i have a folder for each max version this folders contain the .sln, .vcxproj and .vcxproj.filters file so 3 files per folder source files are outside…
take care when reading objs, lots of crazy formatings are out there matlib statements can occur anywhere in the file also multiple matlibs are possib…
#include <IPathConfigMgr.h> IPathConfigMgr::GetPathConfigMgr()->GetDir(APP_RENDER_OUTPUT_DIR)
possible to share some more code about this, the problem might be anywhere ? if not here, feel free to PM/mail me
BitmapTex* TMap = static_cast<BitmapTex*>(tmap); should be: BitmapTex* TMap = dynamicc_cast<BitmapTex*>(tmap); static_cast on pointers …
now its just a c++ file to use in my projects as said maybe i make a mxs extension keep you posted…
get/set pixels is usually very slow, windows gdi drawing is very slow when doing get/set pixel max bitmaps are no difference this is part of my “high…
how big are the images ? what is “reasonable processing time” ? real gaussian blur is not really fast, depending on blur-radius maybe some box blurs …
zdsmdbh: Is it possible to specific imported objects in maxscript? Some thing like ImportFile “C:\OBJECT.obj” #noPrompt #People # Tree nope, not …
SplineShape* pSplineShape = new SplineShape; BezierShape& bs = pSplineShape->GetShape(); Spline3D* pSpline = bezShape.NewSpline(); Point3 p(0,…
when you drag/drop a map, does it use then this map ? maybe just the button doesn’t update to show an “M” ?
i’m not a scripter, so dunno… with c++ you can do, so it must be possible by script too, just have no idea about scripting wait for some script-guru …
there are no explicit normal of a face, this normals are vertex-normals to get your result, you do rayintersect which gives you the face index and Ba…
this is fixed in 2018.2 update doesn’t help you with 2017…
tried it… you are right, the high 32 bits are gone, maybe a leftover from updating max to x64 i will tell the devs i’m using always a custom callback…