Color on surface

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 23/06/2008 at 09:50, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   10.5 
Platform:   Windows  ;   
Language(s) :     C++  ;

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Hi Folks!

I need your help 😉

I'm working on an ObjectData plugin and I want to set values to an object's surface by placing a texture on it, like it is possible in MoGraphs Shader-Effector.
In other words: i want to link a texture-tag, select the channel to be used and then calculate the color of a position on the object's surface.

I've tried it with channel->sample and shader->sample, but both are - in my opinion - independent from the texture-projection.
I've also tried GetSurfaceData, but it demands VolumeData, that is not available in an ObjectData plugin, i think. ...or am i totally wrong?

I hope, this question isn't that stupid 😉 I'm such a beginner in c++...
And i searched a long time, here in the forum, without finding a hint.
So it would help me, if you can tell me:
a) if it's possible at all
b) if theres a example or forum topic i missed
c) the general approach or/and
d) which functions/classes i should take a closer look at.

Any help would be very appreciated,
Cheers,
Mark.

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 24/06/2008 at 00:50, xxxxxxxx wrote:

The forum search is your friend. It took me 3 seconds to find an according thread. 😉

Link to other thread

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 24/06/2008 at 01:44, xxxxxxxx wrote:

Hello 3D Designer!

Thank you for your answer 🙂
But it took me half a day to find this and several similar threads 😉 ... and all didn't help me, as i explained above.

In your linked thread "uvw" is a position on the channel, with the range 0 to 1 and not the position on the object's surface ...?
Or do i have to convert a global position on object's surface to this "uvw" coordinates? When, how to do this according to the used texture tag and projection method?

Cheers,
Mark.

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 24/06/2008 at 01:51, xxxxxxxx wrote:

uvw is the texture coordinate on the objects surface! Simply calculate the uv coordinates of your surface and then fill the ChannelData with it. That´s how it works, that´s how MoGraph is doing it too (I highly assume...maybe if they use a TextureTag as iunput they also take care of the projection, for this look into TexData of the docs, to see how to project the coordinates!). 🙂

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

On 24/06/2008 at 12:03, xxxxxxxx wrote:

Hello 3D Designer,

> Quote: Simply calculate the uv coordinates of your surface and then fill the ChannelData with it.
>
> * * *
>
> * * *

I'm uncomfortable to say it, but it's not so "simple" for me 😉
Is there a chance, getting a little code-snippet, to understand how i could transfer a global position on a surface into uv coordinates ...?
I hope this wish is not too demanding but it would help me a lot. 🙂

Thanks for your help,
cheers,
Mark.