On 22/02/2013 at 13:15, xxxxxxxx wrote:
Cinema 4D Version: 14
Platform: Windows ;
Language(s) : C++ ;
I'm pretty new to the SDK, so if this question is really daft/simple please go easy on me ;)
OK, is it possible to change a texture bound to a channel in a material using the C++ SDK?
I can currently:
- Get hold of the material I want to change
- Check the channel is in use (channel state)
- Get the BaseChannel pointer and use this to get the BaseContainer
- Query the container for the BASECHANNEL_TEXTURE to see the filename (though only the name. Not that it's important, but can you actually get the full path?)
But where do I go from here to replace the texture with another from disk?
Any help would be greatly appreciated!
On 22/02/2013 at 14:12, xxxxxxxx wrote:
BaseChannel* bchan = mat->GetChannel(CHANNEL_COLOR); BaseContainer bdata; // Get the full path to the image file Filename oldmap = bchan->GetData().GetFilename(BASECHANNEL_SUGGESTEDFOLDER)+Filename(bchan->GetData().GetString(BASECHANNEL_TEXTURE)); GePrint("Texture file: "+oldmap.GetString()); // 'map' is a Filename that contains the full path to the image texture map on disk // You can make it from a String which contains the full path like this: // Filename map = Filename(strPath); bdata.SetFilename(BASECHANNEL_SUGGESTEDFOLDER, map.GetDirectory()); bchan->SetData(bdata); bdata.SetString(BASECHANNEL_TEXTURE, map.GetFileString()); bchan->SetData(bdata); // Apply the changes mat->Update(TRUE, TRUE); EventAdd();
On 22/02/2013 at 15:20, xxxxxxxx wrote:
Thanks for the speedy reply Robert, that's exactly what I was looking for!
Seems so simple (and obvious) when you see the solution :)
On 22/02/2013 at 19:18, xxxxxxxx wrote:
It is only simple once you have pulled out hair and slammed your head on the wall for a long time. Then you eventually figure it out and hope to any divine being that the methodology never changes.