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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.