View Full Version : Custom Attribute to control bitmap sequence start frame?
platypus 10-15-2008, 09:33 PM I have an image sequence set up for the diffuse map of one of my shaders, and I would like to be able to connect a custom attribute on the object itself to the "Start Frame" parameter of the shader's bitmap sequence.
Can anyone point me in the right direction? Thanks.
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Hows this..
b=box()
select b
sMat=standardMaterial()
bMap=bitmaptexture ()
sMat.diffuseMap=bMap
b.material=sMat
def=attributes testDef
(
parameters testP rollout:testR
(
tMap type:#texturemap
)
rollout testR "Test"
(
spinner startFrameSp "Start Frame:" type:#integer
on startFrameSp changed val do
(
if classOf tMap==Bitmaptexture then
(
print tMap.startTime
tMap.startTime=val
)
)
)
)
custAttributes.add b def
b.testDef.tMap=bMap
hotknife
10-16-2008, 11:59 AM
Hmm kinda related - I was just thinking how good a non-linear interface for controlling bitmaps would be in max....
Imagine an edit-suite type timeline popping open for controlling bitmaps in the material slots, with cross fades etc...similiar to the motion mixer but for bitmaps.
Just use Combustion with the Combustion material.
hotknife
10-16-2008, 12:53 PM
true if people have combustion. I do, but not all, and I don't think the combustion .dll ships with the x64 version of Max.
Certainally not the Architect version of MAx.. I may be mistaken but from memory when I was teaching Combustion recently it wasn't loaded in the version of Max I was using to show intergration between the two.
Also lets face it Combustion is on it's last legs as far as a product is concerned. But off topic.
Could it be done in Max somehow ???? would be nicer...maybe a nice script project for someone..
It should be possible as a material. I'm thinking you could hobble something together even with Max script and make it work.
platypus
10-16-2008, 05:29 PM
many thanks. I'll give this a shot.
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