Bitmap Distortion Shader Example Questiosn
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On 21/03/2013 at 15:06, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 13
Platform: Mac ;
Language(s) : C++ ;---------
Hello all, back with a couple more question, this time about the Bitmap Distortion Shader.I've been experimenting with it and I've found some things that I don't understand.
Does ShaderData::Output() browse through the points in any specific order? From the print tests I've done it seems to be essentially random.
How would I find adjacent points to the current cd->p point? And what defines a point? They don't seem to be evenly spaced or anything from what I can tell.
Thanks for any possible help.
Dan -
On 21/03/2013 at 18:21, xxxxxxxx wrote:
as nobody is answering here, i just drop two things.
1. ChannelData coordinates are in UVW space. you could theoretically sample neighbouring
areas by calling output just with a modified ChannelData.uVW value. getting the sample for
neighbouring pixels can be quite complicated i guess (as you would have to do the raytracing).2. the samples are not evenly spaced due to projection a mesh curvature. for a planar
surface with an orthgonal frontal projection output should e called in evenly spreaded steps.