Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Recent
    • Tags
    • Users
    • Login

    Sampling surface texture

    Scheduled Pinned Locked Moved SDK Help
    5 Posts 0 Posters 424 Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 01/09/2011 at 08:30, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R12 
      Platform:   Windows  ; Mac  ;  
      Language(s) :     C++  ;

      ---------
      I've read numerous threads here about this, and lots of things in the SDK docs, and now I'm thoroughly confused.

      Say I have an object with a grayscale texture (bitmap or procedural) applied to it. The texture has UVW projection. I can get the polygons making up the object, and from that any point on the surface of that polygon. What I want to do is sample the texture at that point. Not at render time, but during a GetVirtualObjects call.

      It seems clear that I need to use BaseChannel::Sample for this. I am assuming that in this case the *VolumeData parameter be NULL. My first question is, is that correct?

      Secondly, I can get/calculate all the other parameters *except* for the UVW coordinate of that point. What I'm looking for is how I can calculate/get the UVW coordinate for the surface point I already have. I just can't figure out how to do that, but it looks as if it ought to be easy! Any help or pointers on how to do this would be much appreciated.

      Many thanks,

      Steve

      1 Reply Last reply Reply Quote 0
      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 01/09/2011 at 09:52, xxxxxxxx wrote:

        Hy Steve,

        I created a plugin which controls TP particles by a projected Material. There I had to do the same trick, figuring out what the color value is at the current particles position (ie. mapped to my object).

        What you can use is the barycentric coordinates from the GeRayCollider. It is just a weighted sum to get to the original UV coords. Then you need to check for tiling and offset of the texture and apply those values to retrieve the final UV coords for the Shader/Bitmap.

        I just worked with a bitmap, but I don't know how you would retrieve the values for the shader, given the UV coords ... If you figure it out, let me know 😉

        Cheers,
        maxx

        1 Reply Last reply Reply Quote 0
        • H Offline
          Helper
          last edited by

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

          On 01/09/2011 at 13:51, xxxxxxxx wrote:

          Hi maxx,

          That's basically exactly what I'm doing (not with TP, though), so this is a great help, thank you.

          I'll look at the GeRayCollider right now.

          Many thanks for the quick response.

          Steve

          1 Reply Last reply Reply Quote 0
          • H Offline
            Helper
            last edited by

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

            On 21/11/2011 at 12:28, xxxxxxxx wrote:

            Sorry to bump this old thread. But I thought it would be better than asking the same question again in a new thread.

            Did you guys ever figure out how to read the texture colors per object vertex?

            -ScottA

            1 Reply Last reply Reply Quote 0
            • H Offline
              Helper
              last edited by

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

              On 22/11/2011 at 01:55, xxxxxxxx wrote:

              I never got this to work. I know it's possible - I've seen it done - but I don't know how. I would still like to know, though.

              1 Reply Last reply Reply Quote 0
              • First post
                Last post