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SculptGenMax for 3ds Max 9 |
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Tavish Miles
Registered User
Join date: 20 Mar 2007
Posts: 4
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05-28-2007 17:47
is this script supposed to work with nurbs?
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Shack Dougall
self become: Object new
![]() Join date: 9 Aug 2004
Posts: 1,028
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05-28-2007 17:54
is this script supposed to work with nurbs? not yet. working on it, but not yet. _____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
Tavish Miles
Registered User
Join date: 20 Mar 2007
Posts: 4
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05-29-2007 02:38
But once it all works and under control you can have fun. 1 prim fence. very impressive exhibition of ballon bending...recognised your work in the sculptie competition at Luna...you should win...how you do that? |
Shack Dougall
self become: Object new
![]() Join date: 9 Aug 2004
Posts: 1,028
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Version 0.4: 32 Rows, UV Coords, and NURBS
05-29-2007 15:42
Just uploaded SculptGenMax 0.4 Download from OP.
"Missing Row" bug fixed, but the starting object must have 32 rows now instead of 31 as previously. There's a lot of good things here. CODE
CODE
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Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
Tavish Miles
Registered User
Join date: 20 Mar 2007
Posts: 4
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05-29-2007 20:00
sweet
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Michael Khalamov
Registered User
Join date: 19 Jul 2006
Posts: 12
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05-30-2007 04:56
Very god work Shack, i appreciate your work on this really, and the possibility to create a body out of NURBS is amazing. Keep on the great work.
Cheers Mike |
Michael Khalamov
Registered User
Join date: 19 Jul 2006
Posts: 12
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05-30-2007 12:48
Mabe i should add that when you close the bottom and the top of your nurbs or vertics object you get better tops and bottoms of your prim inworld.
Cheers Mike |
Shack Dougall
self become: Object new
![]() Join date: 9 Aug 2004
Posts: 1,028
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Version 0.4.1: NURBS Sphere
05-30-2007 13:18
Just released SculptGenMax 0.4.1. Download from OP
Poly, Mesh, and NURBS Sphere now supported! Release Notes -- 0.4.1 a) fixed bug with UV map. Now handles UV maps correctly that have more vertices than are -- in the mesh -- b) Poly sphere 32x32 supported. -- c) NURBS Sphere 32x32 supported. -- d) added drop down to allow you to change the uv map channel that is used. _____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
Shack Dougall
self become: Object new
![]() Join date: 9 Aug 2004
Posts: 1,028
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05-30-2007 13:30
Mabe i should add that when you close the bottom and the top of your nurbs or vertics object you get better tops and bottoms of your prim inworld. In case it isn't obvious. ![]() Use a NURBS Sphere. Version 0.4.1 (just released!) supports spheres now. _____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
Michael Khalamov
Registered User
Join date: 19 Jul 2006
Posts: 12
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05-30-2007 16:26
Hehehehe somehow it is still great to see you come along with this, thank you for you great works on it, it was only a thing i recognized.
*going to try out this new version now* Cheers Mike |
Shack Dougall
self become: Object new
![]() Join date: 9 Aug 2004
Posts: 1,028
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UV Mapping Issues
05-31-2007 10:11
Just released SculptGenMax 0.4.1. Download from OP Poly, Mesh, and NURBS Sphere now supported! Yesterday, I got NURBS spheres working, so today I'm playing with them and I've run into a UV mapping issue. Just wanted to give a quick description of what I'm seeing. Basically, the issue is that 3ds Max is changing the UV map as I manipulate the sphere. This is bad. We want the UV map to stay in a nice square grid pattern, otherwise, our baked textures won't match up with the sculptie. Also, if you stretch and twist the sphere enough, it causes the UV map to distort enough to confuse SculptGenMax and it fails. Seems like I need to use the Unwrap UVW modifier in some way to permanently set the UV map into a grid pattern, but I don't have a good procedure for it yet. _____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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05-31-2007 10:39
... Seems like I need to use the Unwrap UVW modifier in some way to permanently set the UV map into a grid pattern, but I don't have a good procedure for it yet. That is going to be tough. I though as you model a Nurb that the mesh dimensions change. But I don't know a whole lot about them. can the mesh that makes the NURBs be locked? |
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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05-31-2007 19:38
