[Req] Please add back hair primitive support

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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j7th
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It can be done per object.
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Karba
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j7th wrote:It can be done per object.
via max script by selecting every node and export to several million splines as a new object and wait forever?
Any idea, how to do this without node selecting but by INode* pointer?
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j7th
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Karba wrote:
j7th wrote:It can be done per object.
via max script by selecting every node and export to several million splines as a new object and wait forever?
Any idea, how to do this without node selecting but by INode* pointer?
you can hide (or temporary disable Hair and Fur modifier) other objects and export to dra-per object, and keep trace to source INode for get material via Paramblock, also we need tweek the algorythm for instanced modifiers
Last edited by j7th on Thu Jul 31, 2014 8:07 am, edited 1 time in total.
Win 7 x64 | GTX560Ti | Core i7 960 3.2GHz | 24GB RAM
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Karba
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j7th wrote:
Karba wrote:
j7th wrote:It can be done per object.
via max script by selecting every node and export to several million splines as a new object and wait forever?
Any idea, how to do this without node selecting but by INode* pointer?
you can hide other objects and export to dra-per object, and keep trace to source INode for get material via Paramblock
That is not how it suppose to work. Especially if it is interactive mode.
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j7th
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Karba wrote: That is not how it suppose to work. Especially if it is interactive mode.
Interactive shading should be enough, it may work if Octane SDK support hairs as organized structure (many splines as single node, with single pointer)...
Win 7 x64 | GTX560Ti | Core i7 960 3.2GHz | 24GB RAM
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