Materials and BaseShader
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/09/2012 at 15:59, xxxxxxxx wrote:
Hello again, sorry about all the posts, I've been trying a bunch of new stuff recently.
I'm trying to copy a bitmap texture from the color channel and apply it to other channels. This works if it's directly into one of the default channels, but if I'm doing a nested channel(Filter Shader) I get a black preview image instead of the correct bitmap image.
To test it out add a bitmap channel and then run the code, then check the diffusion channel and click on filter.
import c4d from c4d import gui def main() : mat = doc.GetActiveMaterial()#Get the active material bsbit = c4d.BaseShader(c4d.Xbitmap) #create a bitmap baseshader bsbit[c4d.BITMAPSHADER_FILENAME] =mat[c4d.MATERIAL_COLOR_SHADER][c4d.BITMAPSHADER_FILENAME] #get the bitmap name from the color channel and apply it to this one bsdiffusion = c4d.BaseShader(c4d.Xfilter)#Create a filter baseshader bsdiffusion[c4d.SLA_FILTER_TEXTURE] =bsbit#assign the bsbit shader as this ones texture mat[c4d.MATERIAL_DIFFUSION_SHADER]= bsdiffusion #set this shader as the materials diffusion shader mat.InsertShader(bsbit)#insert the shaders mat.InsertShader(bsdiffusion) mat.Message(c4d.MSG_UPDATE)#update mat.Update(True, True) c4d.EventAdd() if __name__=='__main__': main()
I'm not sure what I'm missing.
Thanks in advance for any help! I've been learning so much from all of the answers.Dan
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/09/2012 at 23:11, xxxxxxxx wrote:
i guess you want to insert the bitmap shader under the fusion shader and not under the material. So use bsdiffusion.InsertShader(bsbit) instead of mat.InsertShader(bsbit)
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 14/09/2012 at 08:42, xxxxxxxx wrote:
Thanks a bunch, affa! It's all working perfectly now.
import c4d from c4d import gui def main() : mat = doc.GetActiveMaterial()#Get the active material bsbit = c4d.BaseShader(c4d.Xbitmap) #create a bitmap baseshader bsbit[c4d.BITMAPSHADER_FILENAME] =mat[c4d.MATERIAL_COLOR_SHADER][c4d.BITMAPSHADER_FILENAME] #get the bitmap name from the color channel and apply it to this one bsdiffusion = c4d.BaseShader(c4d.Xfilter)#Create a filter baseshader bsdiffusion[c4d.SLA_FILTER_TEXTURE] =bsbit#assign the bsbit shader as this ones texture mat[c4d.MATERIAL_DIFFUSION_SHADER]= bsdiffusion #set this shader as the materials diffusion shader bsdiffusion.InsertShader(bsbit)#insert the shaders under the shader that uses then mat.InsertShader(bsdiffusion) mat.Message(c4d.MSG_UPDATE)#update mat.Update(True, True) c4d.EventAdd() if __name__=='__main__': main()
Dan
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/09/2012 at 14:54, xxxxxxxx wrote:
Now I 'm trying to create a Layer shader for a material and I'm running into trouble. How do I insert new shaders into it? I saw this thread, https://developers.maxon.net/forum/topic/5480/5499_how-to-access-in-the-layer-shader&KW=layer+shader, about reading what's in it, but I want to create the material.
Dan