Image based lighting



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 19/04/2006 at 07:01, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   9.5 
    Platform:   Windows  ; Mac  ;  Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    Hi,

    I have a shader that is applied onto a sky object. Now, I would like to light the scene with this shader (IBL). But how do I do this, how do I shoot rays into the scene that are used like "normal" light rays?

    Thanks for any help
    Best
    Katachi



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 21/04/2006 at 00:43, xxxxxxxx wrote:

    If you activate radiosity the sky object will illuminate your scene (if you put your shader in the luminance channel of the sky shader), but maybe that's not what you are looking for?

    If you want to make your own IBL-shader I think it would be easier to write a shader that you attach to the objects in your scene, rather than the sky. Like an ambient occlusion shader that takes it's RGB values from a texture or a shader.

    regards
    /Filip



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 21/04/2006 at 00:54, xxxxxxxx wrote:

    Quote: Originally posted by FilipM on 21 April 2006
    >
    > * * *
    >
    > If you activate radiosity the sky object will illuminate your scene (if you put your shader in the luminance channel of the sky shader), but maybe that's not what you are looking for?
    >
    >
    > * * *

    yep, that´s NOT what I am looking for. I don´t want to use radiosity but create my own IBL solution. But I need a direction as how to do it. :)

    > Quote: If you want to make your own IBL-shader I think it would be easier to write a shader that you attach to the objects in your scene, rather than the sky. Like an ambient occlusion shader that takes it's RGB values from a texture or a shader.
    >
    > * * *
    >
    > * * *

    nope, that would be simpyl off the road, as the shader represents a global characteristic and should not be object based. However, I also have access to it volumetrically, which in this very second brings me to the idea to use a TraceColor call..but that wouldn´t work either when no light is in the scene as this would only return black.

    Thank you anyway for your helping hand! :)

    So, I am still looking for the right solution.



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

    On 24/04/2006 at 01:37, xxxxxxxx wrote:

    "the shader represents a global characteristic and should not be object based"

    I agree on that one. In Renderman it is possible to do this by writing custom light shaders, but I don't know how too approach this in c4d. Maybe it could be implemented as a post effect? I'm not sure, but I think ray-tracing can be done there too.

    regards
    /Filip


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