Material->Texture->Blur Scale values?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 10/02/2005 at 00:12, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.012+
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;---------
Okay, now I'm confused. Real Blur Scale (BASECHANNEL_BLUR_STRENGTH) SetReal() values do not match what is shown in the Material Blur Scale setting.First, I figured that -100% to 100% would be -1.0 to 1.0 in Real values. Wrong! 0.0 = -100%
Second, I figured that -100% to 100% would be 0.0 to 2.0 in Real values. Still Wrong! 1.0 = 0%, 2.0 = 50%
So, what values give you -100% to 100%? This needs to be documented!!
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 10/02/2005 at 23:56, xxxxxxxx wrote:
Nothing?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/02/2005 at 17:13, xxxxxxxx wrote:
Well, this is not an easy conversion.
So far I've got it at Pow(3.0, value) or 3^value (where -1.0 <= value <= 1.0). So, -100% converts to 0.333, 0% converts to 1.0, and 100% converts to 3.0.
But it's still not quite correct. -100% (-1.0), 0% (0.0), and 100% (1.0) work. But inbetween values are not matching, like it's (value /*+- something).
Any takers? Any brave souls? Is this inside information that everyone's giggling about or has noone actually ever checked their values against what is set in the Material channel?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 12/02/2005 at 11:49, xxxxxxxx wrote:
Found it!
For future reference (and maybe something to add to the Docs or metion somewhere) :
Real scale = 1.0 + (Abs(samp->blurScale) * 2.0); if (samp->blurScale < 0.0) scale = 1.0 / scale; bdata.SetReal(BASECHANNEL_BLUR_STRENGTH, scale); bchan->SetData(bdata);
where -1.0 <= samp->blurScale <= 1.0 as extracted from a number edit box with GetReal().