Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    Number and Position of Points for Light Object

    Cinema 4D SDK
    sdk c++ classic api r20 windows
    2
    3
    495
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • O
      Ogers
      last edited by

      Hello.
      I am looking for a way take the number of points and their position for a light object. For example if I am using the Cube shape area light object, can we find the number of points and the position where they are just like we do for polygon objects.
      Thank you in advance.

      1 Reply Last reply Reply Quote 0
      • r_giganteR
        r_gigante
        last edited by

        Hi Ogers, thanks for reaching us out.

        With regard to your question for those shape that are parametric, there's no real geometry representation. They are instead passed to the rendering engine as theoretical shapes and used accordingly to compute the corresponding light behavior.

        For all those theoretical shapes - from disc to hemisphere - , you can, once you've retrieved the size information, internally recreate the distribution of points in space based on that shape and scale their position based on the bounding box information.

        For the sole Object/Spline shape you can then retrieve the link to the object and query for its real geometrical data.

        Best, Riccardo

        1 Reply Last reply Reply Quote 3
        • O
          Ogers
          last edited by

          Hello @r_gigante
          Thank you for your time and answer. I will try the other way then.
          Best, Ogers

          1 Reply Last reply Reply Quote 0
          • First post
            Last post