#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.