3ds Max C++ API Reference
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These are the bits for the active components of bump, reflection, refraction and opacity mapping. More...
Macros | |
#define | HAS_BUMPS 0x01L |
Indicates that the bump mapping is present. More... | |
#define | HAS_REFLECT 0x02L |
Indicates that there is any kind of reflection (raytraced, etc). More... | |
#define | HAS_REFRACT 0x04L |
Indicates that there is any kind of refraction. More... | |
#define | HAS_OPACITY 0x08L |
Indicates that opacity mapping is used. More... | |
#define | HAS_REFLECT_MAP 0x10L |
Indicates that there is a reflection map only. More... | |
#define | HAS_REFRACT_MAP 0x20L |
Indicates that there is a refraction map only. More... | |
#define | HAS_MATTE_MTL 0x40L |
These are the bits for the active components of bump, reflection, refraction and opacity mapping.
If the bit is set that component is active. This provides a quick way for a Shader to check if they're used (as opposed to looking through the channels array searching for these channel types).
#define HAS_BUMPS 0x01L |
Indicates that the bump mapping is present.
#define HAS_REFLECT 0x02L |
Indicates that there is any kind of reflection (raytraced, etc).
#define HAS_REFRACT 0x04L |
Indicates that there is any kind of refraction.
#define HAS_OPACITY 0x08L |
Indicates that opacity mapping is used.
#define HAS_REFLECT_MAP 0x10L |
Indicates that there is a reflection map only.
This is used by the Strauss shader for example. If it sees a reflection map present it dims the diffuse channel.
#define HAS_REFRACT_MAP 0x20L |
Indicates that there is a refraction map only.
#define HAS_MATTE_MTL 0x40L |