Notifications
Clear all

[Closed] hide unhide rollout

Hi,
anyone knows how to hide/unhide rollout for example in material editor.
I´ve made new type of material from standard material…added one rollout with user defined parameters,but now i want to hide(not roll down) for example dynamic properties rollout and shader basic parameters rollout.
Is it possible?
Thx Mr.Or

13 Replies
 rdg

You can replace the complete UI with

replaceUI:true

in a scripted material.
If you want to use some parts of the default UI, you will have to double it in your material I guess.

Georg

thanx for reply rdg,
but i know replaceui ,but i dont know how to double them.Because i need forwbackw connection betwen original values for example “Diffuse map” and new (doubled) value just renamed to “My Dif map”
Thx Mror

 rdg

You can access the diffusemap with:
delegate.diffuseMap

If you add a mapbutton to you custom interface you can change the delegate map parameters.

on choosemap  picked texmap do(
delegate.diffuseMap=texmap
)

Georg

Thanx a lot rgd
we will try it,and make this way
once more thanx a lot

Hi,

i tried the delegate method, but this function dont work in textmap, it woks just with spinners and others.
All i want to do, make new rollout with map(ex.My specular map) button and if ill choose a texture(bitmap) it will apear in standard material rollout(maps) specular color map slot and in this new My specular map slot.
How can i do it??
Thanx for advices
Mr.Or

 rdg

Mr.Or,

can you post your code?

Georg

Hi,
thanx for reply.

here is a par of code.

heckbox DiffuseChecker “Diffuse map” checked:false align:#left across:3
spinner DiffuseValuer “” type:#integer range:[0,100,100] align:#left width:40
mapButton DiffuseMapper “<<none>>” align:#right height:16 width:145

on DiffuseMapper picked ThisPicked do delegate.diffuseMap = ThisPicked
on DiffuseValuer changed NewValue do delegate.diffuseMapAmount = NewValue
on DiffuseChecker changed NewState do delegate.diffuseMapEnable = NewState
Everythig except delegate.diffuseMap is functional properly.
Thanx for advice.
Mr.Oranger

 rdg

mrorganger,

I must admit that I don’t know whats wrong.
Apart from your code being incomplete, my reduced sample doesn’t work either.

The texturemap only shows up in the viewport, but doesn’t render.
I will try to solve this later.


plugin material rdgDiffuseMapTest name:"rdgDiffuseMapTest" classID:#(0x7c330adb, 0x2cd0b566) extends:Standard replaceUI:true version:1( 

	parameters main rollout:params(
		textmap type:#texturemap ui:textmap
		on textmap picked newMap do delegate.diffusemap=newMap  
	)

	rollout params "choose Map"(
		mapbutton textmap "none"
	)

)

Georg

 rdg

ok.
I remembered to read to HelpFile ( I need a postit note at my monitor for this !).
And there it is:
[left]
[/left]

[left]
[/left]

[left]Warning:
[/left]
[left]A materialButton cannot be used in a rollout of a scripted map plug-in. The 3ds max Material Editor architecture assumes that a Sub-Material can only be a child of another material and will be confused when trying to assign a sub-material to a map
[/left]

[left]
[/left]

That is why it won’t work:)

Anyway:
A scripted Material plugin cannot be used with mentalray – as the translator doesn’t recognise it.
I guess it is better to have a (floating) rollout that composes a material. That way you can use alle the features of maxscript guis and still have standard-compliant materials.

Georg

Page 1 / 2