Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Sign in to follow this  
Followers 0

How to extract a RE_Material from a SHOP_Node?


it's some time that I'm trying to extract a RE_Material from a SHOP_Node in order to bind it to a custom glsl shader. I've seen so far that I can get the RE_Material from a SHOP_ReData object. In the SHOP_Nopde there is a method called buildShaderData(SHOP_ReData& data, fpreal now, UT_Options* options,...). I'm trying to use this function but I always get a null material from this. I tried with a null or empty UT_Options. I dind't find anything on the documentation. Does someone know how use this method?




Share this post

Link to post
Share on other sites

Never mind, I've just found the solution ;)

SHOP_ReData shaderData;
SHOP_Node* nodeShop = OPgetDirector()->findSHOPNode("/shop/agentShader");
if (nodeShop)
  UT_Options options;
  nodeShop->buildShaderData(shaderData, 0, &options, 0, 0, SHOP_SURFACE);
  const RE_MaterialPtr& shadMat = shaderData.getMaterial();


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0