Hi,
I’m using 3dsmax 2012 with the lastest VRay version.
I actually created a new scripted material with maxscript that extends a Blend Material. There is a really simplified version of my script.
The main bug is that the material is always seen as “black” if I put it in a Multi/Sub-Objects and assign the Multi/Sub-Object on a geometry. The "black" concerns the multi/sub-object preview in the Material Editor and also the rendering result.
Please note that I did not let the map slot of my scripted material empty for the test and add the corresponding ID on the geometry.
The scripted material works if I apply it directly on a geometry, but not through a Multi/Sub-Object with using vray rendering engine. The problem seems to only be related to vray because evething is working if I set the rendering engine to Scanline or Mental Ray.
Hope the let you enough details
---------------------------------
plugin Material TTMS_PluginMaterialInfo name:"ttMaterialInfo" category:"TriadeTools"
classID:#(0x64cddeb8, 0x73618f10)
extends:Blend
replaceUI:true
version:1.0 (
parameters main rolloutarams (
map type:#material animatable:false ui:btnMapPicker
mapEnabled type:#boolean animatable:false default:true ui:ckbMapEnabled
on map set val do delegate.map1 = val
on mapEnabled set val do delegate.map1Enabled = val
)
rollout params “Parameters” (
label lblMap “Map: “ pos:[15,20]
materialButton btnMapPicker “” pos:[60,20] width:235 height:20 toolTip:"”
checkbox ckbMapEnabled “” pos:[300,20] width:10 height:20 toolTip:"”
)
on create do (
print “create”
delegate.map1 = undefined
delegate.map1Enabled = true
delegate.map2 = undefined
delegate.map2Enabled = false
delegate.mask = undefined
delegate.maskEnabled = false
delegate.interactive = 0
delegate.mixAmount = 0.0
)
)
---------------------------------
The two major bugs are :
1. The message “Replace Material : Discard old material? or Keep old material as sub-material?” is not displayed when I create an instance of the new material within the material editor over another existing material. I mean it does not act as the standard blend material…
Thanks,
Martin
I’m using 3dsmax 2012 with the lastest VRay version.
I actually created a new scripted material with maxscript that extends a Blend Material. There is a really simplified version of my script.
The main bug is that the material is always seen as “black” if I put it in a Multi/Sub-Objects and assign the Multi/Sub-Object on a geometry. The "black" concerns the multi/sub-object preview in the Material Editor and also the rendering result.
Please note that I did not let the map slot of my scripted material empty for the test and add the corresponding ID on the geometry.
The scripted material works if I apply it directly on a geometry, but not through a Multi/Sub-Object with using vray rendering engine. The problem seems to only be related to vray because evething is working if I set the rendering engine to Scanline or Mental Ray.
Hope the let you enough details
---------------------------------
plugin Material TTMS_PluginMaterialInfo name:"ttMaterialInfo" category:"TriadeTools"
classID:#(0x64cddeb8, 0x73618f10)
extends:Blend
replaceUI:true
version:1.0 (
parameters main rolloutarams (
map type:#material animatable:false ui:btnMapPicker
mapEnabled type:#boolean animatable:false default:true ui:ckbMapEnabled
on map set val do delegate.map1 = val
on mapEnabled set val do delegate.map1Enabled = val
)
rollout params “Parameters” (
label lblMap “Map: “ pos:[15,20]
materialButton btnMapPicker “” pos:[60,20] width:235 height:20 toolTip:"”
checkbox ckbMapEnabled “” pos:[300,20] width:10 height:20 toolTip:"”
)
on create do (
print “create”
delegate.map1 = undefined
delegate.map1Enabled = true
delegate.map2 = undefined
delegate.map2Enabled = false
delegate.mask = undefined
delegate.maskEnabled = false
delegate.interactive = 0
delegate.mixAmount = 0.0
)
)
---------------------------------
The two major bugs are :
1. The message “Replace Material : Discard old material? or Keep old material as sub-material?” is not displayed when I create an instance of the new material within the material editor over another existing material. I mean it does not act as the standard blend material…
Thanks,
Martin
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