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    Light.. back the Normal

    SDK Help
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 29/06/2006 at 05:11, xxxxxxxx wrote:

      Any help to how make RayLightComponent::lv and RayLightComponent::col valids for light back to the normal?

      Thanks
      Renato T.

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 03/07/2006 at 07:40, xxxxxxxx wrote:

        No idea, but... the manual says RayLightComponent::col is the color of the lightsource. So, how about using raylight->light->color ?
        If calculating the lightvector works for you, i guess it's okay..

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        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 03/07/2006 at 10:31, xxxxxxxx wrote:

          I'm very sorry for the delay. I will look into this issue immediately!

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          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 03/07/2006 at 10:41, xxxxxxxx wrote:

            With 9.5+ there is a new field IlluminanceSurfacePointData::cosine_cutoff that seems to control this behaviour. With 9.1 I assume this means that cosine_cutoff == TRUE always. So your solution seems to be correct in 9.1, though it might be worth to see if the cosine_cutoff code is faster on 9.5+.

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            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 03/07/2006 at 11:16, xxxxxxxx wrote:

              Thanks Mikael,

              This mean that with the 9.1 sdk i must calculate the light vector and the light color myself?
              Sometime with manual calculation of these vector i get zero for color...
              Anyway seem that with the 9.5 this issue can resolved 🙂

              Thanks for your answer
              Thanks Michael too.

              Cheers
              Renato T.

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              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 08/07/2006 at 04:24, xxxxxxxx wrote:

                Yes, I just got a reply from the developers that the only way in 9.1- is to flip the ray offset and vector (along with cosc) if it's on the wrong side.

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                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 08/07/2006 at 06:46, xxxxxxxx wrote:

                  Hi Mikael,

                  Can you tell me more? I fear that i don't understand..

                  Thanks
                  Renato

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                  • H
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 08/07/2006 at 12:45, xxxxxxxx wrote:

                    I just wanted to clarify that the current (slow) way that you have already been using is the only way in 9.1-.

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                    • H
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 08/07/2006 at 16:18, xxxxxxxx wrote:

                      Thanks for info... but seem not much slow today 🙂

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                      • H
                        Helper
                        last edited by

                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                        On 17/08/2006 at 21:00, xxxxxxxx wrote:

                        "is to flip the ray offset and vector (along with cosc) if it's on the wrong side."

                        Where i can flip the Ray or the surface normal?
                        I have lc->col = 0 when the light is back..
                        The raylight->light->color is the color of the light.
                        The lc-col take in consideration the light cone.. faloff. etc.etc..
                        I'm sorry but, i don't know how to.

                        Thanks in advance
                        Renato T.

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                        • H
                          Helper
                          last edited by

                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                          On 18/08/2006 at 08:11, xxxxxxxx wrote:

                          Please,

                          i need to fix this trouble because i can't use the 9.6 sdk and get benefit from cosine_cutoff.

                          Thanks
                          Renato T.

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                          • H
                            Helper
                            last edited by

                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                            On 24/08/2006 at 13:01, xxxxxxxx wrote:

                            I think all it means is that if you get col==0 you need to redo the call with a flipped vector, so that the light thinks that it's on the right side of the polygon.

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                            • H
                              Helper
                              last edited by

                              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                              On 25/08/2006 at 06:45, xxxxxxxx wrote:

                              Ok, i understand.. but how i can redo the call?

                              I don't make any call so i don't know how i can re-make the call 🙂

                              Renato

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                              • H
                                Helper
                                last edited by

                                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                On 07/09/2006 at 14:44, xxxxxxxx wrote:

                                (Removed some bump messages. Not to be seen as a criticism; by all means keep posting them if I'm slow. I'm terribly sorry for the delay.)
                                Ok, I see. So you're not calling the illumination function yourself but just looking in the lights returned by VolumeData::GetLight()? In that case, you're right that it wouldn't be remaking the call, of course. But what happens if you add an extra call to IlluminateSurfacePoint(), with the normal reversed, for the RayLights that are wrong in the pre-calculated GetLight() array? Wouldn't you then get the right color?

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                                • H
                                  Helper
                                  last edited by

                                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                  On 07/09/2006 at 15:17, xxxxxxxx wrote:

                                  IlluminateSurfacePoint it's a 9.6 function. In the new sdk there is also a flag to prevent the normal.

                                  Did you mean Illuminate on the 9.1 sdk?

                                  Cheers
                                  Renato

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                                  • H
                                    Helper
                                    last edited by

                                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                    On 08/09/2006 at 00:08, xxxxxxxx wrote:

                                    Sorry, I only looked back at the 9.5 API. (To my defense, only really 9.6 is supported. The rest is bonus... 😉
                                    But yes, Illuminate() would be my guess in 9.1 then. Perhaps, even if it doesn't give you totally accurate results for <9.6, it will be good enough to fake backlight? (Though I guess not being foreward compatible in rendering results might be bad as well.)

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                                    • H
                                      Helper
                                      last edited by

                                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                      On 08/09/2006 at 00:53, xxxxxxxx wrote:

                                      But i need to get the returned color because i need to take account of light cone, faloff and some others things.
                                      Maybe faster that i make my self this count or another illuminate will no slower my material?

                                      Thanks
                                      Renato

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