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On 26/03/2008 at 04:51, xxxxxxxx wrote:
Cinema 4D Version: 10.111
Platform: Windows ;
Language(s) : C++ ;
I want to generate a material and switch off the specular channel which is on by default. How can I do that?
> \> BaseContainer \*cont= mat->GetDataInstance(); \> cont->SetLong(MATERIAL_USE_SPECULAR, 0); \> mat->Message(MSG_UPDATE); \> EventAdd(); \>
\> BaseContainer \*cont= mat->GetDataInstance(); \> cont->SetLong(MATERIAL_USE_SPECULAR, 0); \> mat->Message(MSG_UPDATE); \> EventAdd(); \>
The above code does not work, no matter if I use SetLong or Set Bool. When I print the IDs from that container
using cont->GetIndexId() the ID 2009 (MATERIAL_USE_SPECULAR) does not exist.
Any ideas? Thanks in advance...
On 26/03/2008 at 05:18, xxxxxxxx wrote:
> mat->SetChannelState(CHANNEL_SPECULAR, FALSE);
Oh, and if you want to change parameters of materials:
> BaseContainer matData = mat->GetData();
> matData.SetReal(MATERIAL_TRANSPARENCY_REFRACTION, 1.56);
> mMat->Update(TRUE,TRUE); //UPDATE THUMBNAIL
On 26/03/2008 at 05:35, xxxxxxxx wrote:
omg, that's simple
i didn't find this in the documentation because i only looked in BaseMaterial and Channel
thank you very much!
On 19/01/2009 at 08:59, xxxxxxxx wrote:
i tried using:
mat->SetchannelState(channel_SPECULAR, FALSE); but got the following
error C2039: 'SetChannelState' : is not a member of 'BaseMaterial'
it would appear by yakuza's most recent statement that it is? how can one deactivate the specular?
On 19/01/2009 at 10:31, xxxxxxxx wrote:
The 'mMaterial' is of type Material which is a subclass of BaseMaterial. So *downcast* it(if possible and allowed) and try it again.
If yu take a look at the SDK Documentation, you see that GetChannelState is just a member of Material and not of BaseMaterial.
On 19/01/2009 at 16:12, xxxxxxxx wrote:
it seems a little unintuitive for something that affects materials to not be readily available within BaseMaterial. i will look into downcasting, if possible.
does anyone else have another alternative?
On 19/01/2009 at 16:37, xxxxxxxx wrote:
It is not unintuitive at all. A plugin material for instance can have a completly different structure than Cinema's standard material. In case of a plugin material you work with the material's description elements directly.
On 19/01/2009 at 16:59, xxxxxxxx wrote: