3ds Max Mayhem

Topics of interest to people using and extending 3ds Max by Christopher Diggins.

Adding New Functions Written in C++ to MAXScript
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Adding New Functions Written in C++ to MAXScript

Posted 16 September 2010 8:00 pm by Christopher Diggins on 3ds Max Mayhem

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In this article I describe a simple technique for adding new static functions to MAXScript using the function publishing API.

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Hardware Tessellation Bibliography
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Hardware Tessellation Bibliography

Posted 20 August 2010 8:14 pm by Christopher Diggins on 3ds Max Mayhem

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This is a short bibliography of online resources related to hardware tessellation that I collected. Hopefully you'll find it useful!

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Hardware (GPU) Tessellation
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Hardware (GPU) Tessellation

Posted 12 August 2010 5:51 pm by Christopher Diggins on 3ds Max Mayhem

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DirectX 11 now supports hardware tessellation. I have been investigating what this means to 3ds Max SDK users. Today I'll share some of what I have learned so far and some links to useful resources.

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Important! 3ds Max SDK Survey
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Important! 3ds Max SDK Survey

Posted 31 May 2010 8:11 pm by Christopher Diggins on 3ds Max Mayhem

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Its time for the 3ds Max SDK survey. We really need to increase the participation rate, so please take a few minutes of your time to participate!

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3ds Max Normal Map Baking and Face Angle Weighting: The Plot Thickens
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3ds Max Normal Map Baking and Face Angle Weighting: The Plot Thickens

Posted 30 April 2010 5:06 pm by Christopher Diggins on 3ds Max Mayhem

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In my last blog post I talked about 3ds Max tangent basis computation for normal map baking and rendering. Today I add some additional information regarding face angle weighting.

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How the 3ds Max Scanline Renderer Computes Tangent and Binormal Vectors for Normal Mapping
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How the 3ds Max Scanline Renderer Computes Tangent and Binormal Vectors for Normal Mapping

Posted 23 April 2010 12:00 am by Christopher Diggins on 3ds Max Mayhem

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Several people have expressed interest in various forums in understanding the algorithm 3ds Max uses to compute tangents and binormals for normal mapping. Here you go!

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3ds Max 2011 SDK Documentation Now Available for Download
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3ds Max 2011 SDK Documentation Now Available for Download

Posted 30 March 2010 12:00 am by Christopher Diggins on 3ds Max Mayhem

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The 3ds Max 2011 SDK Documentation is now available for download! The SDK documentation has undergone a major facelift, and we welcome your feedback.

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Writing Code Comments for Effective API Reference Documentation
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Writing Code Comments for Effective API Reference Documentation

Posted 4 January 2010 6:33 pm by Christopher Diggins on 3ds Max Mayhem

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In this blog I link to a document that I am working on that describes best practice for writing code comments that are used to generate reference API documentation. It also describes some best practices for using doxygen. I am hoping for feedback and additional suggestions, so that we can use this to help provide better API documentation for the various Autodesk M&E SDKs.

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Exposing Plug-ins to MAXScript while Hidden from the 3ds Max User Interface
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Exposing Plug-ins to MAXScript while Hidden from the 3ds Max User Interface

Posted 30 November 2009 6:56 pm by Christopher Diggins on 3ds Max Mayhem

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I describe how you can hide a plug-in from the 3ds Max user interface, but still expose it to MAXScript.

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Don't Forget your Localized Strings in Parameter Blocks!
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Don't Forget your Localized Strings in Parameter Blocks!

Posted 2 November 2009 9:01 pm by Christopher Diggins on 3ds Max Mayhem

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When adding parameters don't forget to use a string table to provide your plug-in with a localizable name. Not only is it good practice some parts of Max need it!

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