maxplugins
04-24-2007, 08:01 AM
Hi all,
I've been playing around with writing plugins to add a proper GUI to mental ray shaders (based on the SDK howto\mentalray\mrSampleShaders example). It works great, and finally allows UI stuff like dropdowns, which aren't possible with the standard Max translation of the .mi files.
I've got 2 problems that I can't seem to solve:
1 - I've been trying to enable/disable UI controls (eg. when Checkbox1 is enabled, Spinner2 should be disabled). This isn't normally a problem, but with mr shader translation all of the DlgProc stuff is handled automatically by imrShaderTranslation.h, and I'm having trouble getting it to do what I want.
2 - I'm also having a problem with adding rollups. The reason for the problem is the same as above. The automatic shader translation adds one rollup with everything in it, but I need to be able to split one shader up into 2 or more rollups.
If anyone has already done this, I'd be grateful for a few tips. If it's not difficult at all, maybe someone could adapt the howto\mentalray\mrSampleShaders example to show how it's done...
Thanks in advance,
Dave
I've been playing around with writing plugins to add a proper GUI to mental ray shaders (based on the SDK howto\mentalray\mrSampleShaders example). It works great, and finally allows UI stuff like dropdowns, which aren't possible with the standard Max translation of the .mi files.
I've got 2 problems that I can't seem to solve:
1 - I've been trying to enable/disable UI controls (eg. when Checkbox1 is enabled, Spinner2 should be disabled). This isn't normally a problem, but with mr shader translation all of the DlgProc stuff is handled automatically by imrShaderTranslation.h, and I'm having trouble getting it to do what I want.
2 - I'm also having a problem with adding rollups. The reason for the problem is the same as above. The automatic shader translation adds one rollup with everything in it, but I need to be able to split one shader up into 2 or more rollups.
If anyone has already done this, I'd be grateful for a few tips. If it's not difficult at all, maybe someone could adapt the howto\mentalray\mrSampleShaders example to show how it's done...
Thanks in advance,
Dave
