How To Get At Shader Options?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/05/2011 at 10:10, xxxxxxxx wrote:
You will probably need to include the header from the resource/modules/shader/res/description folder.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/05/2011 at 10:25, xxxxxxxx wrote:
Once again..You saved my butt Robert.
I got the ID: NOISESHADER_SCALEX by dragging from the dialog into the console.
But I could not find any reference to this ID anywhere in my file structure.
I have been using the built-in Windows Vista search option. And it usually finds things like this for me very well. But in this case it failed me.Do you have a favorite program, or method, you use search through all of the files for specific ID's?
It looks like I can't trust the Windows search anymore.-ScottA
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/05/2011 at 10:44, xxxxxxxx wrote:
Windows 7 search seems to do the trick every time. "Hint Hint" HAHA
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/05/2011 at 10:47, xxxxxxxx wrote:
Even the Windows 7 search can be trick-y.
I use something called Agent Ransack. It works brilliantly!
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/05/2011 at 11:10, xxxxxxxx wrote:
I'll check it out.
But..I'm stuck again. (Don't kill me. I'm trying hard ).Now I need to know how to change the gradient knots.
All I can find is examples on creating brand new gradients from scratch using the gradient class.
But what I need to know is just how to change the .pos values and the Vector() values of the two existing knots.I'll post the complete code when I'm done. So anyone else new to this stuff doesn't have to ask you guys these same simple questions over again.
-ScottA
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/05/2011 at 13:43, xxxxxxxx wrote:
I couldn't figure out how to edit existing gradients. So I tried allocating a new one. And it seems to replace the old one. So I guess that will work. *shrug*
Here's the entire plugin code:
#include "c4d.h" #include "c4d_symbols.h" #include "../../cinema4dsdk/res/description/xsdkgradient.h" #include "../../modules/shader/res/description/xnoise.h" #define PLUGIN_ID 10000010 // ID FOR TESTING ONLY!!!!!!!!!! class SimplePlugin : public CommandData { public: SimplePlugin(); //The Constructor virtual Bool Execute(BaseDocument *doc); }; SimplePlugin::SimplePlugin() // The Constructor { //not used in this example } Bool SimplePlugin::Execute(BaseDocument *doc) { BaseMaterial *mat = doc->GetFirstMaterial(); // Get the first material and assign a variable to it if(!mat) return TRUE; // Error handling BaseContainer *data = mat->GetDataInstance(); // Get the material's container BaseShader *shd = BaseShader::Alloc(Xsimplenoise); // Creates simple noise instance....For other types(fresnel,etc..). Look up "enum Xbase" in the SDK if(!shd) return FALSE; // Error handling data->SetLink(MATERIAL_COLOR_SHADER, shd); // Adds a SimpleNoise shader to the color channel in memory only BaseContainer *shddata = shd->GetDataInstance(); // Get the shader's container AutoAlloc<Gradient> gradient; // Creates a new gradient if (!gradient) return FALSE; // Error handling GradientKnot k1,k2; // Create two variables to hold the two knot values k1.col = Vector(0.0,0.0,0.0); // First knot's color is black k1.pos = 0.0; // First knot's position k2.col = Vector(1.0,1.0,1.0); // Second knot's color is white k2.pos = 1.0; // Second knot's position gradient->InsertKnot(k1); //Adds the First knot from memory gradient->InsertKnot(k2); //Adds the Second knot from memory shddata->SetData(SDKGRADIENTSHADER_COLOR,GeData(CUSTOMDATATYPE_GRADIENT,gradient)); // Executes the knot changes from memory shddata->SetData(SDKGRADIENTSHADER_MODE,GeData(1)); //Sets the mode<---BROKEN!! shd->SetParameter(DescID(NOISESHADER_SCALEX), GeData(5.0), DESCFLAGS_SET_0); // Sets the scaleX value shd->SetParameter(DescID(NOISESHADER_SCALEY), GeData(5.0), DESCFLAGS_SET_0); // Sets the scaleY value mat->InsertShader(shd, NULL); // Adds the Simple Noise to the color channel from memory with all it's settings made mat->Message(MSG_UPDATE); // update the changes mat->Update(TRUE, TRUE); // updates the material icon void Free(BaseMaterial*& mat); // Free memory used in the code(not sure if this is needed) return true; } Bool RegisterSimplePlugin() { return RegisterCommandPlugin(PLUGIN_ID, GeLoadString(IDS_My_Simple_Plugin), 0, AutoBitmap("icon.tif"), String("Help text Goes here"), gNew SimplePlugin); }
I hope this helps any newbs out there get up running a lot easier.
The mode option is still broken. But I'm exhausted from starring at this thing. So I'm taking a break.Thanks for the help guys,
-ScottA -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 09/05/2011 at 02:48, xxxxxxxx wrote:
There is no need to allocate a Gradient if you just want to change it in an existing shader.
Here is a simple example. It sets the knot's postion to a random value.
GeData d; // get the data if (shd->GetParameter(DescLevel(SLA_GRADIENT_GRADIENT), d, DESCFLAGS_GET_0)) { //get the Gradient custom data Gradient *gd = (Gradient* )d.GetCustomDataType(CUSTOMDATATYPE_GRADIENT); if (gd) { // iterate through all knots and set them randomly LONG kcnt = gd->GetKnotCount(); Random rnd; rnd.Init(436357); for (LONG i=0; i<kcnt; i++) { GradientKnot knot = gd->GetKnot(i); knot.pos = rnd.Get01(); gd->SetKnot(i, knot); } // set the gradient shd->SetParameter(DescLevel(SLA_GRADIENT_GRADIENT), d, DESCFLAGS_SET_0); shd->Message(MSG_UPDATE); EventAdd(); } }
Also check the GradientShader.cpp SDK example for some more sample code.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 09/05/2011 at 07:34, xxxxxxxx wrote:
Thank you.
