Sampling Shader
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/01/2007 at 06:52, xxxxxxxx wrote:
Hello Katachi,
ok, but i've some channel inside, Diffuse, Specular, Lighting, Mirror, Glass etc.
How i can get the correct basechannel if i point it with null?
Can i cast it from plugin shader.. maybe.
Cheers
Renato -
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On 07/01/2007 at 09:49, xxxxxxxx wrote:
Hello Katachi,
i done some try.. and BaseMaterial::GetChannel is return always NULL with GetChannel(NULL) or GetChannel(IDofMyShaderLINK).
Any Help?
Cheers
Renato -
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On 07/01/2007 at 12:29, xxxxxxxx wrote:
It seems that it only works with normal materials. (I misunderstood the description). Does it work for "normal" 3D materials, like the SLA shaders?
For your own materials you need to do your own sampling most probably (although I think there must be a way to sample...but the support is terrible here at the moment)
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/01/2007 at 13:53, xxxxxxxx wrote:
Thanks anyway Katachi,
i'm sure that there is a standard way to sample a c4d shader I'm sure thant Tomorrow someone will help me to close this job
Cheers
Renato -
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On 07/01/2007 at 19:43, xxxxxxxx wrote:
LetΒ΄s hope so. I also would like to know.
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On 08/01/2007 at 09:12, xxxxxxxx wrote:
.. i hope that from today the maxon support will be operative...
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/01/2007 at 11:45, xxxxxxxx wrote:
Sorry for the delay. Shouldn't that be GetChannel(CHANNEL_COLOR) and not GetChannel(NULL), if your plugin shader is in the color channel for example? Then you should be able to use BaseChannel::Sample(), I think. As Katachi says, this is the only function that will allow you to sample an arbitrary point.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/01/2007 at 11:51, xxxxxxxx wrote:
Hi Mikael,
It work also with a Custom Material?
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/01/2007 at 12:06, xxxxxxxx wrote:
No, for PluginMaterial (if that's what you mean) there are only the BaseMaterial sampling functions, afaics, for example CalcSurface().
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/01/2007 at 12:33, xxxxxxxx wrote:
Mikael,
i only need to sample shader color of each custom "channel".
There is a Vray Material with some shaderlink inside.
Some for diffuse, some for specular, mirror, glass etc.I see that there are no problems to sample each shader linked in it.. but i need to know how to pass and retrieve UVW or 3D coordinate to the shaders.
Thanks
Renato -
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On 18/01/2007 at 00:02, xxxxxxxx wrote:
Hm, it looks like that's a limitation of accessing the shaders directly, without access to their channels. But perhaps you could clone the shaders and insert them into dummy BaseChannels in order to call BaseChannel::Sample?
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On 18/01/2007 at 06:13, xxxxxxxx wrote:
when rendering? uhm..
let me think about it.
Cheers
Renato -
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On 18/01/2007 at 12:41, xxxxxxxx wrote:
Yeah. Preferably as a pre-step, I guess, in order not having to clone for every calculation.
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On 18/01/2007 at 13:47, xxxxxxxx wrote:
yes, i need to make a copy of material... initialising then call the sample.
Thanks for now
Renato T. -
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On 21/01/2007 at 06:38, xxxxxxxx wrote:
Mikael,
how i can put the parent shader in a new material with all shader tree?
Cheers
Renato