Strange behavior Layer Shader
On 09/09/2013 at 01:48, xxxxxxxx wrote:
Because you cannot add images to a layer in for example the luminance channel, I defined a default material with a layer with 3 images in the luminance channel.
For test purposes I print out the names and the file names of the images.
However, when I change the sequence (the order) of the images in the layer, when printing the sequence (the order) does not seemed to be changed.
Am I missing something here?
import c4d #Welcome to the world of Python def main() : mat1 = doc.SearchMaterial("MatPython") shd = mat1[c4d.MATERIAL_LUMINANCE_SHADER] lshd1 = shd.GetDown() print "lshd1 naam filenaam:",lshd1[c4d.ID_BASELIST_NAME], lshd1[c4d.BITMAPSHADER_FILENAME] lshd2 = lshd1.GetNext() print "lshd2 naam filenaam:",lshd2[c4d.ID_BASELIST_NAME], lshd2[c4d.BITMAPSHADER_FILENAME] lshd3 = lshd2.GetNext() print "lshd3 naam filenaam:",lshd3[c4d.ID_BASELIST_NAME], lshd3[c4d.BITMAPSHADER_FILENAME] if __name__=='__main__': main()
On 09/09/2013 at 01:54, xxxxxxxx wrote:
I change the sequence (the order) manually, so I see the changed sequence (order) in the material, but not when I run the script. Then the sequence (order)does not seem to be changed?
Here a more simpler script, printing all image names + files under the layer in the luminance channel.
import c4d #Welcome to the world of Python def main() : mat1 = doc.SearchMaterial("MatPython") shd = mat1[c4d.MATERIAL_LUMINANCE_SHADER] lshd = shd.GetDown() while lshd is not None: print "lshd naam filenaam:",lshd[c4d.ID_BASELIST_NAME], lshd[c4d.BITMAPSHADER_FILENAME] lshd = lshd.GetNext() if __name__=='__main__': main()
On 10/09/2013 at 04:32, xxxxxxxx wrote:
Any suggestions: program error, c4d error?
On 11/09/2013 at 06:15, xxxxxxxx wrote:
It is getting very frustrating?
What I see is not what I get!?
On 11/09/2013 at 09:37, xxxxxxxx wrote:
sorry I did not have the time to look at your topic until now. As I mentioned in your other posting, after I corrected myself,
Originally posted by xxxxxxxx
That you can not add new shaders or re-order them is also not possible with C++ (or at least not ovbious from the documentation).
The order in the shader hierarchy does not represent the order in the layer shader. I can not tell you why this is the case, but it's been this way forever. Not even the C++ API (seems to) offer(s) the ability to reorder the shaders. I can ask the developers about the C++ API if you want, maybe there is something undocumented. But since you are using Python, you are limited in that anyway.
On 11/09/2013 at 11:05, xxxxxxxx wrote:
The keyword is "not possible to re-order".