It's already included with Maxigo.Soup wrote:I realize that this is almost a year since the last post.. but made any progress on it?
Search for "Maxigo-scatter" modifier from the modifiers list.
It's already included with Maxigo.Soup wrote:I realize that this is almost a year since the last post.. but made any progress on it?
Geting some docs done for it would be awesome. Currently I think I'm the only person who has ever used it.Soup wrote:Wow that's so baddass.
I'm totally going to document the heck out of that
The thing with this tool is, that scattered objects are always pointing up. Good for ground/carpet stuff, but not so good for making fur that has to follow face normals. It can be added, but this whole scattering thing was an experimental toy for me and I haven't had time to polish it.Otk wrote:) suvakas,
I am thinking to create a Hoplite helmet with red, shiny furs, maybe i can "scatter" 10000 hair with this tool
Ah, once i tried it and i couldnt do it but now i will try with your method, thank you And yes, new version is faster !!suvakas wrote:
I would suggest you to use Max Hair tools instead and convert them to geometry. Exporting heavy meshes is much faster now with new Maxigo 2.2 beta version.
Tha's cool, it's pretty awesome so far.suvakas wrote:Hey ENSLAVER,
Yes, indeed, dragging and dropping is not working. It's a known issue, but I'm not sure if it's because the scattering modifier is written in maxscript or something else. I haven't found the reason yet.
Proxy type object is somewhere in my to-do list already. I agree, it would be nice to have.
Do you mean randomize panel on the main exporter dialog?
It's material based. Just add a material you want to randomize to the list. Unfortunately it's not working with Maxigo scatter modifier. The whole scattering modifier "thing" is experimental and was born because I was fooling around with Indigo instances and I needed some tool that would make some tasks faster for me
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