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[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!

4 Replies

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.

1 Reply
(@martinb)
Joined: 11 months ago

Posts: 0

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.

1 Reply
(@martinb)
Joined: 11 months ago

Posts: 0

Thanks! Sorry for not reading carefully