Bitmap Distortion Shader Example Questiosn



  • On 21/03/2013 at 15:06, xxxxxxxx wrote:

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

    ---------
    Hello all, back with a couple more question, this time about the Bitmap Distortion Shader.

    I've been experimenting with it and I've found some things that I don't understand.

    Does ShaderData::Output() browse through the points in any specific order?  From the print tests I've done it seems to be essentially random.

    How would I find adjacent points to the current cd->p point?  And what defines a point?  They don't seem to be evenly spaced or anything from what I can tell.

    Thanks for any possible help. 
    Dan



  • On 21/03/2013 at 18:21, xxxxxxxx wrote:

    as nobody is answering here, i just drop two things.

    1. ChannelData coordinates are in UVW space. you could theoretically sample neighbouring
    areas by calling output just with a modified ChannelData.uVW value. getting the sample for
    neighbouring pixels can be quite complicated i guess (as you would have to do the raytracing).

    2. the samples are not evenly spaced due to projection a mesh curvature. for a planar
    surface with an orthgonal frontal projection output should e called in evenly spreaded steps.


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