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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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
On 25/05/2004 at 17:49, xxxxxxxx wrote:
Wouldn't implementing CalcTransparency() and CalcAlpha() accomplish this?
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.
On 26/05/2004 at 15:04, xxxxxxxx wrote:
It works here perfectly, did you set the shader flags correctly?
darf
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.