-ScottA
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 09/05/2011 at 10:27, xxxxxxxx wrote:
Still doesn't work for me.
It looks like the problem begins when trying to get the gradient's container:Bool SimplePlugin::Execute(BaseDocument *doc) { BaseMaterial *mat = doc->GetFirstMaterial(); // Get the first material and assign a variable to it if(!mat) return TRUE; // Error handling BaseContainer *data = mat->GetDataInstance(); // Get the material's container BaseShader *shd = BaseShader::Alloc(Xsimplenoise); data->SetLink(MATERIAL_COLOR_SHADER, shd); // Adds a SimpleNoise shader to the color channel in memory only mat->InsertShader(shd, NULL); // Adds the Simple Noise to the color channel from memory mat->Message(MSG_UPDATE); // update the changes mat->Update(TRUE, TRUE); // updates the material icon EventAdd(); ////////////////// EVERYTHING IS WORKING AT THIS POINT ///////////////////////////////////// //Now lets try to access the gradient and it's parameters GeData d; if (shd->GetParameter(DescLevel(SLA_GRADIENT_GRADIENT), d, DESCFLAGS_GET_0)) { GePrint("Is this working so far?"); //<-----Yes. This does print and proves that everything is working at this point Gradient *gd = (Gradient* )d.GetCustomDataType(CUSTOMDATATYPE_GRADIENT); //get the gradient's custom data if (gd) GePrint("true"); else GePrint ("false"); // <-------Prints false. The code is broken. Starting from Gradient *gd // We are not properly accessing the gradients container. We cannot continue until this is fixed }
I'm sure I'm missing something really simple.
-ScottA
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/05/2011 at 01:45, xxxxxxxx wrote:
SLA_GRADIENT_GRADIENT is the wrong ID for the gradient of the Simple Noise shader. Please use NOISESHADER_COLOR instead.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/05/2011 at 11:42, xxxxxxxx wrote:
Thanks for sticking with me on this. I'm almost there now. But I have one final problem.
I can't get the gradient's mode to change:Here are my list of includes:
#include "c4d.h" #include "c4d_symbols.h" #include "../../cinema4dsdk/res/description/xsdkgradient.h" #include "../../modules/shader/res/description/xnoise.h" #include "../../modules/xtensions/res/description/dgradient.h"
And here's my code:
Bool SimplePlugin::Execute(BaseDocument *doc) { BaseMaterial *mat = doc->GetFirstMaterial(); // Get the first material and assign a variable to it if(!mat) return TRUE; // Error handling BaseContainer *data = mat->GetDataInstance(); // Get the material's container BaseShader *shd = BaseShader::Alloc(Xsimplenoise); // Creates simple noise instance....For other types(fresnel,etc..). Look up "enum Xbase" in the SDK if(!shd) return FALSE; // Error handling data->SetLink(MATERIAL_COLOR_SHADER, shd); // Adds a SimpleNoise shader to the color channel in memory only BaseContainer *shddata = shd->GetDataInstance(); // Get the shader's container GeData d; if (shd->GetParameter(DescLevel(NOISESHADER_COLOR), d, DESCFLAGS_GET_0)) // If it's a Simple Noise shader. Get it's attributes { Gradient *gd = (Gradient* )d.GetCustomDataType(CUSTOMDATATYPE_GRADIENT); //Get the gradient's custom data and assign it to a variable if (gd) { LONG kcnt = gd->GetKnotCount(); // Get the total number of knots in case we need it later GradientKnot first = gd->GetKnot(0); //Gets the first knot GradientKnot second = gd->GetKnot(1); //Gets the second knot first.pos = 0.1; // Changes the first knot's position in memory only second.pos = 0.8; // Changes the second knot's position in memory only first.col = Vector(0.5, 0.1, 0.0); // Changes the first knot's color in memory only second.col = Vector(1.0 , 1.0, 1.0); // Changes the second knot's color in memory only gd->SetKnot(0, first); // Execute the first knot's changes from memory gd->SetKnot(1, second); // Execute the second knot's changes from memory // Set the gradient changes shd->SetParameter(DescLevel(NOISESHADER_COLOR), d, DESCFLAGS_SET_0); shd->Message(MSG_UPDATE); EventAdd(); } shd->Message(MSG_UPDATE); // Tell C4D that we made some changes EventAdd(); // Update the scene changes } shddata->SetData(GRADIENTSUBCHANNEL_INTERPOLATION,GeData(GRADIENTSUBCHANNEL_INTERPOLATION_SMOOTHKNOT)); //<-----------Does Not Work! Mode does not Change! shd->SetParameter(DescID(NOISESHADER_SCALEX), GeData(5.0), DESCFLAGS_SET_0); // Sets the scaleX value shd->SetParameter(DescID(NOISESHADER_SCALEY), GeData(5.0), DESCFLAGS_SET_0); // Sets the scaleY value mat->InsertShader(shd, NULL); // Adds the Simple Noise to the color channel from memory with all it's settings made mat->Message(MSG_UPDATE); // update the changes mat->Update(TRUE, TRUE); // updates the material icon void Free(BaseMaterial*& mat); // Free memory used in the code(not sure if this is needed) return true; }
Any idea what I'm doing wrong with the mode code?
-ScottA