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    Creating standard shaders with new

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 19/10/2003 at 02:45, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.100 
      Platform:   Windows  ;   
      Language(s) :   C.O.F.F.E.E  ;

      ---------
       
      Hi, everyone
      I started programming with COFFEE just a few days ago and I've found it is very easy to use, so now I'm trying to write my own shaders.
      I want to write a channel shader similar to the "bhodiNUT Brightness Contrast": my shader would transform the pixels generated by another channel shader. And my question is: Is there a way of creating any of the standard shaders with the "new" command in COFFEE? Something like:
      var brick = new(BrickShader,whatever...);
      So in my "ChannelPlugin::Output" function I can call the Output function of the standard shader I created with new.
      I also want to know how can you get a list of the installed shaders to create a popup button similar to the one in the "Brightness Contrast Shader", where you select the target texture.
      And finally, looking through the forum I've found that there are some undocumented classes in COFFEE R8 (such as CubeObject). Do you know where can I find a complete list of the objects you can create in Cinema 4D?
      Thanks.

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 27/10/2003 at 00:52, xxxxxxxx wrote:

        Sorry, that isn't possible. The material/channel classes in C.O.F.F.E.E. don't support rendering. In C++ it might be possible, though not trivial.
        In C++ you could get a list of what's installed through the GeRegistry functions. Not possible in C.O.F.F.E.E.
        The few undocumented classes in C.O.F.F.E.E. concern the primitive objects previously available through PrimitiveObject only. Though there's no complete list of these, their names follow from the old constants. (E.g. CUBE => CubeObject.)

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