Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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
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);
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