There are four channels which are part of the Material which are not specific to the Shader. More...
Defines |
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#define | UNSUPPORTED_CHANNEL 0x01L |
Indicates that the channel is not supported
(is not used). |
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#define | CLR_CHANNEL 0x02L |
A color channel. |
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#define | MONO_CHANNEL 0x04L |
A monochrome channel. |
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#define | BUMP_CHANNEL 0x08L |
The bump mapping channel. |
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#define | REFL_CHANNEL 0x10L |
The reflection channel. |
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#define | REFR_CHANNEL 0x20L |
The refraction channel. |
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#define | DISP_CHANNEL 0x40L |
The displacement channel. |
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#define | SLEV_CHANNEL 0x80L |
#define | ELIMINATE_CHANNEL 0x8000L |
Indicates that the channel is not supported.
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#define | SKIP_CHANNELS (UNSUPPORTED_CHANNEL+BUMP_CHANNEL+REFL_CHANNEL+REFR_CHANNEL) |
This is used internally to indicate that the
channels to be skipped. |
There are four channels which are part of the Material which are not specific to the Shader.
All other channels are defined by the Shader (what they are and what they are called). The four which are not the province of the Shader are Bump, Reflection, Refraction and Displacement. For example, Displacement mapping is really a geometry operation and not a shading one. The channel type returned from this method indicates if the specified channel is one of these, or if it is a monochrome channel, a color channel, or is not a supported channel.
#define UNSUPPORTED_CHANNEL 0x01L |
Indicates that the channel is not supported (is not used).
#define CLR_CHANNEL 0x02L |
#define MONO_CHANNEL 0x04L |
#define BUMP_CHANNEL 0x08L |
The bump mapping channel.
#define REFL_CHANNEL 0x10L |
The reflection channel.
#define REFR_CHANNEL 0x20L |
The refraction channel.
#define DISP_CHANNEL 0x40L |
The displacement channel.
#define SLEV_CHANNEL 0x80L |
#define ELIMINATE_CHANNEL 0x8000L |
Indicates that the channel is not supported.
For example, a certain Shader might not support displacement mapping for some reason. If it didn't, it could use this channel type to eliminate the support of displacement mapping for itself. It would be as if displacement mapping was not included in the material. None of the 3ds Max shaders use this.
#define SKIP_CHANNELS (UNSUPPORTED_CHANNEL+BUMP_CHANNEL+REFL_CHANNEL+REFR_CHANNEL) |
This is used internally to indicate that the channels to be skipped.