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    Sampling Shader

    SDK Help
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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 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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      • H
        Helper
        last edited by

        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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 πŸ™‚ I'm sure thant Tomorrow someone will help me to close this job πŸ™‚

        Cheers
        Renato

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 07/01/2007 at 19:43, xxxxxxxx wrote:

          LetΒ΄s hope so. I also would like to know. πŸ™‚

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 08/01/2007 at 09:12, xxxxxxxx wrote:

            .. i hope that from today the maxon support will be operative... πŸ™‚

            Cheers
            Renato

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 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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              • H
                Helper
                last edited by

                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

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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 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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                  • H
                    Helper
                    last edited by

                    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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                    • H
                      Helper
                      last edited by

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

                      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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                      • H
                        Helper
                        last edited by

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

                        On 18/01/2007 at 06:13, xxxxxxxx wrote:

                        when rendering? uhm..

                        let me think about it.

                        Cheers
                        Renato

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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 18/01/2007 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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                          • H
                            Helper
                            last edited by

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

                            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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                            • H
                              Helper
                              last edited by

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

                              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

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