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General CG Discussion / Re: 3D Gaussian Splatting
« on: 2025-03-07, 13:07:39 »
Just spotted this yesterday:
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(
(
local RE= maxOps.GetCurRenderElementMgr()
local REcount=re.NumRenderElements()
--for i=0 to (re.NumRenderElements())-1 where (findstring ((re.GetRenderElement i)as string) "LightSelect") != undefined do
if REcount != 0 then
( for i=0 to REcount-1 where (hasproperty (local El=(re.GetRenderElement i)) #usedenoise) do
( if El.usedenoise then
( format (El.elementname+": skipped because UseDenoise is already enabled\n")
) else
( El.usedenoise= true
format (El.elementname+".UseDenoise: "+(if El.usedenoise then "Enabled" else "Disabled")+"\n")
)
)
) else
( messagebox "Your RenderElements is empty :)" title:"Denoise all RenderElements"
)
)
)
re = maxOps.GetCurRenderElementMgr()
for i = 0 to re.NumRenderElements() do re.SetRenderElementFilename i ""
(
-- set a list of render elements.
elementlist = #(CESSENTIAL_Reflect, CESSENTIAL_Refract, CESSENTIAL_Translucency, CMasking_ID, CShading_Albedo, CShading_Alpha, CShading_Lightmix, CShading_Lightselect, CShading_Shadows, CMasking_WireColor, CTexmap)
re = maxOps.GetCurRenderElementMgr() -- get the current render element manager
re.removeallrenderelements() -- remove all renderelements
re.numrenderelements() -- get number of render elements
theManager = maxOps.GetRenderElementMgr #Production
theManager.numrenderelements()
rendoutputfilename = "c:\\test.tif"
-- adds all renderelements to be rendered.
for n in elementlist do
(
re.addrenderelement (n elementname:("OMP_" + (n as string)))
format "\nAdded % renderelement" n
)
rendsavefile = true
setsilentmode true -- used to avoid error message when checking the filename of element
renderSceneDialog.open() -- open Render Dialog -- get all render elements set and return name of render element and output filename
for n = 0 to (theManager.numrenderelements () - 1) do
(
el = re.getrenderelement n
format "\nGetting % render element" el.elementname
format "\nRender element outputfilename: %" (re.GetRenderElementFileName n)
)
)
(
CoronaMaterialLibrary.MaterialLibraryFp.showBrowserIfPossible true
)
Just tested it with max2016, and changing the environment map does work with Scene States.