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Messages - Kelevra

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Nice feature!

I never felt the need for this feature in color correct node, but in triplanar and mapping randomizer it's super awesome! Thank you!

I found lot of use cases - f.ex if a tree have multiple leaves bitmaps or if you need to change floor + floor skirting all at once


no :) Still the same. If you want to change it by script it would be
Code: [Select]
Get this to make it easier to find out which properties are changed when using the UI:

Good Luck


Ofc I "forgot" about the renderers.current. Guess I learn something new everyday :)

Actually got that listener after a tip from Maru. Will test it more. Thanks.


i dont get this work now.
Anything that has changed?

« on: 2022-06-15, 10:40:11 »
Hey! Nice set of images.

Do you want to share the process of applying these effects?

I just use the old converter v1.45.

Not up to speed on the new PBR materials🧓

Hmm, what about something more generic? If you exactly stick to instances for every LightSelect element, then try the attached experimental (and badly/quickly written) startup script. It would

- go through all LightSelect render elements
- get all instances from the lights already there
- add those instances to the LightSelect element

automatically every time you either open render setup or start to render. Of course you could do something similar as you mentioned (hotkey/button).
There is no wrong and right when in comes to light sources in LightSelect elements, there are just very different requirements. So I cannot imagine a perfect, generic solution as well. But the script may give you a direction to continue, it works a bit as if there would be a ticked "Include instances" checkbox in the interface of the LightSelect render elements.

Good Luck

Thank you so much mr Frood!

I will give this a go and report back to you.


I have tried to look for info on this topic on the forum and other places, but cannot see to find what I am looking for.
My script knowledge is pretty basic - so I am bit lost atm. Hopefully someone could give me some usefull insight.

So my challenge is:

I am using the lightmixer and CShading lightselect a lot.
Whenever I make an instance of a light I need to add that to the correct CShading Lightselect element.

I'd really want a script that checks what CShading lightselect element rest of the instances is added to.
So whenever I create an instance of a light - it ends up in the correct lightselect element (with the other instances) without me having to do anything.

This is basically how I like it to happen - i think;

I select a light - and hit the script button/hotkey.
1. It checks what lightselect element the light is in.
2. It creates and instance of that light and selects it
3. It adds that light to the lightselect element from #1.

I am struggling on checking what render elements a light or object is a part of.
Guess you will open the array of the elements and see if it exist in one of them?

No idea on how to do that.

Thanks for any help given!

These are properties of the CScatter object itself (not the interface), 'distributionObjects' and 'scatteredObjects' are the names. Both are node arrays. If you have for example a Corona scatter object named 'Corona Scatter001', then you get the scattered objects with

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$'Corona Scatter001'.scatteredObjects
You would use the 'join' command to add other nodes to it.

Good Luck

Thank you so much. This solves it!


I am currently learning max script and have and idea for a little script involving CScattter.
But I need the actions happening when pushing the "+" under "Distribute-on Objects" and "Instanced" objects". MaxListner do not record it and google was no help.

Does anybody know the actions (the little sting of text) that can be used in maxscript or where I can find it?


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