Insert Entry in Shader-Menu

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 19/06/2006 at 07:38, xxxxxxxx wrote:

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Hey,
Is there a possibility to insert an entry in the Shader-Menu. So that my function is called, when this entry is activated?
I only found the option to insert real ShaderData-Objects with RegisterShaderPlugin().

greets

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 20/06/2006 at 00:15, xxxxxxxx wrote:

Nope, afaik it´s not possible.

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 23/06/2006 at 04:51, xxxxxxxx wrote:

hmm, ok thanks.

is there another possibility to start my functions from the shader menu?
I tried to make a new ShaderData-Object. And with this tried to get a link to the active Shader. I return FALSE in Init() that my Object is not instanciated. But then the already loaded shader is deletet...

Or does anybody know how to get the active shader?

thanks

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 27/06/2006 at 00:48, xxxxxxxx wrote:

Perhaps you could use HandleInitialChannel() for this purpose, i.e. so that your inserted shader gets the current shader as a child. See BitmapDistortionShader.cpp for an example.

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 27/06/2006 at 01:22, xxxxxxxx wrote:

yes, thats what i already tried.
but i don't want my shader to be inserted.
I only want to get a BaseLink to the current shader. And not insert my shader 😕

i tried HandleInitialChannel() and then a DoUndo(). but after that my baselink to the shader is dead

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 03/07/2006 at 11:48, xxxxxxxx wrote:

It looks like this is not possible. An alternative strategy would be to make a menu plugin, or a dialog where the shader element could be drag-and-dropped.