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On 25/02/2005 at 10:02, xxxxxxxx wrote:
Cinema 4D Version: 8.0+
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
Is there any way to make a PluginMaterial (MaterialData) that includes the standard Material channels?
On 26/02/2005 at 08:42, xxxxxxxx wrote:
Yes or no would suffice.
On 26/02/2005 at 17:51, xxxxxxxx wrote:
Geez, these schizophrenic conversions get to be annoying. I could only determine if this was possible AFTER spending hours creating a Material Plugin and performing tests.
On 28/02/2005 at 12:39, xxxxxxxx wrote:
Sorry for not answering any sooner. Please note that this area has changed in 8.5, since there are now subchannels instead of basechannels. So if anyone else wants to do this there are some hints in the "Changes to the material system" chapter.
On 28/02/2005 at 12:54, xxxxxxxx wrote:
That's alright, Mikael, since noone else responds. ;0)
Can it be done in 8.0 SDK? Now, I said "Yes..." as an enticement. You can include "Mmaterial" in the plugin material res file and the Mmaterial channels are included in the plugin material, but nothing works and C4D usually crashes.
On 06/03/2005 at 09:45, xxxxxxxx wrote:
Hmm, I haven´t yet understood how this should work. Is it possible to include the c4d channel datas in a MaterialData plugin? If yes, how is it done?
P.S.: Hope this won´t be a schizophrenic conversation anymore
On 06/03/2005 at 10:23, xxxxxxxx wrote:
Yes and no. You can include them, say by using "INCLUDE Mmaterial" in the res file, but they are disfunctional - i.e.: the glue that makes a Material work isn't spread on it to make the PluginMaterial perform similarly. It also tends to crash Cinema4D.
My approach is to make a PluginMaterial to hold my data system and pass the data to the Materials through a PluginShader in the Materials' Channels. This seems to be the only sane approach.
On 06/03/2005 at 10:29, xxxxxxxx wrote:
Ah I see. Thanks for the info Kuro! (you see, a real conversation )