Extracting the Texturename from a Materia

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 19/04/2007 at 00:32, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   9.6 
Platform:      
Language(s) :     C++  ;

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I need the Texturename (and path) from the colorchannel in a material.

Following the examples I found here, thats my code:

  
BaseMaterial* mat = P406Exporter.doc->GetFirstMaterial();  
BaseChannel* pChannel = mat->GetChannel(CHANNEL_COLOR);  
if (pChannel)  
{       
// Extract full image file path  
Filename suggestedFolder = pChannel->GetData().GetFilename(BASECHANNEL_SUGGESTEDFOLDER);  
String map = pChannel->GetData().GetString(BASECHANNEL_TEXTURE);  
Filename fullpath = suggestedFolder + Filename(map);       
}  

But the filename is always empty.

  
GenerateTexturePath(P406Exporter.doc->GetDocumentPath(), Filename(pChannel->GetData().GetString(BASECHANNEL_TEXTURE)), Filename(), &path;) ;  

This one returns an empty filename too.

I had no problems accessing other values in the different channels, but this seems to be stored different than the other values.
I find it a little confusing how the values are stored and I somehow never now how to access them (getParameter, getContainer, getData, getDataInstance)

Any suggestions are welcome

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 19/04/2007 at 01:08, xxxxxxxx wrote:

This is how you get the complete path including the name of the file for your texture. bc is the BaseContainer of the BaseChannel.

Filename path = bc.GetFilename(BASECHANNEL_SUGGESTEDFOLDER);
if(!path.Content())      path = doc->GetDocumentPath();
Filename file = bc.GetString(BASECHANNEL_TEXTURE);
path = path+file;
GePrint(path.GetString());

hope this helps

cheers,
Matthias

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 19/04/2007 at 02:11, xxxxxxxx wrote:

Yes, it works perfectly.
Thanks for the help