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On 13/10/2011 at 08:10, xxxxxxxx wrote:
One shape thats missing for the tile shader in C4D is Diamond
Is there any way to create this sort of thing using the new SDK?
On 13/10/2011 at 09:36, xxxxxxxx wrote:
Are you talking about the shader preview images?
You can create your own custom previews by going to the C:\Program Files\MAXON\your version\library\materialpreview folder.
-Then open one of the existing presets and edit it with the object you want.
-Then save it as a new file (.c4d) in that directory.
When you re-launch C4D. That new image will show up as an option in your shader preview options
Edit* My Bad. It looks like you were asking about the Surfaces->Tiles->Patterns option
On 14/10/2011 at 02:30, xxxxxxxx wrote:
Scott - it's the thought that counts
On 17/10/2011 at 12:18, xxxxxxxx wrote:
Since you're not getting any replies to your question. I'll tell you what I know about this.
The tile option is a built in member of the SLA material class(I think).
It's called xTiles in the C++ SDK.
The SLA class and it's members(tile, sunburst, water, falloff, etc...) appear to be a private class that Maxon does not give us access to in the API(once again...I think).
What that means is that we can only use these things by calling to them in our code and applying what's already set up in them. But we cannot edit them or add to them ourselves.
That means to create a diamond shaped pattern shader. You'll probably need to create a brand new shader from scratch instead of editing the SLA shader. And I'm not sure if the new R13 shader options in R13 offer enough support to create a brand new shader like this or not.
It looks like they might. But I've not gotten that far into making shaders yet myself to know for sure.
On 18/10/2011 at 06:34, xxxxxxxx wrote:
I did get my head around C years ago - but don't have a compiler or the time these days (family, house decorating - life etc etc)
I wonder if this all goes back to David Farmer and his code was sold 'as is' not to be changed or amended.
It would certainly explain why we haven't seen any expansion/updates on the SLA shaders.
As you said - looks like starting this from scratch. I'll pop back from time to time in case anyone ventures into the shader side of the python SDK. Starting the whole thing is a tad beyond me. I wish there were more examples of complete projects to head up each major section of the SDK. I get far more 'penny drop' moments from working code, that sdk definitions.
Thanks for your thoughts