Shack,
Max is doing something to the image when it save. I've notice this in my methods as well as yours. This is part of a sculpt image blown up and contrast turned up to 95 to highlight the dithering effect max is doing to texture when saving. The image on the left is the image opened in photo shop after it is save in Max. While the right shows a screen shot of the image and then pasted into photo shop. what you will notice in the yellow near the top is the nice smooth fade from yellow to red on the right while the left has a rather chunky hard steps. this weird dither like effect is happening to your GenScript and mine Render Totexture method. It is throws RGB values off buy a shade or two. not much but enough to make the object look more lump. I'm still getting mixed results between the screen shot version and saved TGA version. I have no clue as what Max is doing with the image when it saves. |
Shack Dougall
self become: Object new
![]() Join date: 9 Aug 2004
Posts: 1,028
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05-31-2007 20:04
Max is doing something to the image when it save. I've notice this in my methods as well as yours. Maybe try saving it as BMP or maybe PNG to see if you get the same results. Maybe even try JPG, but turn the quality way up. I don't expect any of those to magically work, but I guess we should try. ![]() _____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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05-31-2007 20:23
Maybe try saving it as BMP or maybe PNG to see if you get the same results. Maybe even try JPG, but turn the quality way up. I don't expect any of those to magically work, but I guess we should try. ![]() BMP/TGA same result. JPG and PNG well they are just as bad. well heck I'm clueless |
Shack Dougall
self become: Object new
![]() Join date: 9 Aug 2004
Posts: 1,028
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05-31-2007 20:46
BMP/TGA same result. JPG and PNG well they are just as bad. well heck I'm clueless The only thing that I see in preferences is output dithering. In the online reference under "dithering (glossary)", it says that max renders 64-bit color by default. There's also a good explanation of dithering (if you're not familiar with the term). So, try turning off dithering. In Customize>Preferences>Rendering, turn off True Color and Paletted. See if that make a difference. Whether or not it helps, we are probably seeing an artifact of 3ds Max's 64-bit color getting converted to 24-bit. _____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
Shack Dougall
self become: Object new
![]() Join date: 9 Aug 2004
Posts: 1,028
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Bingo!
05-31-2007 21:47
So, try turning off dithering. In Customize>Preferences>Rendering, turn off True Color and Paletted. See if that make a difference. THIS FIXES IT! (I think) ![]() I started digging around in MAXScript. From there, I don't have much control over how the bitmap is saved, but MAXScript 9 has a new function that lets you compare two bitmaps. So, I put in a check. Right after I save the file, I added a check to see if the file is the same as the bitmap in memory. With True Color dithering turned on, the saved bitmap is always different from the one in memory. With True Color dithering turned off, they are always the same! So, my only question is what I should do for my script? I can leave this check in the code and add a dialog saying "Blah,Blah, Turn off True Color dithering, Blah, Blah" if it detects that the two bitmaps are different. This could be very helpful. The downside is that it would mean that the script would definitely only work in 3dsMax 9. What do you think? Edit: I did a couple of experiments to see if I can see a difference in the sculpties and I can! _____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
Shack Dougall
self become: Object new
![]() Join date: 9 Aug 2004
Posts: 1,028
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How to Preserve NURBS UV Map
06-01-2007 11:06
Basically, the issue is that 3ds Max is changing the UV map as I manipulate the sphere. This is bad. We want the UV map to stay in a nice square grid pattern, otherwise, our baked textures won't match up with the sculptie. Okay, I have a working procedure for NURBS now! ![]() Step 1: Create your NURBS Sphere (same as before) 1a: Create a sphere 1b: Convert to NURBS 1c: Surface Approximation - Tessellation Method - Regular with U Steps and V Steps 32 Step 2: Create a UV Map on Channel 2 1a: Apply "Unwrap UVW" modifier 1b: (optional) In UV Modifier Parameters, press Edit. This will show you the current UV Map. It should be a nice grid pattern. 1c: In UV Modifier Parameters, press Save. and save the uv map to a file. You only have to do this once. 1d: In UV Modifier Parameters, change the Map Channel to 2. If you still have the edit window open, you will see that it destroys the nice UV grid. We'll fix that in next step. 1e: In UV Modifier Parameters, press Load. and load the uv map that you previously saved. Step 3: Shape the NURBS Sphere. Make your object. NOTE: You will have to click on NURBS in the modifier stack and this will pop up a warning dialog. Just say yes. Step 4: Generate the Sculptmap 4a: Make sure that you select the top modifier on the stack. 