VRay and maxscript issues

Hi,

I don’t know how to deal with these properties:

#adv_irradmap_saveFileName, #adv_irradmap_autoSaveFileName, #caustics_saveFileName, #caustics_autoSaveFileName, #photonMap_saveFileName, \
#photonMap_autoSaveFileName, #output_splitbitmap, #lightcache_saveFileName, #lightcache_autoSaveFileName, #includeListOverrideMtl, \
#excludeListOverrideMtl, #excludeListRenderSubset, #includeListRenderSubset

if I getProperty it returns undefined which is fine but if I setProperty to undefined it returns a lot of errors…

How to deal with them without going specific to each?

I am hoping for example of how to use them…

Thanks.

Hi,
I will try to help with this.

#adv_irradmap_saveFileName, #adv_irradmap_autoSaveFileName, #caustics_saveFileName, #caustics_autoSaveFileName, #photonMap_saveFileName, \
#photonMap_autoSaveFileName,

These are file paths and require string as input. Here is one example: renderers.current.adv_irradmap_autoSaveFileName=“c:\test.vrmap”

#output_splitbitmap
I’m not sure about this one. Have to check with our developers.

#includeListOverrideMtl, \
#excludeListOverrideMtl, #excludeListRenderSubset, #includeListRenderSubset
The include/exclude lists can be filled up by adding objects or current selection. Example below:
renderers.current.excludeListOverrideMtl=$
$Sphere:Sphere003 @ [-28.559904,14.545385,0.000000]
renderers.current.excludeListOverrideMtl
#($Sphere:Sphere003 @ [-28.559904,14.545385,0.000000])

Thank you.
I kind of know what these properties are doing, I am wondering how to deal with them.
for most nodes in 3dsmax I can do this:

props = for i in (getPropNames node) collect (getProperty node i)
for i = 1 to props.count do setProperty node (getPropNames node) props

if I do that with the aforementioned properties it triggers very bad errors, with messages I have never seen like C++ shits.
The purpose was to copy/paste VRay settings
But nevermind I am kind of giving up on that and copying renderers.current as a maxObject…

My next question is how do you test if VRay VFB is opened or not?

Currently there is no maxscript command for that but we’ve added a feature request about it, it will be available under vfbControl() command once ready.

This is now implemented in version 3.50.03. You can open/close and check status of the VFB window via the following commands:

vfbControl #show [true/false]

vfbControl #show

Thank you
Since 3.5 I actually don’t need to close the VFB when setting render.current to a new instance of VRay… it used to keep the old VFB and open a new one which was annoying.
Now it seems to work fine.

No, still need to close the VFB and reopen it…