Sample material from another material



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 22/02/2009 at 13:46, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   10.5/11 
    Platform:   Windows  ;   Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    hello all,
    in my plugin i have a my plugin material, iniside it i have some material link, and i would to use one of this in a conditional way.
    at shader level i can do this via shader->Sample(....), is there a way to sample complete material ?
    Thanks in advance
    franz



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 25/02/2009 at 07:06, xxxxxxxx wrote:

    Afaik you have to use the function of the BaeMaterial class.

    CalcSurface(VolumeData* sd)
    CalcTransparency(VolumeData* sd)
    CalcAlpha(VolumeData* sd)
    CalcVolumetric(VolumeData* sd)

    Unfortunatly I don't get it to work. I will have to ask the developers.

    cheers,
    Matthias



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 25/02/2009 at 07:42, xxxxxxxx wrote:

    hello Matthias,
    thanaks for reply, i'll try to use this function.
    Franz



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/03/2009 at 01:40, xxxxxxxx wrote:

    Hello,
    Any News form Developers ?
    Thanks
    Franz



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 19/03/2009 at 03:39, xxxxxxxx wrote:

    sorry for insistence, but i really need some help.
    any Help ?
    Franz



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 19/03/2009 at 03:53, xxxxxxxx wrote:

    The only thing I can say at the moment is that there is no straight forward method doing this. It involves the correct initializing of the shaders for rendering and you have to take care of InitRender() and FreeRender() which brings its own problems. You have to overload InitCalculation() and also have to call InitCalculation() of the shader you want to sample. All in all it involves several steps and precautions. I try to put an example together but I can't say when it will be ready.

    cheers,
    Matthias



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

    On 20/03/2009 at 02:10, xxxxxxxx wrote:

    Thanks For Reply,
    an example will be very useful, but i understand you can make it when you have time to do ;)
    i'll wait

    Best
    Franz


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