[Closed] Compute vertex colors for non-editable objects?
Does anyone have a suggestion how to compute vertex colors (for viewport purposes only) for a scene object in 3ds Max that is not an Editable Mesh or Editable Poly to start with?
I don’t want to convert the object into any other class, but rather would prefer to store the computed vertex colors in a modifier, for example. From what I can see, we cannot use the VertexPaint modifier for this, right?
Any ideas?
Thanks!
Maxscript simpleMeshMod would be the most straightforward (and I dare say most flexible) way (with a point3Tab to store the values), although you could probably make a Data Channel work just as well (accessing the values by maxscript again and storing them in persistent variable). Depends on the use case.
Good idea, thanks! Although simpleMod does not allow to change topology, so creating vertex colors is probably out of scope, too?
How can I make use of Data Channel within MAXScript?
The Paste UVW Mapping Modifier is used by the Channel Utility to paste mapping channels to objects.
Constructor:
Class instances not creatable by MAXScript.
and more specifically how can I set it’s data to my values?
simpleMeshMod, not simpleMod – those two are very different. And by Data Channel, I meant the 2017 Update 1 Data Channel modifier and its maxscript operator, for example accessing a global (persistent, if need be) array of values by index.