Channel shader coordinates

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On 31/08/2010 at 05:45, xxxxxxxx wrote:

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Hi everyone,

I'm writing a channel shader which will utilise a third-party pattern generator library. At the moment I can render the pattern but it's showing a big seam, whereas it should be a seamless procedural texture. The library author says I need the 3D coordinates for the point to be textured.

Right now, in the Output function I'm getting the coordinates using the supplied ChannelData pointer - i.e. cd->p.x, etc. and passing these to the library. This is getting the UVW coordinates, but clearly it's not what I need. What am I doing wrong?

Please can anyone give me any pointers to where I should be looking? I've looked at the SDK examples and searched here extensively but although there's a lot of threads on shaders, none of them quite answers this question.

Any help would be very much appreciated.

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 31/08/2010 at 09:26, xxxxxxxx wrote:

cd->vd->p is what you need. it´s the surface point in world coordinates.

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 01/09/2010 at 00:48, xxxxxxxx wrote:

Many thanks, that's very useful. I'll give it a try!