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    1. Maxon Developers Forum
    2. DronKozy
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    DronKozy

    @DronKozy

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    Website fstormrender.com

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    Latest posts made by DronKozy

    • RE: Sub materials links and undo

      Hi Ferdinand

      Thank you a lot for the reply.

      I am working on a render plugin (FStormRender) for C4D.
      Cinema 4D environment is new for me (after 3ds max), but I am slowly adapting.

      The biggest challenge is how to organize materials/shaders node system.
      I'm trying to choose between a selfmade node system like Corona/Octane and Cinema 4d native one like RedShift.

      Corona/Octane way looks more flexible, where you can connect any materials/textures to any pins (just avoid loop connections), but not native for Cinema 4D, and as you mention, it requires some creativity.

      https://www.facebook.com/groups/FStormGroup/posts/3898598533769869/?__cft__[0]=AZZugQpbOWJ_AdMpyuHPFG_JdGzv7CGcFlz0RwNa4unC0f8gL0N9kP2ZTukclDy3O6uZVUBQrUqp5ll-84Ih8NPf3OhSEe1Xy8tVcdiGzNYB6p1xxebpa61zhal3jAbze46bXzf_riRQrXxD9sTVNk1wiBYA_ZCW8_aqRisa6N-yPUSVE4di7cmaQt--1kvKQ3AmpPF9nINgsCkI2vBO5BZn&__tn__=%2CO%2CP-R

      posted in Cinema 4D SDK
      D
      DronKozy
    • RE: Sub materials links and undo

      Based on responses I guess I asked some nonsense.

      Let me ask the question in a different way.

      I have two BaseMaterials - Material_1 and Material_2.

      Material_1 has a link to Material_2 in it's BaseContainer.

      If I edit Material_2 and then press undo, it gets replaced with its copy, and Material_1 link is updated with a new Material_2.

      Is there any message/notification regarding such link update?

      Thank you.

      posted in Cinema 4D SDK
      D
      DronKozy
    • Sub materials links and undo

      Hi!

      I am working on a material plugin (MaterialData).

      Some materials may have links to other materials via BaseContainer links.

      If I change linked materials, I want to update material preview of dependent materials.
      For now I am catching MSG_UPDATE message in the linked materials and searching for all depended materials in the document and call

      bm->Update(true, true);
      bm->Message(MSG_UPDATE);
      bm->SetDirty(DIRTYFLAGS::ALL);
      EventAdd();

      It works well until a user press undo.

      In this case MSG_UPDATE message is not sent, only MSG_CHANGE. And even if I use this message to update the depended materials, their BaseContainer links are pointing to old materials (before undo).

      How can I update all dependent materials in case of undo case?

      Thank you

      posted in Cinema 4D SDK c++ windows s26
      D
      DronKozy