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[Closed] gradient ramp woes

 lo1

I am desperately trying to get along with the faulty gradient ramp controls via maxscript. Is there any way to:

a) put textures inside existing flags?
or
b) in ‘mapped’ gradient type mode, actually set the map that will be used? It’s absurd that there is a way to turn the map on or off, but no way to set it. the 5th subanim of the gradient_ramp map is “SubAnim:Source_Map” but when trying to assing a value into it I get an error “– No ““put”” function for Gradient_Ramp:Gradient Ramp”

is there any solution other than pre-creating a gradient ramp to my liking in a material library?

4 Replies

Have you tried Bercon Gradient instead? IIRC, one of the driving forces was the lack of maxscript access to the original gradient ramp.

-Eric

 lo1

Thanks for the suggestion. I was reluctant to use external plugins but I might need to.

1 Reply
(@bobo)
Joined: 2 years ago

Posts: 0

Technically speaking, the GradientRamp was also an external plugin developed by Digimation around Max 2 or so. It was written before there was MAXScript in Max, so it was never meant to be scriptable. Any MAXScript exposure in the GradientRamp is rather a coincidence than a feature. I don’t think anyone wants to touch that messy code, so a 3rd party solution is the way to go.

 lo1

Thanks Bobo. I realize the maxscript implementation is weak because it was not developed by Autodesk (by the way, 97 was a long time ago, amazing that Autodesk hasn’t replaced it yet!). I just meant ‘external plugin’ as in doesn’t ship with max, and doesn’t require installation anywhere I’d like my material to run.