Replacing Textures

On 22/02/2013 at 13:15, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   14 
Platform:   Windows  ;   
Language(s) :     C++  ;

Hi guys!

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());  
bdata.SetString(BASECHANNEL_TEXTURE, map.GetFileString());  
// Apply the changes  
mat->Update(TRUE, TRUE);  

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.