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    GetChannel with custom material

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    • H
      Helper
      last edited by

      On 23/04/2015 at 09:17, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R15 
      Platform:   Windows  ;   Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      I have a custom material written using MaterialData with multiple channels, some of them can be logically mapped to channels of standard C4D material. I want to ask if it's possible to support BaseMaterial::GetChannel for such custom material?
      The reason I want this is to support some C4D features, for example Displacer, in which user can set Channel directly from texture tag (and I assume this is internally implemented using GetChannel of BaseMaterial class).

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      • H
        Helper
        last edited by

        On 24/04/2015 at 06:26, xxxxxxxx wrote:

        Hi,

        I'm afraid BaseMaterial::GetChannel() cannot be supported by external MaterialData plugins.
        It can only be supported by Cinema 4D material (Mmaterial).

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        • H
          Helper
          last edited by

          On 26/04/2015 at 16:44, xxxxxxxx wrote:

          Hi,
          thanks for answer, I was afraid it won't be possible.

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          • H
            Helper
            last edited by

            On 31/12/2015 at 05:31, xxxxxxxx wrote:

            Hi,

            Just to be sure, it means that it is impossible to retrieve a channel or a material group (or a way to know its name and its state) from a BaseShader or a BaseMaterial?

            Is it impossible to access to the same data (channel name) as the Texture Manager do?

            _<_img src="http://www.xsyann.com/fc4d/texmanager.png" border="0" /_>_

            Basically I'm trying to know if a BaseShader is inside an enabled or a disabled material group (the name of the group would be useful too).

            I can do it for Mmaterial with BaseMaterial::GetChannel, Material::GetChannelState, BaseChannel::GetShader and Material::GetAllReflectionShaders()but I can't find a way to do it for other material types (Banji, Nukei, etc, VRay materials...)

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