Light.. back the Normal
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 25/06/2006 at 22:52, xxxxxxxx wrote: User Information: 
 Cinema 4D Version: 9.1+
 Platform: Windows ; Mac ; Mac OSX ;
 Language(s) :--------- 
 Hi all,i would like to know how i can force in materialdata the result for vector lv when the light is back the normal of polygon. I see that lc->lv is equal to zero when the light is back the polygon.. i need it to calculate the backlite. Thanks in advance 
 Renato T.
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 26/06/2006 at 14:03, xxxxxxxx wrote: How about calling the illumination function with the reversed normal? 
 regards
 /Filip
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 26/06/2006 at 15:22, xxxxxxxx wrote: Hello Filip i used the back_n from volumedata.. but what do you mean about "calling the illuminaion with the reversed normal"? Thanks 
 Renato T.
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 26/06/2006 at 23:35, xxxxxxxx wrote: Renato, I think he means that you might want to flip the normal of the polygon and use that 'backfacing normal' instead of the proper normal. The easiest way to flip a normal is to negate the vector: Vector normal = A % B; // or however you obtained the polygons normal 
 Vector invNormal = -normal;This is the normal of the same polygon but having reverse winding order. 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 27/06/2006 at 05:26, xxxxxxxx wrote: Hi Robert, ok, but when i'm looping trought the ligts, lv is == zero when for the polygons are back to the light. 
 what i did is to calculate by hand the rest but the basevolumedata value are not filled correcly by the c4d core.Let me investigate  Cheers 
 Renato T.
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 27/06/2006 at 07:06, xxxxxxxx wrote: Could you provide a class derivation to lv? Is this the one from BaseVolumeData::RayLight? Also, I see a 'back_orign' which is the 'backprojected normal' (which may be the reversed polygon normal?). I must admit that the entire enterprise looks extremely complicated (more class members and methods than I care to look over on a regular basis).  Thanks, 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 27/06/2006 at 08:33, xxxxxxxx wrote: Hello Robert, i'm inside the loop of the lights. lv is derived from RayLightComponen::lv and when the light is back to the normal, lv=Vector(0.0); Now i'm calculating backlight when i detect lv==0.0 and make myself the vector from light and back_p. It work.. but it's the correct way? 
 Another things is: how i can calculate the shadowmap from the backlight?Thanks Robert  
 Renato T.
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 27/06/2006 at 20:58, xxxxxxxx wrote: I forgot to tell you that the RayLightComponent->col is also 0.0 some time this will cause a orizontal black band (not ever). Cheers 
 Renato T.
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 29/06/2006 at 05:11, xxxxxxxx wrote: Any help to how make RayLightComponent::lv and RayLightComponent::col valids for light back to the normal? Thanks 
 Renato T.
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 03/07/2006 at 07:40, xxxxxxxx wrote: No idea, but... the manual says RayLightComponent::col is the color of the lightsource. So, how about using raylight->light->color ? 
 If calculating the lightvector works for you, i guess it's okay..
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 03/07/2006 at 10:31, xxxxxxxx wrote: I'm very sorry for the delay. I will look into this issue immediately! 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 03/07/2006 at 10:41, xxxxxxxx wrote: With 9.5+ there is a new field IlluminanceSurfacePointData::cosine_cutoff that seems to control this behaviour. With 9.1 I assume this means that cosine_cutoff == TRUE always. So your solution seems to be correct in 9.1, though it might be worth to see if the cosine_cutoff code is faster on 9.5+. 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 03/07/2006 at 11:16, xxxxxxxx wrote: Thanks Mikael, This mean that with the 9.1 sdk i must calculate the light vector and the light color myself? 
 Sometime with manual calculation of these vector i get zero for color...
 Anyway seem that with the 9.5 this issue can resolved Thanks for your answer 
 Thanks Michael too.Cheers 
 Renato T.
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 08/07/2006 at 04:24, xxxxxxxx wrote: Yes, I just got a reply from the developers that the only way in 9.1- is to flip the ray offset and vector (along with cosc) if it's on the wrong side. 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 08/07/2006 at 06:46, xxxxxxxx wrote: Hi Mikael, Can you tell me more? I fear that i don't understand.. Thanks 
 Renato
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 08/07/2006 at 12:45, xxxxxxxx wrote: I just wanted to clarify that the current (slow) way that you have already been using is the only way in 9.1-. 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 08/07/2006 at 16:18, xxxxxxxx wrote: Thanks for info... but seem not much slow today  
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 17/08/2006 at 21:00, xxxxxxxx wrote: "is to flip the ray offset and vector (along with cosc) if it's on the wrong side." Where i can flip the Ray or the surface normal? 
 I have lc->col = 0 when the light is back..
 The raylight->light->color is the color of the light.
 The lc-col take in consideration the light cone.. faloff. etc.etc..
 I'm sorry but, i don't know how to.Thanks in advance 
 Renato T.
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 18/08/2006 at 08:11, xxxxxxxx wrote: Please, i need to fix this trouble because i can't use the 9.6 sdk and get benefit from cosine_cutoff. Thanks 
 Renato T.
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 24/08/2006 at 13:01, xxxxxxxx wrote: I think all it means is that if you get col==0 you need to redo the call with a flipped vector, so that the light thinks that it's on the right side of the polygon.