Is the Octane Object properties accessible through maxscript?
I mean like turning movableproxy on and off, and changing the Object layer ID using maxscript.
I can use the "showproperties" function to expose the Octane render settings.
But i haven't found a way to expose the Octane object properties.
is this even possible?
Thanks
-Mats
Maxscript - Octane Object properties
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Check for an object "movable proxy" in octane object properties , then open object properties, and you can see in user properties what it is writen.
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
Nice find.
But from what i can see this doesn't directly correlate to maxscript
like:
$.octane_movable_proxy = false --doesn't work.
So the alternative must then be to maxscript the "User defined properties"
https://help.autodesk.com/view/3DSMAX/2 ... 5BC0B9_htm
setUserProp <node> <key_string> <value>
But working with strings and text documents is a real pain.
And i dont think i have the skill to do that correctly.
-Mats
But from what i can see this doesn't directly correlate to maxscript
like:
$.octane_movable_proxy = false --doesn't work.
So the alternative must then be to maxscript the "User defined properties"
https://help.autodesk.com/view/3DSMAX/2 ... 5BC0B9_htm
setUserProp <node> <key_string> <value>
But working with strings and text documents is a real pain.
And i dont think i have the skill to do that correctly.
-Mats
just type :
setUserProp $ "octane_movable_proxy" true
setUserProp $ "octane_movable_proxy" true
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
You are totally right!
It behaved differently then i expected.
It actual replaces the string that's already there!
I imagined it would just add a new string and a new one and a new one for each time i ran the code.
Flooding the properties.
And in that case i would have to write a more complex code to see if a value is already there then if it was replace serten strings with new ones and bla bla bla bla
But this is perfect!
Thanks so much.
PS: this one seems tricky
octane_light_mask = 999
Looks like each combination of lightlinking have its uniqe "Code/number"
atleast from what i can see.
Cheers
-Mats
It behaved differently then i expected.
It actual replaces the string that's already there!
I imagined it would just add a new string and a new one and a new one for each time i ran the code.
Flooding the properties.
And in that case i would have to write a more complex code to see if a value is already there then if it was replace serten strings with new ones and bla bla bla bla

But this is perfect!
Thanks so much.
PS: this one seems tricky
octane_light_mask = 999
Looks like each combination of lightlinking have its uniqe "Code/number"
atleast from what i can see.
Cheers
-Mats
yes, as there is 8 layer light plus sun and environnement, it make a lot of combinaisons...
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |