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    Color on surface

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 23/06/2008 at 09:50, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   10.5 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hi Folks!

      I need your help 😉

      I'm working on an ObjectData plugin and I want to set values to an object's surface by placing a texture on it, like it is possible in MoGraphs Shader-Effector.
      In other words: i want to link a texture-tag, select the channel to be used and then calculate the color of a position on the object's surface.

      I've tried it with channel->sample and shader->sample, but both are - in my opinion - independent from the texture-projection.
      I've also tried GetSurfaceData, but it demands VolumeData, that is not available in an ObjectData plugin, i think. ...or am i totally wrong?

      I hope, this question isn't that stupid 😉 I'm such a beginner in c++...
      And i searched a long time, here in the forum, without finding a hint.
      So it would help me, if you can tell me:
      a) if it's possible at all
      b) if theres a example or forum topic i missed
      c) the general approach or/and
      d) which functions/classes i should take a closer look at.

      Any help would be very appreciated,
      Cheers,
      Mark.

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 24/06/2008 at 00:50, xxxxxxxx wrote:

        The forum search is your friend. It took me 3 seconds to find an according thread. 😉

        Link to other thread

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 24/06/2008 at 01:44, xxxxxxxx wrote:

          Hello 3D Designer!

          Thank you for your answer 🙂
          But it took me half a day to find this and several similar threads 😉 ... and all didn't help me, as i explained above.

          In your linked thread "uvw" is a position on the channel, with the range 0 to 1 and not the position on the object's surface ...?
          Or do i have to convert a global position on object's surface to this "uvw" coordinates? When, how to do this according to the used texture tag and projection method?

          Cheers,
          Mark.

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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 24/06/2008 at 01:51, xxxxxxxx wrote:

            uvw is the texture coordinate on the objects surface! Simply calculate the uv coordinates of your surface and then fill the ChannelData with it. That´s how it works, that´s how MoGraph is doing it too (I highly assume...maybe if they use a TextureTag as iunput they also take care of the projection, for this look into TexData of the docs, to see how to project the coordinates!). 🙂

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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 24/06/2008 at 12:03, xxxxxxxx wrote:

              Hello 3D Designer,

              > Quote: Simply calculate the uv coordinates of your surface and then fill the ChannelData with it.
              >
              > * * *
              >
              > * * *

              I'm uncomfortable to say it, but it's not so "simple" for me 😉
              Is there a chance, getting a little code-snippet, to understand how i could transfer a global position on a surface into uv coordinates ...?
              I hope this wish is not too demanding but it would help me a lot. 🙂

              Thanks for your help,
              cheers,
              Mark.

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