Differences Standard/Physical Renderer?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/11/2011 at 04:50, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 13
Platform: Mac OSX ;
Language(s) : C++ ;---------
Hello again,I am just getting a user report about one of my shaders not working with the physical renderer, but rendering just fine with the standard renderer.
I took a deeper look and it seems to narrow down to a simple IlluminateAnyPoint command:Vector CalcIllu3 (VolumeData *sd, LVector *p) { Bool nodif, nospec; RayLight *lp; LONG i; Vector col,sum=0.0; for (i=sd->GetLightCount()-1; i>=0; i--) { lp = sd->GetLight(i); nodif=false; nospec=false; if (lp->lr.object) CalcRestrictionInc (&lp-;>lr, sd->op, nodif, nospec); if (sd->IlluminateAnyPoint (lp, &col;, NULL, *p, ILLUMINATEFLAGS_SHADOW, RAYBIT_CUSTOM) && !nodif) sum += col; } if (sum.x<0.0) sum.x=0.0; if (sum.y<0.0) sum.y=0.0; if (sum.z<0.0) sum.z=0.0; return sum; }
Any idea what has to be changed? This code is almost 1:1 taken from the SDK.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 01/12/2011 at 00:54, xxxxxxxx wrote:
Hi,
Could you send us your shader's source code at [email protected] ?
Regards,
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 01/12/2011 at 10:26, xxxxxxxx wrote:
Thank you very much, Yannick.
I just mailed it to the given address.