On 26/06/2018 at 06:43, xxxxxxxx wrote:
Cinema 4D Version: R18
Platform: Windows ;
Language(s) : C++ ;
I have a MaterialData with a couple of ShaderLink parameters.
In Read method of MaterialData, I need to make some checks.
In some cases, I need to create specific BaseShader objects and set them in the ShaderLink parameters.
The problem is that the newly created shaders don't appear in the material.
Is this the correct workflow ?
I can see that if the shader links already contain shaders, I can replace them correcly, but if they are empty, I cannot create new to set them as links.
I have to do the whole procedure on Material Load after version checking. In read method I can check the level parameter and see if the material is old.