Channel Shader: Get total Ray Length?



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/11/2009 at 12:14, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   10/11 
    Platform:   Windows  ;   Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    Hi,

    how can I retrieve the total length of the render ray, including all reflections etc, when it hits my channel shader? I tried the following code:

      
    Vector MyShader::Output(PluginShader *chn, ChannelData *cd)   
    {   
         VolumeData *xvd = cd->vd;   
         if (!xvd) { return Vector(0.0); }   
      
         Real ShaderValue = xvd->dist;   
         //...   
         //...   
    }   
    

    But xvd-- >dist unly gives me the length of the ray after the last reflection. I want the sum of all reflections (if there are any).

    Thanks for hints!

    Cheers,
    Jack



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/11/2009 at 16:11, xxxxxxxx wrote:

    I found this in the SDK Documentation under BaseVolumeData...

    Maybe this will help.?

    LONG raydepth

    [READ ONLY]

    The depth of the actual ray.

    Note: Ths value is 0 during shadow calculation.

    :)



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 17/11/2009 at 14:02, xxxxxxxx wrote:

    Hm, that does not give me the total length of the resulting ray.
    But thanks anyway ;-)

    Cheers,
    Jack



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 19/11/2009 at 07:09, xxxxxxxx wrote:

    Anybody?


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