Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware 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

    Image based lighting

    SDK Help
    0
    4
    329
    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.
    • H
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 19/04/2006 at 07:01, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9.5 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Hi,

      I have a shader that is applied onto a sky object. Now, I would like to light the scene with this shader (IBL). But how do I do this, how do I shoot rays into the scene that are used like "normal" light rays?

      Thanks for any help
      Best
      Katachi

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 21/04/2006 at 00:43, xxxxxxxx wrote:

        If you activate radiosity the sky object will illuminate your scene (if you put your shader in the luminance channel of the sky shader), but maybe that's not what you are looking for?

        If you want to make your own IBL-shader I think it would be easier to write a shader that you attach to the objects in your scene, rather than the sky. Like an ambient occlusion shader that takes it's RGB values from a texture or a shader.

        regards
        /Filip

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 21/04/2006 at 00:54, xxxxxxxx wrote:

          Quote: Originally posted by FilipM on 21 April 2006
          >
          > * * *
          >
          > If you activate radiosity the sky object will illuminate your scene (if you put your shader in the luminance channel of the sky shader), but maybe that's not what you are looking for?
          >
          >
          > * * *

          yep, that´s NOT what I am looking for. I don´t want to use radiosity but create my own IBL solution. But I need a direction as how to do it. 🙂

          > Quote: If you want to make your own IBL-shader I think it would be easier to write a shader that you attach to the objects in your scene, rather than the sky. Like an ambient occlusion shader that takes it's RGB values from a texture or a shader.
          >
          > * * *
          >
          > * * *

          nope, that would be simpyl off the road, as the shader represents a global characteristic and should not be object based. However, I also have access to it volumetrically, which in this very second brings me to the idea to use a TraceColor call..but that wouldn´t work either when no light is in the scene as this would only return black.

          Thank you anyway for your helping hand! 🙂

          So, I am still looking for the right solution.

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

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

            On 24/04/2006 at 01:37, xxxxxxxx wrote:

            "the shader represents a global characteristic and should not be object based"

            I agree on that one. In Renderman it is possible to do this by writing custom light shaders, but I don't know how too approach this in c4d. Maybe it could be implemented as a post effect? I'm not sure, but I think ray-tracing can be done there too.

            regards
            /Filip

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