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gmax Community and Support : maxscript : access g-buffer ID channels?
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Wynheim
New Poster
1 Post
access g-buffer ID channels?
Posted 15-Sep-2003 7:12 PM

Hail gmax community! (I've never posted here before, so I apologize in advance for stupid things I might say.)

I've been trying to use maxscript to determine which scene mesh objects are either visible or obscured behind other mesh -- really just trying to tell what the visible things are, which my viewport clearly knows already *shrug*. I know you can't use the render method in gmax and then access the render's result to check its g-buffer channels -- but is there a way just to read the g-buffer of the current (-ly rendered) scene? (Parentheses cause I'm scared to hear myself asking about "render"-sounding words.) Like is there a virtual frame buffer (or whatever it's called) where the last render is sitting so I can just check it channel properties?..

-Wynheim
[Let the beatings begin lol]
WynheimII
New Poster
10 Posts
access g-buffer ID channels?
Posted 26-Sep-2003 2:04 PM

[crickets] heheh

For closure, I ended up using the function "intersectRay" in a routine to judge what mesh is either visible in the viewport or obscured from view (due to being behind other objects). Hopefully there will always be some sane alternative to actually ever needing to generate the exact same kind of data found in the g-buffer. I'm glad there was in my case.
BassFace
Poster
33 Posts
access g-buffer ID channels?
Posted 26-Sep-2003 3:22 PM

hehe, nobody here but us crickets, eh? Actually I have no idea how to write scripts, but I sure wish I did!!! I have used Bakersfield in 3ds max 5 (the texture baker), but it wouldn't load in gmax. Any thoughts on a baker for gmax? might be helpful for this sprouting mod community?????
Andy Rak
Advanced Poster
4289 Posts
161 Products
RE: access g-buffer ID channels?
Posted 10-Dec-2007 9:48 AM

I'm just scratching the surface right now, but I was thinking that if you can get the distance of each polygon from the camera... and only retaining the nearest per object, that would give you something to sort by, unless you have some really spiky objects with long polygons...
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