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    Glow and Volumetric Shaders

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 23/05/2006 at 11:12, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hi,

      I've developped a volumetric shader which is applied to an environment object. I have the following problem: if you put a glowing object into the scene, the glow will appear even in areas where my volumetric shader should be opaque.
      I tried several things, including computing the alpha (I thought it was related to glow), then changing the lhit member of the volumedata passed to the CalcVolumetric or Calctransparency functions, so a post process effect would "see" that the glowing object was not hitted. But it still doesn't work.

      Do you know if this problem can be fixed, and how?
      If you know how the post process effects really works, this can also help me to know how to prevent the glow from appearing on areas where my shader is opaque.

      Thanks a lot for your help,
      BigBen

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      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 24/05/2006 at 00:29, xxxxxxxx wrote:

        That cannot be defined. All VP plugins work differently. Some use raytracing, some simple image processing, some use depth information, some other techniques. That´s absolutely individual.

        And afaik, Glow is a problematic VP in conjunction with other effects. (the whole VP system could need a rehaul anyway concerning such limitations)

        However, if there is a solution to the problem, I´d be interested to know it too. However I haven´t heard of any solution yet.

        Katachi

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