How can we modify UVs, Vertex Colors or other vertex data in a Lab modifier? Right now, I can just set vertices and polygons in a polygon mesh create node, right? Thanks Martin Martin |
| mbreidt wrote: How can we modify UVs, Vertex Colors or other vertex data in a Lab modifier? Right now, I can just set vertices and polygons in a polygon mesh create node, right? ThanksMartin Theoretically you can also output UVs now, there's interface to add UVs to a mesh output. However it's not working. We're working on it, as well as other channels (we'll probably leave vertex data for later though, UV and colors seem more important). Ivan Kolev (Software Developer, EPHERE Inc.) E-mail: ivan.kolev at ephere dot com Discord: ikolev |
| Isn't UV, colors and other map channels all the same in 3ds Max, just used for different purposes? Ideally, all those should be handled the same way. Martin |
| OK , just tried it in 0.1.6 and seem unable ot get it working... what data type should I be plugging into the UV output port? Martin |
| I need to confirm that this actually works, perhaps even make a video about it. The last time I tried it it worked. Basically output a PolygonMesh. Then right click on the output and select Add Component Output, and select UV coordinates. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| I do see that output port, but whenever I connect something to it, the geometry disappears in the viewport. PS: I am referring to the Lab modifier Martin |
| There's a bug in 0.1.6 with output texture coordinates. I now fixed it for 0.1.7 so please try again in next build. I'll make a video demonstrating texture coordinate editing shortly. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Video now up here: http://www.youtube.com/watch?v=Py30ObRQPlY&feature=youtu.be But it does require 0.1.7 Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| EPHERE wrote: There's a bug in 0.1.6 with output texture coordinates. I now fixed it for 0.1.7 so please try again in next build. I'll make a video demonstrating texture coordinate editing shortly. Is it intentional that the rt-click menu for adding the uv component is only visible after I have connected a polygon mesh to the output? Isn't the output of a modifier fixed Martin |
| Yes, it is byn design. The output isn't really constrained to a certain type. In some cases it may even make sense to be able to convert different types to a mesh or another type in Max. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Very useful so far. Still not convinced the current design (first channel only) is the right one, as it does not scale and does not allow to modify other vertex data channels. One thing I noticed: it's very brittle - piping mesh data as UVW that isn't 100% compatible with the XYZ mesh will crash 3ds Max right away. Attached is the most simplistic Lab modifier - it just pipes that XYZ data of one object into the UVW channel of another, allowing direct manipulation of the UVW data in the viewport, outside of UVW Unwrap. Apply it to a sphere, then pick a box as UV mesh and watch 3ds Max crash.... How would I do error-checking anyway in Lab? I.e. to make sure the user picks only compatible objects? Martin |
| I've fixed the crash you're describing for the next build. In general all such error checking should be done by Lab and we already have a few such checkers in place. For example, it will already not allow you to create a mesh with face vertex indices pointing to non-existent vertices. So if you come along such instabilities please report them as bugs. It should also be possible to add support for more UV channels. If only the first N channels would be OK I can simply add an option to add a component input for channel 1, 2, 3, etc. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| The first N channels would be a reasonable workaround; at least we're not stuck with UV only. There probably aren't many users out there that need more than 10. If Lab is supposed to do the error checking, how can I provide feedback to the user then on what went wrong? Martin |