#include <c4d_raytrace.h>
Public Attributes | |
| Vector64 | p |
| Vector64 | bumpn |
| Vector64 | phongn |
| Vector64 | orign |
| Vector64 | ray_vector |
| Float | specular_exponent |
| Int32 | receive_gi |
| Bool | receive_caustics |
| Bool | cosine_cutoff |
| Bool | calc_shadow |
| RAYBIT | raybits |
| RayHitID | lhit |
| void * | local_mat |
| IlluminanceSurfacePointModel * | model |
| void * | customdata |
| Vector64 p |
Global point.
| Vector64 bumpn |
Bump normal.
| Vector64 phongn |
Phong normal.
| Vector64 orign |
Original normal.
| Float specular_exponent |
Specular exponent.
| Int32 receive_gi |
Receive GI.
| Bool receive_caustics |
Receive caustics.
| Bool cosine_cutoff |
Defines whether the calculation shall check for light/camera being on the same side or not.
If false illumination model samples the light from all directions. If true illumination model samples like it was a surface point.
If true, add special code for the area light handling (as the light/camera situation is different for every subsample of an area light). That is where the call VolumeData::CalcArea() is necessary.
| Bool calc_shadow |
Enables shadow calculation.
| RayHitID lhit |
Global RayHitID structure for the surface intersection (to avoid self shadowing).
Can be set to RayHitID() if you do not have the current RayHitID.
| void* local_mat |
The material where all the GI and caustic properties are taken from.
| IlluminanceSurfacePointModel* model |
The custom illumination model.
| void* customdata |
Custom data for the illumination model.