Advanced Member puntoit Posted February 24, 2016 Advanced Member Share Posted February 24, 2016 Hi PolyHertz, thanks for the answer. The features for the next version sound very good. You are really doing a great job here, Hi AbnRanger, I was just confused as when I am looking at the Bitmap node in 3ds Max and click on the path for the bitmap it keeps the information if it has a Gamma Overwrite or not. When I however look at the material that is being created with the app link none of them has an Overwrite. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-131897 Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted February 27, 2016 Reputable Contributor Share Posted February 27, 2016 Hi PolyHertz, thanks for the answer. The features for the next version sound very good. You are really doing a great job here, Hi AbnRanger, I was just confused as when I am looking at the Bitmap node in 3ds Max and click on the path for the bitmap it keeps the information if it has a Gamma Overwrite or not. When I however look at the material that is being created with the app link none of them has an Overwrite. The Arch Design preset should have the greyscale maps (gloss) in linear 1.0 rather than automatic (2.2). The default preset doesn't, I don't think. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-131967 Share on other sites More sharing options...
PolyHertz Posted February 27, 2016 Author Share Posted February 27, 2016 Yea the maps input gamma (ie. Gamma Override) is not touched at all, just the output curves. Afaik 3D-Coat exports maps with Gamma at 1.0. I could potentially incorporate a universal Gamma override per-map type (ie. gloss) that users could control in the Presets Utility, though it'd only be possible for Max 2014+ Anyhow, if you guys think there should be any changes to specific material presets just upload a .mat file and I can incorporate it Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-131968 Share on other sites More sharing options...
Reputable Contributor digman Posted February 27, 2016 Reputable Contributor Share Posted February 27, 2016 (edited) Yea the maps input gamma (ie. Gamma Override) is not touched at all, just the output curves. Afaik 3D-Coat exports maps with Gamma at 1.0. I could potentially incorporate a universal Gamma override per-map type (ie. gloss) that users could control in the Presets Utility, though it'd only be possible for Max 2014+ Anyhow, if you guys think there should be any changes to specific material presets just upload a .mat file and I can incorporate it Gamma 1.00... If you are talking about the gamma setting in the export panel that is a mid-tone gamma correction exposure slider... 3DC uses 2.2 gamma and I believe all maps are exported at 2.2 gamma. I will show you my photoshop workspace which is 2.2 gamma. The correction exposure control is set a 1.00 gamma. This can also be seen in the Level controls... The midtone is set at 1.00 but this is all in the 2.2 gamma workspace. Now 3DC does not use an RGB / sRGB embedded profile but the gamma used is 2.2 for exporting. That is the need why some maps need the override in the Mat preset. I far as I understand the above information is correct, I am not opposed to being corrected though... Also If I have misunderstood your statement, I am sorry... Edited February 27, 2016 by digman Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-131975 Share on other sites More sharing options...
New Member jjhnow.com Posted February 28, 2016 New Member Share Posted February 28, 2016 Hello, I am having trouble setting up the Creating custom material presets: part of the instructions. Do i create the .jpg in the slate material editor or the compact material editor? Do i use a standard material? If the material is made in the slate material editor and use a standard material where do i connect the rough.jpg , metalness.jpg , emissive.jpg , ao.jpg? Can i use .png instead of .jpg? Any help would be greatly appreciated. Thanks for your time. Using 3ds Max 2016 , 3d Coat 4.5.19(CUDA)(GL64), 3ds Max Applink v1.7.mzp lmnop2345@gmail.com Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132014 Share on other sites More sharing options...
PolyHertz Posted February 28, 2016 Author Share Posted February 28, 2016 (edited) Here's a more detailed explanation of creating material presets: Creating a custom material preset: 1. Create you're material however you want, as any type you want (except for DirectX materials). Multi-Sub materials are fine too, just don't use a multi-sub inside another multi-sub. 2. Create a series of blank/dummy texture files named as follows: color.jpg , opacity.jpg , rough.jpg , gloss.jpg , specular_color.jpg , metalness.jpg , normal.jpg , emissive.jpg , ao.jpg 3. Add these files to your material where ever you want the corresponding 3D-Coat maps to be plugged into. The maps from 3D-Coat do NOT have to be jpgs, but should all be one format (tga, png, etc.) 4. In Compact Material Editor on the top menu bar go to Material > Get Material. Or if in the Slate Material Editor the "Materials/Map Browser" window will already be visible on the left. In the "Material/Maps Browser" click the top left down arrow > New Material Library... Save the Material Library file to the Windows documents folder named "Applink_Max3DC". The material file can be named whatever you want, but it must have the ".mat" extension. Drag-drop the material from the Material Editor on to the newly created Material Library listed in the "Material/Map Browser" Right click on the Material Library (ie. the ".mat" file in the "Material/Map Browser") > the file path > save. 5. That's it, you're done! Next time the applink is started your preset will be shown in the drop down list be ready to be used. Edited February 28, 2016 by PolyHertz 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132021 Share on other sites More sharing options...
