, the same 鈥淏ump_3dsmax()鈥?line yields a texture-map node (a class instance), so it obviously is creatable and has a constructor in the 2010 version. You do pose a good point though, I鈥檓 not sure what the differences are between that instance and a simple Bitmaptexture instance, I鈥檒l try that tomorrow.
Thanks.
P.s. I got in my mail your un-edited reply version, and I think you got the wrong impression on me. Maybe it鈥檚 my choice of casual wording in the previous posts, that gave you the idea that I鈥檓 a max-script beginner.
Not to sound condescending or anything, but I鈥檝e been coding max-script for a living full-time for almost 3 years now, so I鈥檇 like to think 鈥淚 know my shit鈥︹€?/p>
As you might have heard from Yoni already, according to Larry this was changed because the map was supposed to be invisible in the UI and this has the side effect of making it non-creatable because there is no separate flag whether a shader is creatable by MAXScript or not. It is an unfortunate change that is considered a bug.
In addition, it drove me mad as the creatable state of most mr shaders changed several times during the development process and each time I had to redo the documentation because the format of creatable and non-creatable shaders is so different. So I feel your pain.
The workaround for now is to use
aMap = createInstance bump__3dsmax forceCreate:true
I tested it and it works in 2011, but this is kind of unsupported. See if it helps for the time being.
Saved by the hand of the master-guru himself!
Thanks Bobo!
(Didn鈥檛 know you knew Yoni ;), Cool! )
Wrong guru
The solution came straight from Larry Minton who has been responsible for MAXScript development in the majority of the last 9 years. I just posted the solution he provided. So you were saved by an even higher power
Ok, so it does work, but it seems weird. I get: 鈥?null):Bump鈥?br>
but it does have the same properties:
#(#multiplier, #map, #Multiplier_connected, #Multiplier_shader, #Multiplier_paramName, #TheList, #Shader_Version)
j-man: As for the 鈥淏itmapTexture()鈥?confusion earlier, it generates a textureMap which has totally different purpose and properties.
If I understand correctly, the 鈥淏ump__3dsMax鈥?is a mental-ray bypass-container for a textureMap.
Yes Eru,
From your original post I underestimated your maxscript ability, and gave a simplified answer. After re-reading your response I re-edited my answer with a little more care, as I though my original tone sounded 鈥榰nlike me鈥? you know how these boards can sound if you don鈥檛 express yourself well.
I took the quote from the max2011 help file as per your subject line.
I hope you鈥檝e found a good solution.
Josh.