Yeah, that’s it, pretty much. I had envisioned a different interface, but in terms of functionality, that is pretty close. Thanks for the link! I did…
Thanks guys! I have looked at tech-artist.org before, but IMvHO a Wiki is not the optimal format for such a thing. I am more thinking of a structure l…
I created a simple sphere, and an omni light source, switched from mr to scanline. Selected the sphere and ran your original code in 3ds Max 2009 64b…
Sorry, can’t help you with the antialiasing question, but I have a question about your script: Does that actually bake out the diffuse element? Here, …
ZeBoxx2: Hi Rob Ahh, but thankfully that warning says nothing about #preRenderEval [ … ] …and render an animation range to watch the rod flop (…
Yes, indeed. This will save out something that is equivalent to a CompleteMap. :\ – MartinB
Nice, man! I would like to hear a bit more about how your are computing foot steps etc., too. – MartinB
Richard, nice solution, I’ll store that away for future reference. I personally prefer ‘on mouse over’ focus and your script handles it nicely for an…
Why not use pickpoints() in combination with 3D vertex snapping? – MartinB
Have you considered using a script controller on the camera’s position? I am not sure though changing the camera position between frames with a callba…
SpackenLord: @MartinB Yes, we use shifted camera cones. This technique helps to avoid vertical disparities. These vertical disparities are one of th…
So your script effectively creates an asymmetric view frustum? – MartinB
Here’s another MAXScript nugget! trimRight looks very useful! Great, thanks – MartinB
How about a separate layer that overrides the current shading mode and forces it to wireframe? – MartinB