InitGLImage of a volumetric plugin?



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 24/05/2008 at 06:47, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   9.6-10.5 
    Platform:   Windows  ; Mac  ;  Mac OSX  ; 
    Language(s) :     C++  ;

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    When I overload the InitGLImage function of a volumetric environment shader, what does the size of the passed bitmap correspond to? View Frustum?

    thx in advance for an info on this.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 27/05/2008 at 01:28, xxxxxxxx wrote:

    From what I can see it always is 256x256 and uses the texture tag's projection type.

    cheers,
    Matthias



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 28/05/2008 at 12:17, xxxxxxxx wrote:

    Thanks Matthias.

    That´s surely the case for surface shaders or volume shaders that work inside a given surface, but how is the texture projected onto an environment object? There is no geometry or uv data available to project on or get data from. So my problem is how to interpret the texture for an environment shader.

    thx



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 29/05/2008 at 00:43, xxxxxxxx wrote:

    It seems that the bitmap is not avaible for enviroment objects. Actually I don't know any volumetric shader that shows something for the enviroment object in the viewport.

    cheers,
    Matthias



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 29/05/2008 at 01:20, xxxxxxxx wrote:

    ah ok. Well, the environement object itself is showing a volumetric effect and believe it or not, I asked myself how this is shown from within InitGLImage (almost got a headache), but now in this very second I think this is simply done in Draw() with OGL Fog. DOH!

    ok, thanks Matthias for your help.


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