About
BaseMaterial is the base class for all materials in Cinema 4D. Materials are typically assigned to a BaseObject using a TextureTag. They can be configured like any other BaseList2D based entity. Materials often own BaseShader elements. The most often used material is the standard material (Material class).
BaseMaterial objects are an instance of Mbase
.
Access
Materials are stored in a BaseDocument. They can be accessed with:
See BaseDocument Materials
A TextureTag stores a reference to a material. This referenced material is accessed with:
if (ttag == nullptr)
if (material != nullptr)
{
}
String GetName() const
Definition: c4d_baselist.h:2361
Definition: c4d_basematerial.h:28
Definition: c4d_basetag.h:647
BaseMaterial * GetMaterial(Bool ignoredoc=false)
#define MAXON_SOURCE_LOCATION
Definition: memoryallocationbase.h:67
#define ApplicationOutput(formatString,...)
Definition: debugdiagnostics.h:210
#define Ttexture
Texture - TextureTag.
Definition: ge_prepass.h:1272
See TextureTag Manual.
Allocation/Deallocation
BaseMaterial objects are created with the usual tools.
A newly created material is typically added to a BaseDocument that takes ownership:
A material is assigned to a BaseObject using a TextureTag. The referenced material is set with:
const Bool noCheen = cheen ==
nullptr;
const Bool noTextureTag = textureTag ==
nullptr;
if (noCheen || noTextureTag)
textureTag->SetMaterial(cheen);
doc->InsertMaterial(cheen.Release(), nullptr);
object->InsertTag(textureTag.
Release());
Definition: ge_autoptr.h:37
TYPE * Release()
Definition: ge_autoptr.h:120
maxon::Bool Bool
Definition: ge_sys_math.h:55
#define Mcheen
Cheen.
Definition: ge_prepass.h:990
Navigation
The BaseMaterial elements of a BaseDocument are stored in a list:
while (material != nullptr)
{
}
BaseMaterial * GetNext(void)
Definition: c4d_basematerial.h:60
Read-Only Properties
The following functions allow to access various properties of a BaseMaterial.
Bool ShowBitmap(const Filename &fn)
Definition: c4d_basebitmap.h:415
BaseBitmap * GetPreview(Int32 flags)
Update
In certain situations it is needed to manually trigger an update of the material previews. This may be for example needed in a custom material plugin.
Sample Material
Materials define the surface properties of objects. They are sampled in the rendering pipeline e.g. in a VideoPost, another material or a shader.
Internal material resources are initiated and freed with these functions:
If needed the material calculation is initiated with:
The material can now be sampled and used with:
These examples sample a BaseMaterial in a VideoPostData plugin:
irs.vd = volumeData;
INITRENDERRESULT InitTextures(const InitRenderStruct &irs)
Definition: c4d_basematerial.h:104
VOLUMEINFO GetRenderInfo(void)
Definition: c4d_basematerial.h:210
void InitCalculation(VolumeData *sd, INITCALCULATION type)
Definition: c4d_basematerial.h:171
Definition: c4d_shader.h:216
@ SURFACE
Called during rendering for surface calculation.
INITRENDERRESULT
Definition: ge_prepass.h:400
@ OK
Everything is OK, there was no error.
@ OUTOFMEMORY
Not enough memory.
@ INITCALCULATION
Needs MaterialData::InitCalculation() call.
Definition: c4d_tools.h:1300
volumeData->
tex = texData;
void CalcSurface(VolumeData *sd)
Definition: c4d_basematerial.h:139
const TexData * tex
[READ ONLY] The surface texture, never change this pointer.
Definition: c4d_shader.h:964
Vector64 n
[READ ONLY] The surface phong normal.
Definition: c4d_shader.h:955
Vector64 p
[READ WRITE] The surface point, this can only be modified by MaterialData::Displace().
Definition: c4d_shader.h:950
Ray * ray
[READ ONLY] The current eye ray. Always valid, not nullptr.
Definition: c4d_shader.h:953
Vector col
[READ WRITE] Set the calculated color within MaterialData::CalcSurface() and MaterialData::CalcVolume...
Definition: c4d_shader.h:944
Int32 calc_illum
Definition: c4d_shader.h:979
Vector uvw
[READ ONLY] The surface UVW coordinates, this is invalid for volumetric shaders.
Definition: c4d_shader.h:960
void UnlockTextures()
Unlocks all textures used by the material.
Definition: c4d_basematerial.h:109
Compare Entity
Two BaseMaterial elements can be compared with:
if (firstMaterial == nullptr)
if (selectedMaterial->Compare(firstMaterial))
ApplicationOutput(
"The selected material has the same settings as the first material");
return OK
Definition: apibase.h:2620
- Note
- The comparison is mostly based on the material's BaseContainer. Other internal data may not be compared.
Bits
If an element is copied it must mark the materials it uses so that these materials are copied along with the actual element.
- BIT_MATMARK: This bit defines the material as a "marked" material.
{
if (doc == nullptr)
return false;
if (data)
{
if (markMaterial->
omat == mat)
{
}
}
else
{
if (mat)
}
break;
}
Definition: c4d_basedocument.h:498
Bool AddUndo(UNDOTYPE type, void *data, Bool allowFromThread=false)
void SetBit(Int32 mask)
Definition: c4d_baselist.h:2243
Definition: c4d_gedata.h:83
BaseList2D * GetLink(const BaseDocument *doc, Int32 instanceof=0) const
BaseDocument * GetDocument()
Definition: c4d_baselist.h:1958
#define BIT_MATMARK
Marked material.
Definition: ge_prepass.h:873
#define MSG_MULTI_MARKMATERIALS
Definition: c4d_baselist.h:507
#define MSG_CHANGE
Definition: c4d_baselist.h:344
#define Mbase
Base material.
Definition: ge_prepass.h:982
@ CHANGE_SMALL
Change to the local data of the node as its data container. Does not apply for changes on substructur...
Definition: c4d_baselist.h:759
BaseMaterial * nmat
New material. Cinema 4D owns the pointed material.
Definition: c4d_baselist.h:766
BaseMaterial * omat
Original material. Cinema 4D owns the pointed material.
Definition: c4d_baselist.h:765
Further Reading