Look at c++ sdk Bitmap class and its available methods. .GetStoragePtr isn’t documented, but perhaps it is the pointer to raw pixel data. You can get…
so what if you do a dozen of quick 2×2 px region renders (maybe it should be a blowup renders) instead of single whole-frame render? getPixels shouldn…
Rendertime color depends on the renderer, lighting, camera, material and texturemap settings so you obviously can’t just get it from a scene. What you…
Try to make a IMatrix3Value from IMatrix3 and get string from there or simply read and dispose every row manually ( g = (dotNetClass “Autodesk.Max.G…
fixed the link
Reference types like IPoint3 & IMatrix3 allocate themselves on the heap so I had to use custom value type structs example to eliminate mem leaks. …
Did you test it for memory leaks? Last time I used matrix3 and point3 classes intensively it was leaking as hell
really? изображение.png463x647 22.2 KB or maybe you’re talking about something else?
you can try inverseHighPrecision <matrix>, if you’re really sure that polygon is 100% flat in the first place.
What I found is that ‘copy some_texmap’ actually copies whole tree, which sometimes isn’t what we want In sme it is possible to make a copy of whole s…
But how is it possible without makng Mix_1 unique first?
Ok. What should happen if the Mix_1 map containing Noise_1 is in the valid slot? I mean diffuseMap and bumpMap (valid and invalid slot) share same ins…
So what you want is to make the particluar Noise map instance unique in the rest of the slots no matter how deep in shader hierarchy they are? In this…
I’d try to replace getPropNames with smth like this. Don’t know if it is actually any better, but at least you can parse the type of the property and …
But what’s wrong with the refs.dependents from the above example? It does exactly what you need. It returns the list of the materials/modifiers/etc th…