Differences Standard/Physical Renderer?

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 30/11/2011 at 04:50, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   13 
Platform:      Mac OSX  ; 
Language(s) :     C++  ;

---------
Hello again,

I am just getting a user report about one of my shaders not working with the physical renderer, but rendering just fine with the standard renderer.
I took a deeper look and it seems to narrow down to a simple IlluminateAnyPoint command:

  
Vector CalcIllu3 (VolumeData *sd, LVector *p)   
{   
     Bool nodif, nospec;   
     RayLight     *lp;   
     LONG          i;   
     Vector          col,sum=0.0;   
  
     for (i=sd->GetLightCount()-1; i>=0; i--)   
          {   
          lp = sd->GetLight(i);   
          nodif=false;   
          nospec=false;   
          if (lp->lr.object) CalcRestrictionInc (&lp-;>lr, sd->op, nodif, nospec);   
          if (sd->IlluminateAnyPoint (lp, &col;, NULL, *p, ILLUMINATEFLAGS_SHADOW, RAYBIT_CUSTOM) && !nodif) sum += col;   
          }   
     if (sum.x<0.0) sum.x=0.0;   
     if (sum.y<0.0) sum.y=0.0;   
     if (sum.z<0.0) sum.z=0.0;   
     return sum;   
}   

Any idea what has to be changed? This code is almost 1:1 taken from the SDK.

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 01/12/2011 at 00:54, xxxxxxxx wrote:

Hi,

Could you send us your shader's source code at [email protected] ?

Regards,

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 01/12/2011 at 10:26, xxxxxxxx wrote:

Thank you very much, Yannick.
I just mailed it to the given address.