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    Sampling Shader

    SDK Help
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 07/01/2007 at 13:53, xxxxxxxx wrote:

      Thanks anyway Katachi,

      i'm sure that there is a standard way to sample a c4d shader πŸ™‚ I'm sure thant Tomorrow someone will help me to close this job πŸ™‚

      Cheers
      Renato

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 07/01/2007 at 19:43, xxxxxxxx wrote:

        LetΒ΄s hope so. I also would like to know. πŸ™‚

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        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 08/01/2007 at 09:12, xxxxxxxx wrote:

          .. i hope that from today the maxon support will be operative... πŸ™‚

          Cheers
          Renato

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          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 11/01/2007 at 11:45, xxxxxxxx wrote:

            Sorry for the delay. Shouldn't that be GetChannel(CHANNEL_COLOR) and not GetChannel(NULL), if your plugin shader is in the color channel for example? Then you should be able to use BaseChannel::Sample(), I think. As Katachi says, this is the only function that will allow you to sample an arbitrary point.

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            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 11/01/2007 at 11:51, xxxxxxxx wrote:

              Hi Mikael,

              It work also with a Custom Material?

              Cheers
              Renato

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              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 11/01/2007 at 12:06, xxxxxxxx wrote:

                No, for PluginMaterial (if that's what you mean) there are only the BaseMaterial sampling functions, afaics, for example CalcSurface().

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                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 11/01/2007 at 12:33, xxxxxxxx wrote:

                  Mikael,

                  i only need to sample shader color of each custom "channel".

                  There is a Vray Material with some shaderlink inside.
                  Some for diffuse, some for specular, mirror, glass etc.

                  I see that there are no problems to sample each shader linked in it.. but i need to know how to pass and retrieve UVW or 3D coordinate to the shaders.

                  Thanks
                  Renato

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                  • H
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 18/01/2007 at 00:02, xxxxxxxx wrote:

                    Hm, it looks like that's a limitation of accessing the shaders directly, without access to their channels. But perhaps you could clone the shaders and insert them into dummy BaseChannels in order to call BaseChannel::Sample?

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                    • H
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 18/01/2007 at 06:13, xxxxxxxx wrote:

                      when rendering? uhm..

                      let me think about it.

                      Cheers
                      Renato

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                      • H
                        Helper
                        last edited by

                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                        On 18/01/2007 at 12:41, xxxxxxxx wrote:

                        Yeah. Preferably as a pre-step, I guess, in order not having to clone for every calculation.

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                        • H
                          Helper
                          last edited by

                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                          On 18/01/2007 at 13:47, xxxxxxxx wrote:

                          yes, i need to make a copy of material... initialising then call the sample.

                          Thanks for now
                          Renato T.

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                          • H
                            Helper
                            last edited by

                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                            On 21/01/2007 at 06:38, xxxxxxxx wrote:

                            Mikael,

                            how i can put the parent shader in a new material with all shader tree?

                            Cheers
                            Renato

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