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    Casting rays in a shader

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 19/08/2003 at 13:12, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   6 CE 
      Platform:      Mac OSX  ; 
      Language(s) :   C.O.F.F.E.E  ;  C++  ;

      ---------
      I want to write a shader plugin and so far, I couldn't find documentation or an example on how to cast a ray. I found lots of structures inside the raytracing and shaderplugin headers, but not any function call that would look like I could cast a ray and perform a hit-test with it. Can this be done, and if so, how? If possible, I'd like to do this in C.O.F.F.E.E. for compatibility reasons.

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 20/08/2003 at 03:36, xxxxxxxx wrote:

        To put it simple, I'm looking for the C4D equivalent to what trace() is in the RenderMan Shading Language.

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 22/08/2003 at 04:40, xxxxxxxx wrote:

          There is a function called TraceGeometry() in the VolumeData class. I´m still trying to get it to work myself so I can´t give you any advise on how to use it.

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 25/08/2003 at 05:32, xxxxxxxx wrote:

            Filip is right, the function is called TraceGeometry(). Just make sure that you set the SHADER_RAYTRACING/CHANNEL_RAYTRACING bit, otherwise it won't work.

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