PolyHertz Posted March 1, 2016 Author Share Posted March 1, 2016 (edited) Update: https://dl.dropboxusercontent.com/u/4210886/3ds%20Max%20Applink%20v1.8.mzp release notes ( v1.8 ):-Added option to create Material presets using maxscript files. --Stingray shader re-introduced as modular maxscript file. --Stingray shader contains notes and all info needed for creation of additional maxscript shaders (just open it in any text editor) --Maxscript materials and material library files should not share names else it will confuse the preset utility (ie. having both fancyMaterial.mat and fancyMaterial.ms in the same folder is bad) --"Auto Switch to Max" + "Auto Import" features may work slower when using Maxscript materials due to a memory bug in Max (which Autodesk will hopefully address at some point).-Added option to import only materials. --Just like with "Auto Overwrite Old mesh", this feature is name dependent. As such, names of Materials/Meshs should be unique and never changed while in 3D-Coat. --Note that Multi-sub materials are not yet supported by this mode.-Added option to Override Gamma universally / for all presets per-map type (gloss, specular color ,etc.) via the Material Presets Utility.-Added right click options menu to "Auto Clear Temp On Close", which lets users choose if they want to keep all currently in use textures, or just delete everything (default).-Added right click options menu to "Auto Launch 3DS Max", which lets users choose if they want to launch the applink script on Max startup not.-Added right click feature for "3D-Coat exe (auto launch)" drop down that makes it now open up the selected directory just like with "Temp Files Directory".-Modified import feature so that files can be imported multiple times in a row. Re-introduction of feature found in earlier versions.-Moved right click options menu for "Auto Overwrite Old mesh" to the option itself instead of the "Import" button.-Fixed bug that caused material editor to fail to add the newly imported materials. Edited March 1, 2016 by PolyHertz Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132088 Share on other sites More sharing options...
PolyHertz Posted March 3, 2016 Author Share Posted March 3, 2016 (edited) Another update (mostly bug fixes this time): https://dl.dropboxusercontent.com/u/4210886/3ds%20Max%20Applink%20v1.8a.mzp Changes: -Various improvements to "Import Only Materials" feature; --Multi-Sub materials now supported. --Materials import into material editor even if there are no meshs in scene to assign them to. --Material names are now correct. --Optimized for faster importing.-Added right click options menu on Import button, which lets user choose between two methods of importing; 1. Default - Only allow one import per-3DC export. 2. Debug - Allows user to import the same file repeatedly (via the "Import" button). Note; Second method can cause 3DC export to fail if used together with "Auto Import" (due to a bug in 3DC, not the applink), especially with larger files. Should only be used for testing purposes.-All name-sensitive function now support spaces and dashes (ie. "my mesh name" and "my-mesh-name" will both work now).-Fixed bug with directX materials which could cause non-Multi/Sub materials to fail on import.-Will now automatically apply materials to meshs that don't have one when being exported to paint room. Edited March 3, 2016 by PolyHertz Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132154 Share on other sites More sharing options...
PolyHertz Posted March 4, 2016 Author Share Posted March 4, 2016 Small update: https://dl.dropboxusercontent.com/u/4210886/3ds%20Max%20Applink%20v1.8b.mzp changes: -Added right click options menu for "Import Only Materials", which lets users choose if they want to add imported materials to Material Editor, Objects, or both. (default is both).-Fixed a bug that could cause "Import Only Materials" to fail outright. ---So, anything else you guys want added? atp I don't have any plans for improvements/features/options past this release.I can hardly believe how much of my free time over the last few months has been spent on this, wish I'd gotten in on the ground floor when Andrew was paying people for this sort of work (actually I think he was giving some applink authors free 3DC licenses too, heard that somewhere... ) 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132181 Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 16, 2016 Reputable Contributor Share Posted March 16, 2016 Quick question, Greg. The naming convention for the custom material presets....3D Coat names the normal map output "_nmap". If we use the convention "normal" as you recommend above, will the script properly know to swap the the one named nmap for the one named "normal"...? Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132441 Share on other sites More sharing options...
PolyHertz Posted March 16, 2016 Author Share Posted March 16, 2016 Update: https://dl.dropboxusercontent.com/u/4210886/3ds%20Max%20Applink%20v1.8c.mzp Changes:-Fixed issue with "Export To" directories not being properly created (bug affected v1.8+ ).-Fixed special right-click Export mode (export without auto-importing into 3DC feature)-Fixed a bug that happened if users tried to import a mesh with a preset enabled without exporting any maps from 3D-Coat.-Fixed some minor UI issues (radio buttons not showing what was selected by default).-Fixed bug where auto-import would activate when switching different Temp directories. 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132443 Share on other sites More sharing options...
PolyHertz Posted March 16, 2016 Author Share Posted March 16, 2016 (edited) AbnRanger: Both "normal.jpg" and "nmap.jpg" will work as of version 1.8c Also, here's a pack of dummy textures to save time for anyone who wants to make their own presets: https://dl.dropboxusercontent.com/u/4210886/dummyMaps.zip Edited March 16, 2016 by PolyHertz Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132444 Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 17, 2016 Reputable Contributor Share Posted March 17, 2016 AbnRanger: Both "normal.jpg" and "nmap.jpg" will work as of version 1.8c Also, here's a pack of dummy textures to save time for anyone who wants to make their own presets: https://dl.dropboxusercontent.com/u/4210886/dummyMaps.zip Ok. Thanks for the quick response. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132476 Share on other sites More sharing options...
Member nalan520 Posted March 26, 2016 Member Share Posted March 26, 2016 This is the best applink for now,Excellent work! Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132774 Share on other sites More sharing options...
Member Einherji Posted March 30, 2016 Member Share Posted March 30, 2016 Hmm, I get this no matter what I do, Manual install and drag install: I get this when I run the script or click the 3d coat applink button: -- currentINIsettings: #("UVs", "", "Default (no preset used)", "E:\games\steam games\steamapps\common\3d-coat\3D-CoatDX64C.exe", undefined, undefined, false, undefined, undefined, true, true, true, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, ...) -- scriptDirTMP: "C:\Users\Bjørn\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\scripts\" -- runfile: undefined >> MAXScript Rollout Handler Exception: -- No ""+"" function for undefined << -- Error occurred in anonymous codeblock; filename: C:\Users\Bjørn\AppData\Local\Autodesk\3dsmax\2016 - 64bit\ENU\usermacros\GregsScripts-g_3DCappLink.mcr; position: 41240; line: 801 -- Frame: -- tmpFilesPath: undefined -- No ""+"" function for undefined Error generated on this line: ------Get newest export.txt file------ tmpRootEXPfile = (tmpFilesPath + "export.txt") tmpMaxEXPfile = (tmpFilesPath + maxver + "/export.txt") existA = doesFileExist tmpRootEXPfile existB = doesFileExist tmpMaxEXPfile Get this when I press the Import button. -- called in expButton.pressed(); filename: C:\Users\Bjørn\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\usermacros\GregsScripts-g_3DCappLink.mcr; position: 78114; line: 1475 -- Frame: -- expSuccess: undefined >> MAXScript Rollout Handler Exception: -- No ""+"" function for undefined << undefined This error happens on this line: --Perform actual export tdcExpSuccessful = false if (noPrompt == true) and ((getCurrentSelection()).count != 0) do (tdcExpSuccessful = exportFile (tdcTmpDir +"input.obj") #noprompt selectedOnly:true using:ObjExp) if (noPrompt == false) and ((getCurrentSelection()).count != 0) do (tdcExpSuccessful = exportFile (tdcTmpDir +"input.obj") selectedOnly:true using:ObjExp) Nothing happens when trying to send this to 3D-coat naturally. Found some forum posts with the same error, but those were related to older 3d coat version mismatch etc. Which is not the case for me. ( I could not find the specific lines mentioned in a search at least. ) I get around this by exporting and importing back & forth. Not the first time this happens, even had problems with autodesks integrated "send to" command between 3dsmax, maya and mudbox as well. I'be been trying to find out whats wrong, could it be a steam installed 3d-coat? I had to manually update some of the code because I have my steam library installed on another harddrive. Before that the applet did not even appear, it did after i changed those lines, however, there must be something more I need to check..problem is, there is quite the few lines of code and it's easy to miss something when going through it not know what to look for. Thanks in advance! Quote Link to comment https://3dcoat.com/forum/index.php?/topic/18802-3ds-max-applink-complete-rewrite/page/2/#findComment-132995 Share on other sites More sharing options...
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