#include <c4d_raytrace.h>
◆ bumpn
◆ phongn
◆ orign
◆ ray_vector
◆ specular_exponent
◆ receive_gi
◆ receive_caustics
◆ 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.
◆ calc_shadow
Enables shadow calculation.
◆ raybits
◆ 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.
◆ local_mat
The material where all the GI and caustic properties are taken from.
◆ model
The custom illumination model.
◆ customdata
Custom data for the illumination model.