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wallworm

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wallworm last won the day on August 8 2016

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  1. Surface Distributor > Vertex Color / UV Options

    Furthermore, since you might be using masks from other channels (instead of channel 0, you might use another channel like a UVW channel instead), there should be a Channel spinner that defaults to channel 0 (which is the vertex color channel). Changing to channel 10, for example, will use the uvw coordinates as colors. For example, you can use Vertex Paint Modifier to paint vertex colors into channel 10 (or any channel).
  2. Surface Distributor > Vertex Color / UV Options

    I meant to add: So the Surface distributor would need a new Dropdown under the Use Vertex Color checkbox with these options: RGB (default and legacy) Red Green Blue
  3. Surface Distributor > Vertex Color / UV Options

    Eduard, Attached is an example scene. This is a simple example of how the vertex colors might drive a system (in this case, the base blue channel of the vertex colors is displacing the landscape down for the river). The other colors are not used to displace in this example, so are added to the second vertex paint. If you select the object GFX_Ecosystem1 there are three paths: WaterPlants(blue) BankPlants(red) Grass(green) What I'd like is that the distributors allow you to use just that channel for distributing--so in this case the waterplants paths only appear where there are non-zero blue values in the vertex colors. Etc. Notice also if you hit Render you will see that the materials are also using these as masks. (Open slate to see that the texture masks are using R/G/B sub-channels). If the surface distributor could use sub-channels like the material is using, it would make it very easy to populate the plants along the environment easily. Even more valuable is this method used in conjunction with the DataChannel modifier added in 2017.1. In that case, the vertex colors can be driven by the landscape topology--meaning that automatically we can make some kinds of plants only appear on vertical surfaces and others only on flat, etc etc. Having the plants and materials update automatically and together is what I'm looking at accomplishing. Hopefully this makes sense. GFX_vertex_color_example.zip
  4. It would be nice if we could use arbitrary map channels for the Vertex Color. Also, it would be nice if we could use specific rgb/uvw channels. For example, if I want to distribute just from the Red channel of vertex color (or X value in map channel 10).
  5. Object Reaction Graphs

    This works great. Thank you Eduard.
  6. Sometimes it's easy to forget all the exceptions. You can see methods of Structs in Max with showproperties. showProperties polyops :/
  7. Thanks. This helps a lot. Those methods didn't appear when using ShowProperties().
  8. I will share my script for this when done. This is awesome. Thank you again Eduard. A few suggestions/requests: Can we get a couple methods to access the paths/modifiers by index instead of name: gfx.getPath 1 And for the paths, accessing the distributors/modifiers by index as well? (gfx.getPath 1).getDistributor 1 (gfx.getPath 1).getModifier 1 The reason being easier to access dynamic properties by index instead of name. Also, it would be great if meshbuilders (and potentially after mesh modifiers) were also added to this setup. I'd like a few properties added to Path: (gfx.getPath 1).distributorCount --# of distributors in path 1 (gfx.getPath 1).modifierCount -- # of modifiers in path 1 (gfx.getPath 1).meshBuilderCount -- # of meshbuilders in path 1 Finally, how would I instance the parameters? For example, if I can get meshbuilder support, I'd like to be able to instance the meshes among all the paths.
  9. OMG, thank you Eduard!
  10. Object Reaction Graphs

    Thanks Eduard. We are using 2016/2018.
  11. Object Reaction Graphs

    Thanks Eduard Yeah I was grasping at straws with the length affects.
  12. Thanks Eduard. The more MAXScript access to the paths and sub-attributes, the better
  13. Object Reaction Graphs

    It would be nice if the Distance and Max Strength spinners in Object reaction had graph support. Right now I'd like to set a path to use ZERO object reaction until at the very end of the paths and then give it 100%. In this case, the direction is controlled by Spline Dir modifiers and then changes to Object reaction at the very end. I'm considering how to do this currently with affects but it's being problematic for me. If the strength/distance had graph controls, it would be easy to just set the values to 0 until end of graph. My current tests have been to add a Length Affects > Object Reaction Strength with a Factor at 0 for most of the Factor Graph and then setting it to 1.0 for end of graph. But the Object reaction seems to apply to the entire path.
  14. Eduard, I'd like to be able to have access to Paths that would allow me to script the set up GrowFX distributors, etc. For example, if needing to utilize multiple splines as paths for a GrowFX node, manually setting them up can be tedious. I'm creating a tool to generate the needed Point Helpers but now I realize that there is no way (that I know of) to automate setting up the creation of the paths to use these PointHelpers and splines.
  15. Material ID by Distributor

    Perfect! Thank you Eduard! You are a genius.
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