Blur offset and blur scale



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 27/01/2010 at 10:09, xxxxxxxx wrote:

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

    ---------
    I'm sure this is easy to do ,   I just can't figure it out.  How do I change the BLUR OFFSET and BLUR SCALE in a material for the color channel?

    Thanks,

    ~Shawn



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 27/01/2010 at 10:31, xxxxxxxx wrote:

    Here's what I am trying.  Is this even in the right ballpark?

    BaseChannel * bchan = surfaceTag->GetMaterial()->GetChannel(CHANNEL_COLOR);
              bchan->GetData().SetReal(BASECHANNEL_BLUR_OFFSET,.05);



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 28/01/2010 at 06:50, xxxxxxxx wrote:

    The use of BaseChannels is not recommended anymore. Please use PluginShader instead. Here a little example how to change the MIP Blur and Scale:

      
    BaseContainer *matdata = mat->GetDataInstance(); //mat is a Basematerial  
      
    PluginShader *shd = (PluginShader* )matdata->GetLink(MATERIAL_COLOR_SHADER, doc, Xbase); //get the shader of the color channel  
      
    if (shd)  
    {  
      BaseContainer *shddata = shd->GetDataInstance();  
      shddata->SetReal(SHADER_MIPOFFSET, 1.0);  
      shddata->SetReal(SHADER_MIPSCALE, 1.0);  
      
      shd->Message(MSG_UPDATE);  
      mat->Update(TRUE, TRUE);  
      EventAdd();  
    }  
    

    cheers,
    Matthias


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