Defines

Texture channel type flags

There are four channels which are part of the Material which are not specific to the Shader. More...

Defines

#define  UNSUPPORTED_CHANNEL   0x01L
  Indicates that the channel is not supported (is not used).
#define  CLR_CHANNEL   0x02L
  A color channel.
#define  MONO_CHANNEL   0x04L
  A monochrome channel.
#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.
#define  SKIP_CHANNELS   (UNSUPPORTED_CHANNEL+BUMP_CHANNEL+REFL_CHANNEL+REFR_CHANNEL)
  This is used internally to indicate that the channels to be skipped.

Detailed Description

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.

See also:
BaseShader::ChannelType()

Define Documentation

#define UNSUPPORTED_CHANNEL   0x01L

Indicates that the channel is not supported (is not used).

#define CLR_CHANNEL   0x02L

A color channel.

The Color.r, Color.g and Color.b parameters are used.

#define MONO_CHANNEL   0x04L

A monochrome channel.

Only the Color.r is used.

#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.