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New. QuickPeel button.
Improved. Morpher Cut boolean errors handling.
Improved. Morpher Cut and Skin Wrap better distance calculation.
Improved. Planar mapping from bitmap moved to Ctrl+Click Planar bitmap.
Fix. Morpher Cut. Morpher value 100 removed.
Fix. Flatten and Normal mapping size in Macroses.
This is not a good place for such discussions. Send me email and I will answer you. [email protected]
I already checked your scene. You don't have edges between vertical and horizontal elements, so you need to connect them in Editable Poly and then unwrap. After connecting you could use Flatten or Box mapping and then Orient elements by length.
Hello. I just bought your script.
If I have a flat surface like the first picture,
can you explain to me how do I select the horizontal face
(like the right picture) and then apply horizontaly my wood map and
then I select the vertical faces and apply vertically the wood map, ecc...
Sorry for a late reply.
Yes, macroses are editable, I will make a tutorial about macroses soon. Many macroses have some arguments, so I can't create all combinations of possible values there :)
New. Packing. Default Unwrap pack methods are used.
New. Move Right, Left, Top, Bottom. U, V buttons in Transform.
New. QuickPeel action Macros.
Fix. Checker on group error introduced in 3.0.9.
Your case is too simple, try to imagine a Sphere or any other "complex" mesh. Create mapping by face is easy, but script doesn't know how to stitch these polygons after that.
There is a plugin for such task - Polygonmap. It's written on C++ and still works pretty slow on high poly. On maxscript this will be a lot slower.
But anyway, why do you need to stitch polygons in yor case? Just break and orient.
Comments
[3.1.1] – 2020.02
New. QuickPeel button.
Improved. Morpher Cut boolean errors handling.
Improved. Morpher Cut and Skin Wrap better distance calculation.
Improved. Planar mapping from bitmap moved to Ctrl+Click Planar bitmap.
Fix. Morpher Cut. Morpher value 100 removed.
Fix. Flatten and Normal mapping size in Macroses.
Send me email
This is not a good place for such discussions. Send me email and I will answer you. [email protected]
I already checked your scene. You don't have edges between vertical and horizontal elements, so you need to connect them in Editable Poly and then unwrap. After connecting you could use Flatten or Box mapping and then Orient elements by length.
How to select horizontal and vertical faces
Hello. I just bought your script.
If I have a flat surface like the first picture,
can you explain to me how do I select the horizontal face
(like the right picture) and then apply horizontaly my wood map and
then I select the vertical faces and apply vertically the wood map, ecc...
thx
Macroses are editable
Sorry for a late reply.
Yes, macroses are editable, I will make a tutorial about macroses soon. Many macroses have some arguments, so I can't create all combinations of possible values there :)
Sorry! it seems we can do it
Sorry! it seems we can do it by editing Break operation macro ... by turn on loop ...
Remarkable work! Will you
Remarkable work! Will you also add Break loop into macros category please! Thanks!
[3.1] – 2020.02
New. Packing. Default Unwrap pack methods are used.
New. Move Right, Left, Top, Bottom. U, V buttons in Transform.
New. QuickPeel action Macros.
Fix. Checker on group error introduced in 3.0.9.
Saved me hundreds of hours
Lifesaving tool
[3.0.9] – 2020.01
New. Morhper – Multiple objects support.
New. Morhper – Channel 1 value spinner.
New. Morhper – Show morpher and original objects as box switch.
New. Morhper – Add Skin Wrap to selected objects with nearest morphers.
New. Morhper – Cut selected objects by nearest morphers border.
Fix. Tweak Alt rotate undo.
Your case is too simple, try
Your case is too simple, try to imagine a Sphere or any other "complex" mesh. Create mapping by face is easy, but script doesn't know how to stitch these polygons after that.
There is a plugin for such task - Polygonmap. It's written on C++ and still works pretty slow on high poly. On maxscript this will be a lot slower.
But anyway, why do you need to stitch polygons in yor case? Just break and orient.