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Oh, here also a bad luck...
Oh, here also a bad luck... we cant find which image in which gamma is loaded.
<bitmap>.gamma
always return the global input gamma insted of the current :/my recent MAXScripts RSS (archive here)
dooh ! I tested the maxscript
dooh !
I tested the maxscript example :
print (getBitmapInfo (getDir #maxroot + "\\maps\\OAKLEAF.TGA"))
and yes it take Imput gamma....
How do you list all images used in the scene ? (already loaded ?)
one bad and one good news
You can get easy all bitmap textures used in the scene (an array containing their filename strings) with
usedMaps()
. Bwn one bad and one good news...my recent MAXScripts RSS (archive here)
urgh ! If I well understand,
urgh ! If I well understand, as it is said in maxscript help, we can change gamma just on copy of image, but in fact just with .tga ?
yep, that's right, and with
yep, that's right, and with all images, not only with TGA.
The test above just show that TGA save actual value within the phisical image file, while the JPEG not.
my recent MAXScripts RSS (archive here)
Thanks for your explanations
Thanks for your explanations :-)
I think I found it
Hi,
I found the way around to do it. I'll add it to new version of Bitmap Tracking/Resizing ...
http://www.scriptspot.com/3ds-max/scripts/bitmap-tracking-resizing
Cheers :)
hello Anubis, can't scripter
hello Anubis, can't scripter access to the load image command, to reload the already loaded image but with another gamma ? toooo bad.
Yes, color correction is cool when you know which image is in which gamma...
In imported and merge scenes it is sometimes the mess, so a read only list should be something good.... :-)
Hi Titane,Sounds good, but
Hi Titane,
Sounds good, but unfortunately, currently not possible to change the gamma of a bitmap without creating new one. Of course Max allows to set input/output gamma, but globals for all scene bitmaps.
P.S. - You can test Color Correction texture map (introduced in Max 2009), but its very bugged though.
my recent MAXScripts RSS (archive here)