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    Channel From Shader

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 26/07/2011 at 07:16, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   12 
      Platform:   Windows  ;   Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Hello,
      in my plugin i am iterating in to material to get all shader.

      to do this i get the brunch info for the material to acces to shder head and get all nodes inside it.

      now i have the list of all shder in a material but i'dd like to know in witch channel are shader attached .... can i retrive this information from shader or i have to search that information manually?

      thanks in advance

      Franz

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      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 29/07/2011 at 23:16, xxxxxxxx wrote:

        no one?

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        • H Offline
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 31/07/2011 at 07:27, xxxxxxxx wrote:

          There is no automatic way. You have to go manually through the channels of an material and get the inserted shader.

          The problem is that a shader can be also inserted into any BaseList2D object (materials, shaders, tags etc.).

          cheers,
          Matthias

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          • H Offline
            Helper
            last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 31/07/2011 at 07:33, xxxxxxxx wrote:

            hello Matthias,
            thanks i was not considering that, you are right!
            i was wondering if there was an automatic way only because i'dd like to support plugin material and not only standard material .... but may a description recursion in to material can solve that issue.
            Thanks
            Franz

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