Copy Shader tree from mat1 to mat2
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 28/04/2007 at 16:54, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 9.6+
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;---------
Hi all,like the topic, i need to copy the shader tree from material1 to material2.
I tried to SetLink() from the mat1 container to the mat2 container.
The shader is placed but don't work.. and if i remove the mat1 from the document.. the shader tree disappear.Maybe that i need to send some message to it.. or duplicate the shadertree and put it in the mat2.
Thanks in advance
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/04/2007 at 07:09, xxxxxxxx wrote:
Any help?
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/04/2007 at 08:20, xxxxxxxx wrote:
Have you tried CopyTo()? SetLink() will mean that both materials are using the same shader instance in memory - maybe this is not possible and thus the non-working secondary usage.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/04/2007 at 08:33, xxxxxxxx wrote:
Hi Robert,now i've tried to getclone of shader tree and put it in the new material (Custom Material).
In fact the shaders tree are copied and i can see it in my VrayMaterial but.. are not working. Just i need to copy/paste the texture and it work.
for now i've tried this code:
Bool TransferShader (BaseMaterial* matStart, BaseMaterial* matDest,BaseDocument *doc, LONG shaderIdStart, LONG shaderIdDest){
BaseContainer *bcMatStart = matStart->GetDataInstance();
BaseContainer *bcMatDest = matDest->GetDataInstance();
PluginShader *tempShader = (PluginShader* ) bcMatStart->GetLink(shaderIdStart,doc);
if (tempShader){
PluginShader *clonedShader = (PluginShader* ) tempShader->GetClone(NULL,NULL);
if (clonedShader){
bcMatDest->SetLink ( shaderIdDest, clonedShader );
doc->InsertShader(clonedShader,NULL);
clonedShader->Message(MSG_CHANGE);
}
}
return TRUE;
};now i'll reading the copyto
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 02/05/2007 at 09:57, xxxxxxxx wrote:
Hi all,
still is not working.
I tried to send msg to material, to the shaders.. but still the material preview is without the texture.
The OpenGL preview and the vray rendering is fine.maybe that my material is a custom material?
Do i set somethings inside it ?
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 04/05/2007 at 09:37, xxxxxxxx wrote:
Any Help from SDK support?
thanks
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 04/05/2007 at 10:05, xxxxxxxx wrote:
Remember that Matthias is out for the week (until May 6) at a conference.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 04/05/2007 at 10:28, xxxxxxxx wrote:
thanks Robert
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/05/2007 at 19:51, xxxxxxxx wrote:
Any help?
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 15/05/2007 at 06:59, xxxxxxxx wrote:
You have to add an EventAdd() after inserting the shader to refresh the preview. Little piece of working code:
BaseMaterial *bm = doc->GetFirstMaterial();
if(!bm) return TRUE;BaseContainer *data = bm->GetDataInstance();
PluginShader *shd = PluginShader::Alloc(1001162);
if(!shd) return FALSE;data->SetLink(MATERIAL_LUMINANCE_SHADER,shd);
bm->InsertShader(shd,NULL);
bm->Message(MSG_CHANGE);
bm->Update(TRUE,TRUE);
EventAdd();this loads the mandelbrot shader from the sdk examples into the luminance channel.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 15/05/2007 at 23:55, xxxxxxxx wrote:
Hi Matthias,
i'm sorry but still not workin
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 16/05/2007 at 00:29, xxxxxxxx wrote:
have you called the BaseMaterial Update() function after inserting the shader?
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 16/05/2007 at 01:09, xxxxxxxx wrote:
Hi Matthias,
here my code:
Bool TransferShader (BaseMaterial* matStart, BaseMaterial* matDest, LONG shaderIdStart, BaseDocument *doc, LONG shaderIdDest){
BaseContainer *bcMatStart = matStart->GetDataInstance();
BaseContainer *bcMatDest = matDest->GetDataInstance();
PluginShader *tempShader = (PluginShader* ) bcMatStart->GetLink(shaderIdStart,doc);
if (tempShader){
PluginShader *clonedShader = (PluginShader* ) tempShader->GetClone(NULL,NULL);
if (clonedShader){
bcMatDest->SetLink ( shaderIdDest, (BaseList2D* ) clonedShader );
doc->InsertShader(clonedShader,NULL);
matDest->Message(MSG_CHANGE);
matDest->Update(TRUE,TRUE);
EventAdd();
}
return TRUE;
}
return FALSE;
};Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 31/05/2007 at 07:34, xxxxxxxx wrote:
Any Help?
Cheers
Renato