Getting geometry information in shaders
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 29/03/2003 at 09:40, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.100
Platform: Windows ;
Language(s) : C.O.F.F.E.E ;---------
Hi !First: I am new to this forum. So hello eyerybody!
Second: I am german. So, please, excuse wrong formulations!I started to write a channel-shader. For its purpose, it needs information about the geometry of the object that it is assigned to. This should happen in the initRender() function. I don't know how to get this geometry-information.
I would like to get a point-list and/or a polygon-list. And it should work for parametric objects as well. It would also be nice to get the polygons of the selection if the material is assigned to a selection but also all polygons of the object, if required. Any ideas?
Thanks for every answer!PS: feel free to answer in german if you are also german
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 31/03/2003 at 03:39, xxxxxxxx wrote:
Hi Christian,
You might find this thread useful.Cheers - Steve
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 31/03/2003 at 04:25, xxxxxxxx wrote:
Hi Steve!
Thank you for your answer, but this thread is related to c++, i am currently working with coffee.
There are some parallels, there is also a volumeData, but there is no "op" in Shaders, only in expressinons.
The other Problem is, i need all polygons in the initRender()-function since i want to precompute values and not for every pixel, but only the output()-function gives acces to the volumeData().
There must be a way, to get an array containig the polygons, in every part of the shader, i think.Thanks for further Tips
Christian -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 31/03/2003 at 05:14, xxxxxxxx wrote:
Ah, I didn't notice that you were using Coffee.
I've not looked into these areas in Coffee, so I don't know if you can the info you need or not.Be aware though, that the C++ interface has a lot more functionality than the Coffee interface. Also, if you are writing shaders then speed might well be an issue.
If you can, I'd strongly suggest going the C++ route.
In the meantime, I hope someone else can help you with the Coffee approach.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 31/03/2003 at 06:28, xxxxxxxx wrote:
Thx Steve!
I know c++ is better, but although i have coded in c++ before, i have some problems with the sdk. But i am trying to get into it. But in the meantime i wanted to realize some ideas in coffee.CU