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On 31/08/2007 at 04:52, xxxxxxxx wrote:
Cinema 4D Version: 9,6
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
I have a volumetric shader and I would like to know if there is a way to retrieve the RayObject that the shader is attached to and is calculated for in CalcVolumetric?
When there are intersecting objects vd->op always returns the object the exit point of the span belongs to and not the object that the shader is attached to.
so any chance to get that RayObject?
On 07/09/2007 at 07:32, xxxxxxxx wrote:
Is there a way to retrieve it safely or not?
On 13/09/2007 at 00:07, xxxxxxxx wrote:
I have no idea, will have to ask the developers.
On 13/09/2007 at 03:36, xxxxxxxx wrote:
thx. I´ll be waiting.
On 18/09/2007 at 03:19, xxxxxxxx wrote:
A shader could be attached to several objects. How should that work in your case?
Couldn't you go through all RayObjects and check for their materials?
On 18/09/2007 at 05:57, xxxxxxxx wrote:
Yes, my shader is attached to several objects, that is the reason why I want to know the currently evaluated rayobject!
What would going thru all RayObjects help actually? If I find 3 objects with the according material, how do I know which object is currently the intersection object in CalcVolumetric? There´s no RayObject I could check against. That´s the problem I am trying to solve.
When the currently evaluated ray hits the object (A) my shader is attached to then CalcVolumetric is called for my shader (so I know my object has been hit for sure) and there is another object (B) inside of it, then vd->op is filled with the other object (so as I said, the span exit point). See the drawing below.
But there is no way to retrieve Object A, so the object that *has* been hit and which my shader is attached to and for which my shader is called for, but no info about it??? So I think there must be a way to retrieve the RayObject. Maybe in InitRender?
But I don´t understand what going thru the rayobjects with my material should help, due to not knowing what to compare these found Rayobjects to.
********* Ray *********
OBJECT A / = ?
| | |/
OBJECT B = vd->op
Is it clearer now and is there a way to retrieve the hit object, which my shader is actually attached to.
On 24/09/2007 at 03:12, xxxxxxxx wrote:
push, 3 weeks later and still no answer. I hope I don´t have to wait another week for an answer (to this simple question).
On 24/09/2007 at 03:52, xxxxxxxx wrote:
Sorry for the delay.
Will this give you the correct RayObject?
RayObject *robj = NULL;
LONG local_id = 0;
robj = vd->ID_to_Obj(vd->lhit, &local;_id);
According to the developers lhit will give you the entry point RayObject.
On 24/09/2007 at 04:51, xxxxxxxx wrote:
thanks Matthias! I simply got impatient.
I will try it this afternoon right when I am back (still in the uni).
But looks like the right thing! Darn, why didn´t that came to my mind?!
In any case, I´ll report back.