c4d.modules.render.BaseVolumeData¶
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class
c4d.modules.render.BaseVolumeData¶
Attributes
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c4d.modules.render.BaseVolumeData.version¶ [Read-only]
The version number of this class.
Type: int
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c4d.modules.render.BaseVolumeData.fps¶ [Read-only]
Frames per second.
Type: int
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c4d.modules.render.BaseVolumeData.time¶ Current time in seconds.
Type: float
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c4d.modules.render.BaseVolumeData.col¶ Set the calculated color within BaseMaterial.CalcSurface() and BaseMaterial.CalcVolumetric().
Type:
Vector
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c4d.modules.render.BaseVolumeData.trans¶ Set the calculated transparency within BaseMaterial.CalcSurface(), BaseMaterial.CalcTransparency() and CalcVolumetric().
Type:
Vector
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c4d.modules.render.BaseVolumeData.refl¶ Set the calculated reflection within BaseMaterial.CalcSurface().
Type:
Vector
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c4d.modules.render.BaseVolumeData.alpha¶ Set the calculated alpha within BaseMaterial.CalcAlpha().
Type: float
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c4d.modules.render.BaseVolumeData.tray¶ Transmitted vector (can be modified in BaseMaterial.ChangeNormal()), only valid if shader sets VOLUMEINFO_TRANSPARENCY and only during BaseMaterial.CalcSurface().
Note
Can be None, always check.
Type: Optional[c4d.modules.render.Ray]
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c4d.modules.render.BaseVolumeData.rray¶ Reflected vector (can be modified in BaseMaterial.ChangeNormal()), only valid if shader sets VOLUMEINFO_TRANSPARENCY and only during BaseMaterial.CalcSurface().
Type:
Ray
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c4d.modules.render.BaseVolumeData.p¶ The surface point, this can only be modified by BaseMaterial.Displace().
Type:
Vector
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c4d.modules.render.BaseVolumeData.dist¶ Distance between
pandRay.p, i.e. the ray length.Type:
Vector
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c4d.modules.render.BaseVolumeData.cosc¶ The angle beween ray vector and unbumped normal.
Type:
Vector
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c4d.modules.render.BaseVolumeData.uvw¶ The surface uvw coordinates, this is invalid for volumetric shaders.
Type:
Vector
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c4d.modules.render.BaseVolumeData.delta¶ This defines the radius for the area around ‘uvw’ that needs to be sampled.
Note
If you ignore this value your shader will work, but produce aliasing artefacts.
Type:
Vector
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c4d.modules.render.BaseVolumeData.lhit¶ Surface identity.
Type: ptr
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c4d.modules.render.BaseVolumeData.ddu¶ U direction vector perpendicular to
n; can be used for bump mapping if VOLUMEINFO_DUDVREQUIRED is set.Type:
Vector
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c4d.modules.render.BaseVolumeData.ddv¶ V direction vector perpendicular to
n; can be used for bump mapping if VOLUMEINFO_DUDVREQUIRED is set.Type:
Vector
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c4d.modules.render.BaseVolumeData.raydepth¶ The depth of the actual ray.
Type: int
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c4d.modules.render.BaseVolumeData.calc_trans¶ Specifies, if transparency will be rendered.
These values are:
0
No transparency.
1
No refractions.
2
Full calculation.
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c4d.modules.render.BaseVolumeData.calc_refl¶ Specifies, if reflections will be rendered.
These values are:
0
No reflection.
1
Only sky/floor.
2
Full calculation.
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c4d.modules.render.BaseVolumeData.calc_shadow¶ Specifies, if shadows will be rendered.
Type: bool
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c4d.modules.render.BaseVolumeData.calc_illum¶ Specifies, if illumination will be rendered. If this value is ‘0’ then BaseMaterial.CalcSurface() should directly return the surface color without illumination (also, no bump mapping is needed in ChangeNormal etc.). this technique is used for some types of objects like the sky. Illuminance1 automatically takes care of
calc_illum.Type: int
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c4d.modules.render.BaseVolumeData.calc_mip¶ Specifies, if mip calculations will be done. If this value is ‘0’ then no mip mapping needs to be calculated. ‘calc_mip’ can in some cases be False - even if the shader sets VOLUMEINFO_MIPSAT. If calc_mip == False you should not access MIP/SAT variables such as
deltaetc.Type: int
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c4d.modules.render.BaseVolumeData.pp¶ MIP corner points in global space.
Note
Only valid if VOLUMEINFO_MIPSAT is set.
Type: Tuple[c4d.Vector, c4d.Vector, c4d.Vector]
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c4d.modules.render.BaseVolumeData.nn¶ MIP normals of the three other corner points.
Note
Only valid if VOLUMEINFO_MIPSAT is set.
Type: Tuple[c4d.Vector, c4d.Vector, c4d.Vector]
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c4d.modules.render.BaseVolumeData.raybits¶ Ray information, these values are:
RAYBIT_NONE
None.
RAYBIT_REFLECTION
Ray chain contains a reflection ray.
RAYBIT_TRANSPARENCY
Ray chain contains a transparency ray (refractions are not contained).
RAYBIT_REFRACTION
Ray chain contains a refraction ray.
RAYBIT_CUSTOM
Ray chain contains a custom ray.
RAYBIT_CURR_REFLECTION
Current ray is a reflection ray.
RAYBIT_CURR_TRANSPARENCY
Current ray is a transparency ray.
RAYBIT_CURR_REFRACTION
Current ray is a refraction ray.
RAYBIT_CURR_CUSTOM
Current ray is a custom ray.
RAYBIT_VOLUMETRICLIGHT
Current ray is used to calculate a volumetric light.
RAYBIT_ALLOWVLMIX
Custom mixing of visible light sources allowed for the ray; bit must be deleted by shader if used.
RAYBIT_GI
Current ray is a Global Illumination ray.
RAYBIT_BLURRY
Current ray is a blurry ray.
RAYBIT_SSS
Current ray is a subsurface scattering ray.
RAYBIT_AO
Current ray is an Ambient Occlusion ray.
RAYBIT_COMPOSITING
Current ray is a compositing ray.
Type: int
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c4d.modules.render.BaseVolumeData.recursion_id¶ The plugin ID of data passed through recursion.
Type: int
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c4d.modules.render.BaseVolumeData.back_p¶ The backprojected point (StickTextureTag) will be generated if the shader sets the flag VOLUMEINFO_TRANSFORM or SHADERINFO_TRANSFORM if it is a channel shader.
Type:
Vector
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c4d.modules.render.BaseVolumeData.back_delta¶ This the ‘spot size’ (MIP mapping value) for the backprojected point. The backprojected point (StickTextureTag) will be generated if the shader sets the flag VOLUMEINFO_TRANSFORM or SHADERINFO_TRANSFORM if it is a channel shader.
Type:
Vector
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c4d.modules.render.BaseVolumeData.global_mip¶ The global MIP scale.
Type: float
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c4d.modules.render.BaseVolumeData.sid¶ Sub polygon ID (only used for SPD).
Type: int
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c4d.modules.render.BaseVolumeData.par_u¶ Barycentric U coordinate (only used for SPD).
Type: float
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c4d.modules.render.BaseVolumeData.par_v¶ Barycentric V coordinate (only used for SPD).
Type: float
Child Class: