Generator Plugin, animate Material Channels?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/03/2011 at 03:14, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 12
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;---------
Hello,I'm trying to make a Generator Object where new objects are created based on the Geometry of another object. Somewhat like the Atom Array. But I don't want all the new objects to have the same material properties. Is there a way a we can modify the channels of a material applied on a per object basis without the need of creating additional materials?
Thank you.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/03/2011 at 03:31, xxxxxxxx wrote:
Originally posted by xxxxxxxx
Is there a way a we can modify the channels of a material applied on a per object basis without the need of creating additional materials?
That's not possible. Each object needs a separate material if materials with different properties should be displayed.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/03/2011 at 03:38, xxxxxxxx wrote:
Thanks for the Quick Reply. Now my Question is, if such a solution is possible with Shaders. Is Geometry Data provided for Custom Shaders so that I can color the fragments based on the Position of the Objects that are being Shaded? Also can I create a shader that affects just the Color Channel and all the other channels like Reflection/Refraction/Transparency are retained from the Base Material or Do I have to write Shading for every channel?
Thanks again for the help.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/03/2011 at 03:45, xxxxxxxx wrote:
A shader affects only the channel of the material it is loaded in and it's possible to check within the shader into which channel the shader was loaded. You can access object and geometry data in a shader. Check the Volumedata, BaseVolumedata and ChannelData structures. Shaders are derived from the ShaderData class. There are some examples in the SDK examples.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/03/2011 at 03:49, xxxxxxxx wrote:
Awesome. Thanks a lot for the info.