2 small cookies in 3ds Max 2017(Darker Edge and Tooltip)

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

 
Thread Tools Search this Thread Display Modes
Old 04 April 2016   #1
2 small cookies in 3ds Max 2017(Darker Edge and Tooltip)

Hi Guys,

I'd like to introduce 2 small new features in 3ds Max 2017. I think there're no official documents for these features.
Honestly they're not 100% finished. But should ready to use now.

***********************************************
Customable viewport tooltip
***********************************************
Customable tooltip allows you define a rich format of the tooltip, more than a name.

Design:
1. By default, only object name is displayed, exactly as current design.
2. Added an new interface AppendTooltip() on viewport object
3. Added an new general event "preViewportTooltip" in maxscript

How to use:
1. Define a proc for tooltip:

fn tipproc =
(
local curNode = callbacks.notificationParam()
local nodeName = curNode.name
local faceNum = curNode.mesh.numfaces as string
local tipText = "<font size=10 color=red>" + nodeName + "</font>"
tipText += "<font color=blue>Face Count: " + faceNum + "</font>"
tipText += "<u><center>This is tooltip</center></u>"
viewport.appendtooltip tipText
)


2. Register callback

callbacks.removeScripts id:#MXSTooltip
callbacks.addScript #preViewportTooltip "tipproc()" id:#MXSTooltip


3. Run the script.

The script string accept max standard strings like "\n" etc. Additionally it supports rich text format. Which refers here: http://doc.qt.io/qt-4.8/richtext-html-subset.html
Above callback outputs string like this:
"<font size=10 color=red>Teapot001</font>
<font color=blue>Face Count: 1024</font><u><center>This is tooltip</center></u>"
This is rich text example.


***********************************************
Darker Edge
***********************************************
Darker edge is an new wireframe style, given better backface apperence. But it has side effect that the back face lines may hard to see if you're using solid light scheme. As mentioned here: http://forums.cgsociety.org/showthr...312#post8174312



By default, darker edge automatically enabled in sub object mode
It has little performance overhead depending on your GPU's geometry shader capacity.
This feature is managed by script:
nitrousgraphicsmanager.DarkerEdgeOption
3 enum values are:
#off 
If you encounter visual/performance problem, then use this option to turn off darker edge. Then the wireframe behavior will be exactly same as previous releases.

#SubLevel
Only This is default option, only turn on darker edge in sub object mode. Most of the time this should be OK. But for dense mesh(for example, > 3M polys), you may notice performance drop down.

#Always
Always turn on darker edge. Maybe useful for static scenes. Performance depends on overall poly count. 



Hope these tips help you!

PS: Don't expect more enhancement on them... as you may know the reason...
Attached Images
File Type: jpg scripttip.jpg (96.4 KB, 142 views)

Last edited by MagicRen : 04 April 2016 at 03:52 AM.
 
Old 04 April 2016   #2
Awesome stuff Magic Ren!
__________________
Check out my work: www.TractorMedia.ro
 
reply share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 09:27 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.