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Copy pathTest_UIAssetBits.ms
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Copy pathTest_UIAssetBits.ms
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67 lines (60 loc) · 2.29 KB
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fn InvLerp a b v = (
va = v - a
ba = b - a
t = va / ba
t
)
fn Lerp a b t = (
it = 1.0 - t
v = it * a + b * t
v
)
fn GetCamPosForBounds size = (
t = InvLerp 6.57049 11.0073 size
Lerp [6.19895,-7.84599,4.3273] [10.0652,-12.4536,6.51653] t
)
fn SetInkMat = (
for obj in objects where (classof obj) == editable_mesh do (
if classof obj.mat == multimaterial then (
for i =1 to obj.material.material.count do (
diffusebmp = obj.material.material[i].diffusemap
obj.material.material[i] = InkNPaint intersect_bias:10 min_ink_width:6.0 max_ink_width:6.0 self_overlap_ink_on:false self_underlap_ink_on:false smgroup_edge_ink_on:false matid_ink_on:false paint_color:(color 32 32 32) paint_map_on:true paint_map:diffusebmp paint_on:true color1:(color 0 0 0)
obj.material.material[i].paint_map = diffusebmp
)
)
else if classof obj.mat == standardmaterial then (
diffusebmp = obj.material.diffusemap
obj.material = InkNPaint intersect_bias:10 min_ink_width:6.0 max_ink_width:6.0 self_overlap_ink_on:false self_underlap_ink_on:false smgroup_edge_ink_on:false matid_ink_on:false paint_color:(color 32 32 32) paint_map_on:true paint_map:diffusebmp paint_on:true color1:(color 0 0 0)
obj.material.paint_map = diffusebmp
)
)
)
fn SetAmMat = (
for obj in objects where (classof obj) == editable_mesh do (
if classof obj.mat == multimaterial then (
for i =1 to obj.material.material.count do (
diffusebmp = obj.material.material[i].diffusemap
obj.material.material[i].selfillumination = 100.0
)
)
else if classof obj.mat == standardmaterial then (
diffusebmp = obj.material.diffusemap
obj.material.selfillumination = 100.0
)
)
)
fn mockcamlit = (
select $carbody
for obj in selection do (selectmore obj.children )
carSize = distance $.min $.max
t = InvLerp 6.57049 11.0073 carSize
cam = Freecamera()
cam.rotation = (quat 0.538985 0.196175 0.280167 0.769751)
cam.pos = Lerp [6.19895,-7.84599,4.3273] [10.0652,-12.4536,6.51653] t --[6.19895,-7.84599,4.3273]
lit = Directionallight pos:[0,0,0] rotation:(EulerAngles 25 5 0) castshadows:true raytracedShadows:true
lit.shadowGenerator = Adv__Ray_Traced()
lit.pos = [-10,50,50]
lit.shadow_density = 0.25
lit2 = Omnilight pos:[3.2,-5,5] multiplier:0.25
ground = plane width:1000 length:1000 material:(MatteShadow())
)