[Closed] Viewport Canvas Scripted Access
Hi
I’m just beginning to look into making a script that will create a texture from scratch and place texture stamps/splats on it based on 3d collision with the face. Basically exactly as the viewport canvas /paint bitmap tool does, but instead of the user painting, the texture placement would be done by code.
So my question was whether the viewport canvas feature in max has scripted access to its functionality, I can’t find any documentation at all in the help. I’ve looked at “ViewportCanvas”.ms, and it shows me some of the functions you can call, but they do seem limited to use just for user input.
Does anybody know if it is possible to use the viewport canvas functions to just pass a position or collision by ray cast and let it handle texture creation, or am i going to have to make something myself.
Thanks
Phil
Six months ago, I tried to achieve the exact same thing. Unfortunately, I had to give up the Viewport Canvas promising solution.
I thought I could use the c++ functions it calls (the ones beginning by VC). They seem to be included in a dlx whose sources are not given. Anyway, these functions are too specific for any other use than Viewport Canvas tool. For example, during the painting, it forces the display of the painted object with a specific material showing the painted colors when I wanted to display a custom material with a Splatting shader on it. Therefore, we can’t have a realtime “splatted” preview of the object when painting, until VC releases its “lock” on the applied material (with VCEnd as far as I remember).
Almost everything is in these VC c++ functions but I couldn’t find any hack to bend them on my will :-).
I wish you will be more successfull !
OK Thanks for the reply, yeah I thought that was probably the case, doesn’t hurt to ask.
I’ve started making my own now.