On 13/11/2014 at 10:31, xxxxxxxx wrote:
Cinema 4D Version: 13
Platform: Windows ;
Language(s) : C++ ;
I'm making a material plugin that has a color channel and a color picker in it.
I've got it all set up and working. And now I'm trying to set up the color blending options in it like it is in the standard materials.
I think I have the Multiply & Add math options working correctly in my InitGLImage() and CalcSurface() methods.
But what is the math used for the "Normal" option that Maxon uses to blend two colors in the standard material?
The result I'm looking for is:
-When the slider is at zero. The output color should be only from the color picker.
-When the slider is between 0-100%. The output color should be a mixture of the color picker & the sampled shader.
-When the slider is at 100%. The output color should be only from the sampled shader.