Shadowcasting in Volumeshader?



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 24/05/2004 at 12:31, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   8.100 
    Platform:   Windows  ;   
    Language(s) :     C++  ;

    ---------
    Hi,
    I have a volume shader that does not have a surface calculation (means it does not work on geometry, but is used on an environment object). Now I need this volume to cast shadows though. What´s the usual way to do this? Any information or help is highly appreciated.
    Thank you in advance
    Samir



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 25/05/2004 at 17:49, xxxxxxxx wrote:

    Wouldn't implementing CalcTransparency() and CalcAlpha() accomplish this?



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 26/05/2004 at 09:01, xxxxxxxx wrote:

    Hi,
    thanks. I thought so too but it didn´t do so. Well, maybe I did something wrong. I will try again.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 26/05/2004 at 15:04, xxxxxxxx wrote:

    It works here perfectly, did you set the shader flags correctly?

    darf



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 26/05/2004 at 16:55, xxxxxxxx wrote:

    Thanks for your answer. I do think so. Got SHADER_TRANSPARENCY|SHADER_ALPHA|SHADER_VOLUMETRIC|SHADER_RAYTRACING;
    All my calculations are done in InitRender and in CalcVolumetric. I am then passing transparency values to the according function. Is this the right way? I am pretty new to VolumeShaders and still feel a bit misplaced (though it´s getting better every day).
    But I just see that CalcAlpha is evaluated before CalcVolumetric. That´s probably the problem! Do I need to do my calculations in there too? That would surely slow down things. Hmm, I will need to further look at it.
    Thanks guys.


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