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Old 10-12-2012, 01:49 PM   #46
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For the record I don't think Lab is a good name, far too generic!
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Old 10-12-2012, 04:30 PM   #47
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Quote:
Originally Posted by DaveWortley
For the record I don't think Lab is a good name, far too generic!
Personally for me it works. Think mad scientist working up some crazy invention, making something better, different, etc. Is that not what we will hopefully be doing with Lab?

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Old 10-13-2012, 12:33 AM   #48
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Quote:
Originally Posted by PiXeL_MoNKeY
Personally for me it works. Think mad scientist working up some crazy invention, making something better, different, etc. Is that not what we will hopefully be doing with Lab?

-Eric

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Old 10-13-2012, 08:03 AM   #49
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The video on the library directory made me curious about one thing: is it possible to share scenes with cortex plugins with others who do not have the plugin? I assume that it isn't, but what about sharing plugins with others who do not have cortex, is that possible?
 
Old 10-13-2012, 08:45 AM   #50
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Originally Posted by Pjanssen
The video on the library directory made me curious about one thing: is it possible to share scenes with cortex plugins with others who do not have the plugin? I assume that it isn't, but what about sharing plugins with others who do not have cortex, is that possible?

Yes it is possible but whoever will use the Cortex-created plugin will need to install Coden:
https://ephere.com/plugins/coden/

Cortex uses it as the underlying framework to run its graphs inside Max as plugins.
 
Old 10-14-2012, 08:56 AM   #51
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Hello Marcel, it is possible to do everithing in max with lab like you can do in sdk or it is working "only" with geometry, modifiers, materials and controllers? What about force fields, particles, UI, etc.. Can you also use loops, it then else, functions etc..?
Thanks a lot

Last edited by larex : 10-14-2012 at 09:45 AM.
 
Old 10-14-2012, 09:44 AM   #52
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Originally Posted by larex
Hello Marcel, it is possible to do everithing in max with lab like you can do in sdk or it is working "only" with geometry, modifiers, materials and controllers? What about force fields, particles, UI, etc..
Thanks a lot

For now the list of possible things is pretty narrow- polygon meshes, modifiers (poly mesh), controllers, and texmaps with poly meshes being our main focus thus far. The list will grow as we stabilize some things.

It is not meant to be a replacement for the SDK or MaxScript. It will always be a subset of it for pipeline plugin creation and UI will most likely be always auto-generated unless there are more ideas on that later.

The key is being able to create reusable pipeline plugins (which can be shared between users and potentially even hosts), not to extend 3dsmax UI and such.
 
Old 10-14-2012, 10:02 AM   #53
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What it missing in max is some proper procedural pipeline where you can for example proceduraly create objects and also modifiers and also acces all their parameters. Realy simple example: you want to create boxes in position on verticles of some plane a then you want to add twist modifiers where the texture color of verticles are black and twist it some way, and when texture is changing all system is working. I tryed to di it wit thinking particles but there you dont have acces for crerating modifiers of accesing them if you convert object to particle.

Also It will be cool if lab can also uses loops function raycast, which will realy extends max capability for artists.
 
Old 10-14-2012, 10:14 AM   #54
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Quote:
Originally Posted by larex
What it missing in max is some proper procedural pipeline where you can for example proceduraly create objects and also modifiers and also acces all their parameters. Realy simple example: you want to create boxes in position on verticles of some plane a then you want to add twist modifiers where the texture color of verticles are black and twist it some way, and when texture is changing all system is working. I tryed to di it wit thinking particles but there you dont have acces for crerating modifiers of accesing them if you convert object to particle.

Also It will be cool if lab can also uses loops function raycast, which will realy extends max capability for artists.

Yup, raycasting is a big one and definitely on the TODO. If you can explain in detail your ideas, I am always listening
 
Old 10-14-2012, 10:35 AM   #55
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Quote:
Originally Posted by larex
What it missing in max is some proper procedural pipeline where you can for example proceduraly create objects and also modifiers and also acces all their parameters. Realy simple example: you want to create boxes in position on verticles of some plane a then you want to add twist modifiers where the texture color of verticles are black and twist it some way, and when texture is changing all system is working. I tryed to di it wit thinking particles but there you dont have acces for crerating modifiers of accesing them if you convert object to particle.

Also It will be cool if lab can also uses loops function raycast, which will realy extends max capability for artists.


So basically, Houdini
 
Old 10-14-2012, 10:42 AM   #56
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My idea is something like in houdini, where you can acces all parameters of mesh, textures, etc and make them affect different parameters. And node based system is perfect for this. This is missing in max you must use scripting and this is realy not fast. If for example we have some object it will be perfect that we can acces in lab all its parametrres, like vertex id, vertex colour, vertex positions, vertex normals, modifiers parameters etc and we can link them as we want. For example we want to do some procedural animation of boxes (with twist modifier) which will be placed on verticles of sphere. So we link box to some clone node where we specified how many clones (or refferences we want) then we link it with vertex position of sphere aligh it with normal parameter and for example link twist modifiers of clone boxes with some expresiion with vertex color of spere. So when we animate texture the they are twisting depending of wertex colour. This is only fast example but the posibilities will be realy big. The main goal is to acces all parameters of objects, posibility of procedural cloning ,using if statements, loops etc..
 
Old 10-14-2012, 10:42 AM   #57
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