4b: Open SculptGenMax 4c: Change the UV Map Channel in SculptGenMax to 2. 4d: Generate sculptie and save to TGA Step 5: Bake a texture 5a: Put a light in the scene 5b: Render To Texture 5c: Set the Mapping Coordinates channel to 2 5d: Add an Output, e.g., Complete Map 5e: Press Render button and save baked texture. Step 6: Upload to SL 6a: Upload sculptmap and baked texture. 6b: Put them on a prim. You shouldn't have to do anything special. The baked texture should line up perfectly. And the result! _____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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06-01-2007 14:35
So, try turning off dithering. In Customize>Preferences>Rendering, turn off True Color and Paletted. See if that make a difference. That seems to have done it here turning off Dither for True Color. Thanks. Was driving me nuts. |
Eddi Masala
Registered User
Join date: 3 Jul 2007
Posts: 1
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Fence / Holes in sculpt
07-29-2007 02:57
Think of a sculpt as a balloon animal one that allows you to pull it thru itself. where each set verts going around the cylinder allows you to twist or pinch it. I still dont quite understand. Could you give a simple explanation/ example? Maybe I to stupid or I just dont understand balloon animals. I cant see how a baloon (animal) can have holes in it without losing its air. ![]() Of course I would be glad if anyone would answer. This is not just directed to Gearsawe. Thanks in advance, Eddi Masala |
CaptainP Barbosa
Registered User
Join date: 19 May 2007
Posts: 1
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Video
07-31-2007 11:46
Does anyone know if there is a video that shows the creation of a Sculpted Prim and then create the texture. I have tried every script and tutorial and I have still not came out with the final result of the multicolored tga file that you should see.
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Aeon Enoch
Registered User
Join date: 11 Aug 2007
Posts: 2
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08-21-2007 08:02
Hmm, trying this with 3ds Max 9 32bit and I get an Exception when I try to generate the sculpt texture:
"-- Unable to convert: undefined to type: integer" In this part of the script: ( -- if anything goes wrong, make sure that we delete the temp copy of the -- selection. If we don't, it will show up in the scene. delete selectedPoly throw() ) It highlights the "throw()" part of the script. *edit* to add to this, it seems it made a front facing UVW map when I checked the UVW unwrap modifier, "edit uvws" viewer and moved the uvws out of the blue box border where maps are supposed to be, and even if I load the previous uvws I saved before it stays the same. As if it reset the uvws. I tried deleting the unwrap uvw's modifier then adding it again, I looked at the map and it was fine, changed it to channel 2 and it messed up the uvws as expected, but it won't load the previous uvws with the good flat unwrap again. If I leave the map on channel one, and sculptgen on map channel 1 it gets about 1/4 way rendering the texture but then says: Runtime error: Epoly vertex index out of range: <1 or > 1089: -1 |
Shakeno Tomsen
Common user
Join date: 8 Mar 2007
Posts: 32
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09-04-2007 14:26
I think this does not work with 3D Studio Max 6, nor 8. I tried it and I can't even install the script
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Shack Dougall
self become: Object new
![]() Join date: 9 Aug 2004
Posts: 1,028
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09-04-2007 16:32
I think this does not work with 3D Studio Max 6, nor 8. I tried it and I can't even install the script ![]() I only have Max9, so I haven't tried it in previous versions, but I would think that it works in Max 8. Note that, in addition to running the script, you also have to add it to the toolbar. <code> -- Customize>Customize User Interface... -- click on the Toolbars tab. Select Category "SecondLife". Drag SculptGenMax to one of the -- toolbars. </code> But if you've done that and still can't get it to do anything, then I don't know. _____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
Shakeno Tomsen
Common user
Join date: 8 Mar 2007
Posts: 32
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09-05-2007 04:15
I only have Max9, so I haven't tried it in previous versions, but I would think that it works in Max 8. Note that, in addition to running the script, you also have to add it to the toolbar. <code> -- Customize>Customize User Interface... -- click on the Toolbars tab. Select Category "SecondLife". Drag SculptGenMax to one of the -- toolbars. </code> But if you've done that and still can't get it to do anything, then I don't know. Well, is just I can't get the shortcut to add to the toolbar (it does not appear, nor the category "SecondLife" or anything related) :/ _____________________
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