Casting rays in a shader



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 19/08/2003 at 13:12, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   6 CE 
    Platform:      Mac OSX  ; 
    Language(s) :   C.O.F.F.E.E  ;  C++  ;

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    I want to write a shader plugin and so far, I couldn't find documentation or an example on how to cast a ray. I found lots of structures inside the raytracing and shaderplugin headers, but not any function call that would look like I could cast a ray and perform a hit-test with it. Can this be done, and if so, how? If possible, I'd like to do this in C.O.F.F.E.E. for compatibility reasons.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/08/2003 at 03:36, xxxxxxxx wrote:

    To put it simple, I'm looking for the C4D equivalent to what trace() is in the RenderMan Shading Language.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 22/08/2003 at 04:40, xxxxxxxx wrote:

    There is a function called TraceGeometry() in the VolumeData class. I´m still trying to get it to work myself so I can´t give you any advise on how to use it.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 25/08/2003 at 05:32, xxxxxxxx wrote:

    Filip is right, the function is called TraceGeometry(). Just make sure that you set the SHADER_RAYTRACING/CHANNEL_RAYTRACING bit, otherwise it won't work.


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