Light.. back the Normal

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On 25/06/2006 at 22:52, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   9.1+ 
Platform:   Windows  ; Mac  ;  Mac OSX  ; 
Language(s) :

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Hi all,

i would like to know how i can force in materialdata the result for vector lv when the light is back the normal of polygon. I see that lc->lv is equal to zero when the light is back the polygon.. i need it to calculate the backlite.

Thanks in advance
Renato T.

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On 26/06/2006 at 14:03, xxxxxxxx wrote:

How about calling the illumination function with the reversed normal?
regards
/Filip

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On 26/06/2006 at 15:22, xxxxxxxx wrote:

Hello Filip

i used the back_n from volumedata.. but what do you mean about "calling the illuminaion with the reversed normal"?

Thanks
Renato T.

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On 26/06/2006 at 23:35, xxxxxxxx wrote:

Renato, I think he means that you might want to flip the normal of the polygon and use that 'backfacing normal' instead of the proper normal. The easiest way to flip a normal is to negate the vector:

Vector normal = A % B; // or however you obtained the polygons normal
Vector invNormal = -normal;

This is the normal of the same polygon but having reverse winding order.

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On 27/06/2006 at 05:26, xxxxxxxx wrote:

Hi Robert,

ok, but when i'm looping trought the ligts, lv is == zero when for the polygons are back to the light.
what i did is to calculate by hand the rest but the basevolumedata value are not filled correcly by the c4d core.

Let me investigate 🙂

Cheers
Renato T.

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On 27/06/2006 at 07:06, xxxxxxxx wrote:

Could you provide a class derivation to lv? Is this the one from BaseVolumeData::RayLight?

Also, I see a 'back_orign' which is the 'backprojected normal' (which may be the reversed polygon normal?).

I must admit that the entire enterprise looks extremely complicated (more class members and methods than I care to look over on a regular basis). 🙂

Thanks,

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On 27/06/2006 at 08:33, xxxxxxxx wrote:

Hello Robert,

i'm inside the loop of the lights.

lv is derived from RayLightComponen::lv and when the light is back to the normal, lv=Vector(0.0);

Now i'm calculating backlight when i detect lv==0.0 and make myself the vector from light and back_p. It work.. but it's the correct way?
Another things is: how i can calculate the shadowmap from the backlight?

Thanks Robert 🙂
Renato T.

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On 27/06/2006 at 20:58, xxxxxxxx wrote:

I forgot to tell you that the RayLightComponent->col is also 0.0 some time this will cause a orizontal black band (not ever).

Cheers
Renato T.

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On 29/06/2006 at 05:11, xxxxxxxx wrote:

Any help to how make RayLightComponent::lv and RayLightComponent::col valids for light back to the normal?

Thanks
Renato T.

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On 03/07/2006 at 07:40, xxxxxxxx wrote:

No idea, but... the manual says RayLightComponent::col is the color of the lightsource. So, how about using raylight->light->color ?
If calculating the lightvector works for you, i guess it's okay..

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On 03/07/2006 at 10:31, xxxxxxxx wrote:

I'm very sorry for the delay. I will look into this issue immediately!

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On 03/07/2006 at 10:41, xxxxxxxx wrote:

With 9.5+ there is a new field IlluminanceSurfacePointData::cosine_cutoff that seems to control this behaviour. With 9.1 I assume this means that cosine_cutoff == TRUE always. So your solution seems to be correct in 9.1, though it might be worth to see if the cosine_cutoff code is faster on 9.5+.

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On 03/07/2006 at 11:16, xxxxxxxx wrote:

Thanks Mikael,

This mean that with the 9.1 sdk i must calculate the light vector and the light color myself?
Sometime with manual calculation of these vector i get zero for color...
Anyway seem that with the 9.5 this issue can resolved 🙂

Thanks for your answer
Thanks Michael too.

Cheers
Renato T.

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On 08/07/2006 at 04:24, xxxxxxxx wrote:

Yes, I just got a reply from the developers that the only way in 9.1- is to flip the ray offset and vector (along with cosc) if it's on the wrong side.

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On 08/07/2006 at 06:46, xxxxxxxx wrote:

Hi Mikael,

Can you tell me more? I fear that i don't understand..

Thanks
Renato

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On 08/07/2006 at 12:45, xxxxxxxx wrote:

I just wanted to clarify that the current (slow) way that you have already been using is the only way in 9.1-.

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On 08/07/2006 at 16:18, xxxxxxxx wrote:

Thanks for info... but seem not much slow today 🙂

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On 17/08/2006 at 21:00, xxxxxxxx wrote:

"is to flip the ray offset and vector (along with cosc) if it's on the wrong side."

Where i can flip the Ray or the surface normal?
I have lc->col = 0 when the light is back..
The raylight->light->color is the color of the light.
The lc-col take in consideration the light cone.. faloff. etc.etc..
I'm sorry but, i don't know how to.

Thanks in advance
Renato T.

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On 18/08/2006 at 08:11, xxxxxxxx wrote:

Please,

i need to fix this trouble because i can't use the 9.6 sdk and get benefit from cosine_cutoff.

Thanks
Renato T.

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On 24/08/2006 at 13:01, xxxxxxxx wrote:

I think all it means is that if you get col==0 you need to redo the call with a flipped vector, so that the light thinks that it's on the right side of the polygon.