THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/09/2008 at 14:33, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 10.506
Platform: Windows ;
Language(s) : C++ ;
---------
Hey Guys,
I'm currently developing a channel shader plugin and have a few questions: First if a shader needs poly / point information for the object to which its applied, how can you translate that information to generators above the object? For instance: you have a cube that has your shader applied to it, and the cube is a child of a HyperNURB which generates a new smoothed surface for the cube. Currently when I apply a HyperNURBS to an object with my shader applied to the object it just renders black. But when I disable the HyperNURBS it renders as expected.
Secondly, I am retrieving the object through VolumeData's ID_to_OBJ function. So I am also receiving the poly ID for the object through this function. The thing that I don't understand is how am I suppose to output a color for each one of the points when a poly consists of 3 or more points and I need to look at each one of the polys points?
This is my first shader, so any info on things to be aware of when writing shaders would be much appreciated.
Thanks in advance,
Josh