rs3dcg
@rs3dcg
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Joined: Feb 15, 2024
Topics: 6 / Replies: 12
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RE: WANTED: SDK Programmer for Experimental Mesh Modifiers

No problem Dave! If you have time, just drop me some thoughts Best, Rob

15 years ago
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RE: PreRender Script on every Frame

Thanks guys, finally I got back to the problem and this works! Thanks so much, Rob

16 years ago
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RE: PreRender Script on every Frame

Hi Richard, nice to hear from you! The MaxScript doc states: “Warning: You cannot change an object’s mesh in a #preRenderFrame, #postRenderFrame, …

16 years ago
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RE: Accessing Submaterials with Gradientramp

I’m using a assignNewMaterial now to make the textures unqiue, but it’s still completely replaced by replaceInstances Thanks, Rob

17 years ago
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RE: Accessing Submaterials with Gradientramp

Thanks, so what would be an efficient way to create lots of maps consiting of the same Bitmap but with unique names that then could be linked afterwa…

17 years ago
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RE: Accessing Submaterials with Gradientramp

I generated an array of maps with the same IFL sequence but different starttimes. Then I use replaceInstances and (of course) all of these get unified…

17 years ago
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RE: Accessing Submaterials with Gradientramp

Thanks Martijn, this helps a lot (again). So I’ll set up a base material and use scripts only to change values / maps. That’s fine, just thought this …

17 years ago
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RE: Accessing Submaterials with Gradientramp

The MacroRecorder safes the following: meditMaterials[1][#Maps][#Diffuse_Color__Map__1____Gradient_Ramp].Flag__3__Texture = Bitmaptexture fileName:“c…

17 years ago
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RE: Accessing Submaterials with Gradientramp

Thanks a million Martijn! That really helps me a lot, but as for the index of “[6]” for bitmap, how is this defined? I looked for details of the SubA…

17 years ago
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Replies: 10
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RE: Animated Scatter

Because a Scatter modifier or object would be easier to setup. Sometimes I just want to have simple Scatters and don’t even want to open the PFlow win…

18 years ago
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