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On 19/03/2007 at 12:25, xxxxxxxx wrote:
Cinema 4D Version: 9.6
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
I want to use VolumeData::IlluminateAnyPoint(..,ILLUMINATE_SHADOW_ON,..) in InitRender when the VolumeData is avialable.
This works as expected except for the shadow calculations. It seems they are not taken into account in InitRender? Is that true?
If not, what must I do to get shadows in InitRender from IlluminateAnyPoint()?
If it is true, which is the earliest point in the rendering pipline that I can get shadows with IlluminateAnyPoint from within a volume shader?
On 20/03/2007 at 17:12, xxxxxxxx wrote:
Push. Period. Need info. Period. Thanks. Period.
On 22/03/2007 at 09:27, xxxxxxxx wrote:
I need info on this please!
On 22/03/2007 at 09:32, xxxxxxxx wrote:
Can I maybe calculate the shadow seperately in InitRender()? I ask because I just saw CalcShadow in VolumeData and wonder if this can be used for correct shadow calculation for non-surface points in space in InitRender().
On 22/03/2007 at 19:04, xxxxxxxx wrote:
sorry, I am on vacation this week. I try to answer next week asap.
On 22/03/2007 at 19:39, xxxxxxxx wrote:
InitRender is as it suggests, called during initialsing. As its doing this for materials it makes sense that shadows can not be ready yet as all the materials have not been initialised. Really you should not be calling anything for rendering in initrender afaik, if you need to do some rendering pre-main render then you need a post effect and wait until VP_INNER.
On 23/03/2007 at 03:35, xxxxxxxx wrote:
Thank you! This would have been a good answer to my question when I was about to decide if I choose a shader or a videopost plugin: Videopost or Shader
Unfortunately this wasn´t said back then, so now I am in a shader and must work with it.
Anyway thanks, I will then try a different way to get my shadows.
On 24/03/2007 at 05:38, xxxxxxxx wrote:
I would not exactly list it as an advantage or disadvantage, you should not be calling anything for rendering during init of a vp either. A shader is called during rendering, a VP has many more options of when its called before, during and after rendering. If you are now in a shader just add a hidden vp that only runs when one of your shaders is in the document and during VP_INNER does what init you need in your shader.
On 24/03/2007 at 05:59, xxxxxxxx wrote:
thanks for the info. Good idea! However, do I need to store the data I allocate there for each Processor? Is it in a MP context? That would be bad, as it would increase memory I need for the data I want to precalc (unfortunately, it´s not possible to split the data I am calculating on-thy-fly).
I am now using CalcShadow during rendering. That´s pretty fast in conjunction with my already precalculated data. I am releasing tomorrow so I won´t be able to use your VP approach (don´t wanna risk any side effects but will implement it afterward provided that it´s not MP
On 24/03/2007 at 10:26, xxxxxxxx wrote:
No its not threaded in Execute as its called between various points in the render processing. The sdk docs have all the info and its something easily tested with a breakpoint.
Good luck on the release.
On 24/03/2007 at 10:30, xxxxxxxx wrote: