How to scale Noise functions?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/11/2002 at 07:13, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.012
Platform: Windows ;
Language(s) : C++ ;---------
How can I "scale" the noise functions? I´m thinking of the scaling behavior that is provided with for example the Bhodinut NICKL Shader.
Thanks for any help!
Best
Samir -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/11/2002 at 11:03, xxxxxxxx wrote:
I don't know NICKL. But try scaling either the input parameters or the output value and see if that's what you're looking for. (I.e. either Noise(scale*x) or Noise(x)*scale.)
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/11/2002 at 15:08, xxxxxxxx wrote:
I don't know NICKL. But try scaling either the input parameters or the output value and see if that's what you're looking for.
(I.e. either Noise(scale*x) or Noise(x)*scale.)
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Ahh! scaling the input params worked. I always tried scaling the output value.
Thanks again!
Best
Samir -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 23/11/2009 at 22:02, xxxxxxxx wrote:
Sorry to dust off this old thread, but it makes no sense to me in 2009 as a beginner at C++:
I've made a material and successfully added noise to the bump. I'd like to modify the Global scale of that noise in the SLA_NOISE_GLOBAL_SCALE field. All of the SLA IDs seem to go unrecognized in my attempts.
BaseContainer *data = MatMemb->GetDataInstance();
PluginShader *bmp = NULL;
bmp = PluginShader::Alloc(Xnoise);
if(!bmp) return FALSE;
// BaseContainer *bmpdata = bmp->GetDataInstance();
// bmpdata->SetData(SLA_NOISE_GLOBAL_SCALE, 0.23);
bmp->Message(MSG_UPDATE);
data->SetLink(MATERIAL_BUMP_SHADER, bmp);
MatMemb->InsertShader(bmp, NULL);
doc->InsertMaterial(MatMemb, NULL, NULL);
Is there a way to do this?
Thanks -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/11/2009 at 02:54, xxxxxxxx wrote:
make sure that you have included the proper .h file in your .cpp file. for example if you are using a noise shader, you will need to add this to the top of your source.
#include "xslanoise.h"
Hope that helps.
~Shawn
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/11/2009 at 11:17, xxxxxxxx wrote:
Wow, that worked great!... almost/sort of. When I just added the include line, I get the error "no such file or directory" I can see the file on my drive in the normal place, and I've included "lib-layershader.h" with no problems... any idea?
In the mean time, i just pasted in the contents of xslanoise.h and it worked. This leads to a second question:
What is the proper way to change the noisetype? I used
bmpdata->SetData(SLA_NOISE_NOISE, SLA_NOISE_NOISE_NAKI);
which works, but only because I uncommented enum 2012 from the xslanoise.h file I pasted into my .cpp I'm guessing these are commented out by the developers for a reason. My file now looks like this
//SLA_NOISE_NOISE_MOD_NOISE = 2011,
SLA_NOISE_NOISE_NAKI = 2012,
//SLA_NOISE_NOISE_NOISE = 2013,
Is there a better way to change the noisetype for SLA_NOISE_NOISE?
Thanks again,
G -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 28/01/2010 at 10:30, xxxxxxxx wrote:
Perhaps I should post this question elsewhere, but I thought C4D hunted everywhere for includes. Why does
#include "tbaketexture.h" fail to find a file
but the following includes work just fine?
#include "lib_layershader.h"
#include "c4d_tools.h"
Thanks,
Graham -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 02/02/2010 at 03:18, xxxxxxxx wrote:
The SDK projects have additional include paths set for certain include directories. tbaketexture.h is not part of any of these directories so you have to inlcude the full path yourself, or add another additional include path. For Visual Studio this can be done through the Project Property options.
cheers,
Matthias