I’ll pass your thanks on to the rest of the team… its a team effort.
The SDK is intended to provide software developers an ability to extend the capabilities of the application through plugins. The samples provided with the SDK serve as examples of how to do exactly that - they are not [necessarily] intended for use by the average user. Plugins must be compiled. Plugins built with the DAZ Studio 4.5.x SDK Release Candidate (184.108.40.206) must be compiled against a binary compatible build of the application (220.127.116.11) in order to load. Once we finish the Release Candidate phase, the SDK will be frozen and we will avoid making any changes to the API that would cause binary incompatibility. Until that time, we will avoid major changes (there have already been several private drops to existing developers to harden the API by the time the general public gets a chance to see it), but we do not ensure binary compatibility at this point - hence the restriction on accepting plugins built using it, into the store.
A Visual Studio 2010 Solution (.sln) is included in the samples folder of the SDK. Opening this solution with Visual Studio will allow you to compile the brick plugin and subsequently launch the corresponding RC build to use it. Using it involves creating the appropriate curves for 3Delight to render using a shader that incorporates it. There are, of course, a number of details that I’m glossing over here, but the topic is much larger than this thread alone (with several tangents) can do justice.
Thanks for the explanation. I will download Visual studio and have a play to see what I can workout. If you don’t hear anymore from me my brain has probably melted…lol
Please pass on my thanks to everyone who worked on this project. It’s fantastic to see this incorporated into the SDK and I can’t wait to see what people do with it.