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On 23/05/2006 at 11:12, xxxxxxxx wrote:
Cinema 4D Version: 9
Platform: Windows ;
Language(s) : C++ ;
I've developped a volumetric shader which is applied to an environment object. I have the following problem: if you put a glowing object into the scene, the glow will appear even in areas where my volumetric shader should be opaque.
I tried several things, including computing the alpha (I thought it was related to glow), then changing the lhit member of the volumedata passed to the CalcVolumetric or Calctransparency functions, so a post process effect would "see" that the glowing object was not hitted. But it still doesn't work.
Do you know if this problem can be fixed, and how?
If you know how the post process effects really works, this can also help me to know how to prevent the glow from appearing on areas where my shader is opaque.
Thanks a lot for your help,