hi everyone,
I've been working on a water shader that has custom flows in it, and it seems that I am stuck at the flow maps. The thing is, I would like not to have to paint them in photoshop, but I would rather have something like Valve has; a plugin for your 3D software (in my case 3ds max) that allows you to sculpt normals to generate the flow map.
The thing is, generating the normal map once you have the vectors is easy, but you need to have the vectors first.
Max has this modifier called "edit normals", that seems to fix that problem, but moving the normals around one by one is just not acceptable.
I want to have my script/rollout/plugin to be brush-based, using the ThePainterInferface in MaxScript or something, but that is precisely where I am stuck.
for one, I have never worked with this "ThePainterInterface" before, and from what I've been reading about it, it is only usable for things like bitmap painting, and general data getting and setting. I have no idea how to make it into the 3ds max equivalent of the move brush in zbrush though.
can anyone provide any help for me on this? it would be greatly appreciated
oh, and once this is done I will put it on here so everyone can download it.
ps: for those of you having trouble picturing what I want to do: I attached two images, one with a screencap of the brush interface of the hair and fur modifier, and the other with the wanted (approximate result) of my script, but with the edit Normals Modifier.
basically I just want a brush that can be used on the handles of the edit normals modifier.