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    • H
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 14/02/2003 at 15:08, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.012 
      Platform:      Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Is it possible to extract from the Specular Channel on a material:
      Falloff. Width, height/width?
      Thanks, Eric

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      • H
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 15/02/2003 at 13:25, xxxxxxxx wrote:

        Check out these values of the material description:
         MATERIAL_SPECULAR_MODE        = 1018,
          MATERIAL_SPECULAR_MODE_PLASTIC    = 0,
          MATERIAL_SPECULAR_MODE_METAL      = 1,
          MATERIAL_SPECULAR_MODE_COLORED    = 2,
         MATERIAL_SPECULAR_WIDTH        = 1016,
         MATERIAL_SPECULAR_HEIGHT       = 1017,
         MATERIAL_SPECULAR_FALLOFF       = 1137,
         MATERIAL_SPECULAR_INNERWIDTH     = 1139,
         MATERIAL_SPECULAR_COLOR        = 3100,
         MATERIAL_SPECULAR_BRIGHTNESS     = 3101,
         MATERIAL_SPECULAR_TEXTURESTRENGTH   = 3102,
         MATERIAL_SPECULAR_TEXTUREMIXING    = 3103,

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        • H
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 18/02/2003 at 14:37, xxxxxxxx wrote:

          Thanks! I missed those.

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          • H
            Helper
            last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 03/03/2003 at 07:47, xxxxxxxx wrote:

            Mikael,
            thanks for the pointers, but i'm having trouble locating where taht info comes from.. which C4D object? is it a GetData from the channel or material?

              
            BaseChannel *baseChannelPtr;  
                      baseChannelPtr = inC4DMaterial->GetChannel( theChannelIndex );  
              
            if (baseChannelPtr != NULL)       
                      {            
                           //Get the Color Value       
                           Vector     theChannelColor               = baseChannelPtr->GetData().GetVector(BASECHANNEL_COLOR);  
                           Real     theBrightnessValue          = baseChannelPtr->GetData().GetReal( BASECHANNEL_BRIGHTNESS );  
                           LONG     theInterpolationValue     = baseChannelPtr->GetData().GetLong( BASECHANNEL_INTERPOLATION );  
                           LONG     theMixMode                     = baseChannelPtr->GetData().GetLong( BASECHANNEL_MIXMODE );  
                           Real     theMixStrength                = baseChannelPtr->GetData().GetReal( BASECHANNEL_MIXSTRENGTH );  
                           String     theTexture                     = baseChannelPtr->GetData().GetString( BASECHANNEL_TEXTURE   );  
              
            //ya-da, ya-da, ya-da  
              
            
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            • H
              Helper
              last edited by

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

              On 04/03/2003 at 23:38, xxxxxxxx wrote:

              Those aren't properties of the specific channels but of the actual Material node. So that would be:

                  
                  
                  GeData specCol;  
                  inC4DMaterial->GetParameter(DescID(MATERIAL_SPECULAR_COLOR), specCol, NULL);  
                  Vector theChannelColor = specCol.GetVector();
              
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              • H
                Helper
                last edited by

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

                On 05/03/2003 at 08:37, xxxxxxxx wrote:

                Thanks!

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