An example of loading and displaying an image file using Python for 3ds max:
* The EXR image file is located in in the same directory with the 3ds max file in this case.
from MaxPlus import BitmapManager
image_file_path = r'BG_park_A.exr'
bmp_storage = MaxPlus.Factory.CreateStorage(17)
bmp_info = bmp_storage.GetBitmapInfo()
bmp = BitmapManager.Load(bmp_info)
Script explanation line by line:
1. Import the BitmapManager class needed to load image files.
2. Set a variable containing the path to the image file
3. Call the MaxPlus.Factory class’s CreateStorage method to initiate a BitmapStorage object.
This is embarrassing IMO..
And it may very well be that I simply didn’t find the correct way it should be done..
I couldn’t find any other way to independently initiate the BitmapInfo object needed for loading the image, other than Initiating a BitmapStorage object and getting referece to its BitmapInfo object. (the BitmapInfo class has no constructor..)
* If you know a better method to do this I’ll be very grateful if you take the time to comment.
that the 17
integer argument we supply sets the storage to be compatible with:
color depth format (without an alpha channel).
See list of other color format options in this example here:
* They wrote a class containing convenient named constants of the integer arguments (see example code below).
* In this example of creating the BitmapStorage
just as a way to generate a BitmapInfo
object the actual format you’l supply doesn’t matter, but you can’t use a format that can’t be written to like 8 for example (see list below)
4. Get a reference to the BitmapInfo object contained in the BitmapStorage object.
5. Setting the name property (full file path) of the BitmapInfo object.
6. Loading the image.
7. Displaying the image in 3ds max‘s image viewer window.
BMM_NO_TYPE = 0 # Not allocated yet
BMM_LINE_ART = 1 # 1-bit monochrome image
BMM_PALETTED = 2 # 8-bit paletted image. Each pixel value is an index into the color table.
BMM_GRAY_8 = 3 # 8-bit grayscale bitmap.
BMM_GRAY_16 = 4 # 16-bit grayscale bitmap.
BMM_TRUE_16 = 5 # 16-bit true color image.
BMM_TRUE_32 = 6 # 32-bit color: 8 bits each for Red, Green, Blue, and Alpha.
BMM_TRUE_64 = 7 # 64-bit color: 16 bits each for Red, Green, Blue, and Alpha.
BMM_TRUE_24 = 8 # 24-bit color: 8 bits each for Red, Green, and Blue. Cannot be written to.
BMM_TRUE_48 = 9 # 48-bit color: 16 bits each for Red, Green, and Blue. Cannot be written to.
BMM_YUV_422 = 10 # This is the YUV format - CCIR 601. Cannot be written to.
BMM_BMP_4 = 11 # Windows BMP 16-bit color bitmap. Cannot be written to.
BMM_PAD_24 = 12 # Padded 24-bit (in a 32 bit register). Cannot be written to.
BMM_LOGLUV_32 = 13 BMM_LOGLUV_24 = 14
BMM_LOGLUV_24A = 15 BMM_REALPIX_32 = 16 # The 'Real Pixel' format.
BMM_FLOAT_RGBA_32 = 17 # 32-bit floating-point per component (non-compressed),
RGB with or without alpha
BMM_FLOAT_GRAY_32 = 18 # 32-bit floating-point (non-compressed), monochrome/grayscale
BMM_FLOAT_RGB_32 = 19
BMM_FLOAT_A_32 = 20
Reading pixel values from the image:
bmp_storage = bmp.GetStorage()
hdr_pixel = bmp_storage.GetHDRPixel(3000,200)
1. Get reference to the Bitmap‘s BitmapStorage object.
* in this case, writing over the BitmapStorage object we created earlier just to get the BitmapInfo object..
2. Read the pixel value.
When copying and pasting a script from this example, the indentation
may not be pasted correctly.