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  • #16
    +1 for 2, 3, 5, 7

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    • #17
      Hello All-

      Thanks to everyone for all the comments, feedback, and tips, and Karba, thanks so much for all the work and responsiveness. A couple of things to clarify.

      -For Multimattes, Oguzbir's posts sums it up pretty well. I am also attaching a few quick images to further the explanation of it, quickly made in vray. Every object is given a G-Buffer Object ID between 1 and ~30. Then for every three IDs, a multimatte pass converts their alphas to pure Red, Green, and Blue, so selections in post can be made accurately and quickly through Channels. No halos. Hopefully The attached images help describe it a bit more. Karba, if you'd like me to send over this simple teapot, vray file, I'd be happy to.

      -For the camera settings, it would be nice to just have a built in mm and f-stop conversion for camera matching purposes, similar to how Max Camera gives you lens length in mm and horizontal or vertical FOV simultaneously.

      -Lastly, for the drag and drop bitmaps issue. It's understandable that some of Max's default behavior can't be changed, unfortunately. And knowing autodesk, I doubt that will ever change. So I was just thinking, does anyone have the actual script for the FStormConversion in the Conversion? As a workaround for not being able to drag and drop directly, I was thinking of writing a little script that would simply parse the current material for "Bitmap" and then convert it to FStormBitmap. That way, you could drag 1 or more maps into the material, and then quickly convert them in one keystroke without having to click anything else, and without having to parse through the entire scene. Just a thought. I'd be happy to write the script, but it would be helpful to be able to see how Karba is currently finding all the bitmaps in the scene and changing them to FStormBitmaps rather than trying to figure out how to code that. The rest would be pretty easy to assemble. Let me know what you guys think.

      I'm starting to write a few other scripts like FStormCamera from View and a few other things to speed up working in FStorm. I will be sure to keep everyone posted as I create them.
      Attached Files
      Last edited by ThreeMarks; 12-03-2016, 11:26 AM.
      mike golden | www.threemarks.com | Max 2014 | Dual Xeon E5-2687Wv3 | Dual GTX 1080

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      • #18
        Originally posted by ThreeMarks View Post
        Hello All-

        Thanks to everyone for all the comments, feedback, and tips, and Karba, thanks so much for all the work and responsiveness. A couple of things to clarify.

        -For Multimattes, Oguzbir's posts sums it up pretty well. I am also attaching a few quick images to further the explanation of it, quickly made in vray. Every object is given a G-Buffer Object ID between 1 and ~30. Then for every three IDs, a multimatte pass converts their alphas to pure Red, Green, and Blue, so selections in post can be made accurately and quickly through Channels. No halos. Hopefully The attached images help describe it a bit more. Karba, if you'd like me to send over this simple teapot, vray file, I'd be happy to.

        -For the camera settings, it would be nice to just have a built in mm and f-stop conversion for camera matching purposes, similar to how Max Camera gives you lens length in mm and horizontal or vertical FOV simultaneously.

        -Lastly, for the drag and drop bitmaps issue. It's understandable that some of Max's default behavior can't be changed, unfortunately. And knowing autodesk, I doubt that will ever change. So I was just thinking, does anyone have the actual script for the FStormConversion in the Conversion? As a workaround for not being able to drag and drop directly, I was thinking of writing a little script that would simply parse the current material for "Bitmap" and then convert it to FStormBitmap. That way, you could drag 1 or more maps into the material, and then quickly convert them in one keystroke without having to click anything else, and without having to parse through the entire scene. Just a thought. I'd be happy to write the script, but it would be helpful to be able to see how Karba is currently finding all the bitmaps in the scene and changing them to FStormBitmaps rather than trying to figure out how to code that. The rest would be pretty easy to assemble. Let me know what you guys think.

        I'm starting to write a few other scripts like FStormCamera from View and a few other things to speed up working in FStorm. I will be sure to keep everyone posted as I create them.
        where are the attachments

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        • #19
          Mitviz- not sure what happened there. Thanks for the heads up. I attached them to the above post. I also made that script for FStormCamera from View, and also a script that allows you to drag and drop bitmaps into an active fstorm mtl and then convert them to FStorm Bitmaps in a single click. They are both in the ThreeMarks_FStormTools that is attached here: https://fstormrender.kz/forum/forum/...-drop-textures
          mike golden | www.threemarks.com | Max 2014 | Dual Xeon E5-2687Wv3 | Dual GTX 1080

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          • #20
            Originally posted by ThreeMarks View Post
            Mitviz- not sure what happened there. Thanks for the heads up. I attached them to the above post. I also made that script for FStormCamera from View, and also a script that allows you to drag and drop bitmaps into an active fstorm mtl and then convert them to FStorm Bitmaps in a single click. They are both in the ThreeMarks_FStormTools that is attached here: https://fstormrender.kz/forum/forum/...-drop-textures
            what if i am running max as admin, it stil works?

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            • #21
              Originally posted by mitviz View Post

              what if i am running max as admin, it stil works?
              I think it will? But I'm not entirely sure. Give it a quick try and let me know how it goes. I am by no means an expert in maxscript, so the was the simplest means that I could find for auto-installing scripts. If it doesn't work for you, the individual scripts are listed in the .mcr file, which you can copy and save as separate .ms files to install however you'd like. If you need further help, let me know.
              mike golden | www.threemarks.com | Max 2014 | Dual Xeon E5-2687Wv3 | Dual GTX 1080

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              • #22
                Originally posted by mitviz View Post

                what if i am running max as admin, it stil works?
                well, if it doesn't works, you could open the file with notepad or ms word or something and copy the text, paste the text in the maxscript listener, and from there select the text and drag it to a tool bar, and it automatically will create a button which you can put an icon etc

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