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[Closed] A few script requests/ideas…

Unfortunately Chritter failed to mention he was posting this to CGtalk as well, so we went through a bit of a duplicate effort.

Sorry ’bout that Boxx… I feel really dumb. U’re right. Its would’ve been better if I had mentioned that. I’m glad u guys do this effort just because someone asks for it. I’ll try to learn from my mistakes (also from the ones on the splutterfish forum).

We implemented a work-around for 3ds max’s render effects basing themselves off of the RGB channels. It’s a bit dirty, and has limited functionality, but has saved a couple of studios a bit of effort – even if it’s only in the preview stages.

I’m going to check it out!
I really appreciate the effort u guys are doing.

I think it will be free. It is ~90% finished. But it is hard to say when it will be out, I’m busy with some other work for next two months. I’ll try to finish everything by end of year

Nice! Take your time…

Hey ZeBoxx, how are things at Splutterfish?

Yea, some time before you posted here I came across the thread on the SF board, that was a bit odd to see.

I didn’t spend more than 15 minutes on the script so it was bound to have errors; it was more intended to be a stepping stone for Chritter than a fully functional script.

Also feel free to point out as many errors as you'd like, I can only learn from them :)

You assume here that there is a second face. This is not the case with ‘open’ edges – i.e. an edge that isn’t shared between two faces/polys.
True, the script ‘assumes’ that all edges have two polygons.

I’m not sure if this is by design or not, but this will actually select an edge between faces which have smoothing groups 1&2 and 2&3 respectively as a result of the smoothGroup bitInteger being different. However, as both faces share smoothing group 2, the edge shouldn’t be selected ?

You can find my implementation and a more thorough description at :
[ http://forums.splutterfish.com/viewtopic.php?p=20223#20223 ]( http://forums.splutterfish.com/viewtopic.php?p=20223#20223) 

There’s plenty of room for improvement – one thing in particular that bugs me is that it’s rather slow on editable meshes. Appears to be an issue with looking up smoothing groups in editable meshes (there’s no meshOp struct function for this).[/font]
It was a while ago when I’ve really taken a look at smoothing groups. When I was writing the script and testing the getFaceSmoothGroup method I somehow took up the idea that faces always have one smoothing group…
Anyway, yea that’s a bad script error.

I just saw your script and it looks like a real script instead of a 15 minute speedsession
I’ll check out how it works later tonight.

Thanks for taking the effort to also post this here and for taking the time to explain.

  • Rens

Heya Rens,

No problem – when I looked at the smoothingGroup stuff myself I initially looked at a function provided in the maxscript docs to get the actual smoothingGroups set – before I realized that BIT.and should work for the purposes.

SplutterFish things are, as far as I know, going pretty well – I’ve been out for about 5 days (800+ e-mails worth groan mostly spam) and a lot can happen in that time
Hopefully Scott will have posted his Siggraph summary

Happy rendering!

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