CreateRay() kills Object Glow



  • On 15/11/2014 at 19:55, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   R13 
    Platform:    Mac  ;  Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    Hello,

    When I use CreateRay() on a Video Post effect, any glowing objects stop glowing... :/

    Any clues?



  • On 17/11/2014 at 02:25, xxxxxxxx wrote:

    I think, you will need to give us some more information. At best you'd post some code.



  • On 17/11/2014 at 07:29, xxxxxxxx wrote:

    I create a simple object and apply a material that has Glow to it.
    I render and it glows, as expected.
    When i add my Video Post plugin that has custom lens using CreateRay, the object does not glow anymore.
    If I recompile the plugin removing the CreateRay access, the glow comes back.
    I fill everything on the Ray structure but the ior, as I have no idea what it does.



  • On 17/11/2014 at 09:40, xxxxxxxx wrote:

    ior is the index of refraction. Which value has it? If it's zero, can you please try, if it makes any difference setting this to 1.0?
    Otherwise can you please show me some code, so I can get a clearer picture, of what is going on?



  • On 17/11/2014 at 10:52, xxxxxxxx wrote:

    Tried with ior 0.0 and 1.0, makes no difference.



  • On 17/11/2014 at 10:53, xxxxxxxx wrote:

    And will you post me some code?



  • On 17/11/2014 at 12:58, xxxxxxxx wrote:

    Sure, but there ain't much to see on code.
    The strange thing is that if my plugin used CreateRay(), glowing textures won't glow.
    If I remove VIDEOPOSTINFO_CUSTOMLENS from GetRenderInfo, but glow works.

    VIDEOPOSTINFO BDVJData::GetRenderInfo(BaseVideoPost* node)
    {
    	if ( bEnabled )
    		return VIDEOPOSTINFO_CUSTOMLENS|VIDEOPOSTINFO_EXECUTEPIXEL|VIDEOPOSTINFO_EXECUTELINE;
    	else
    		return VIDEOPOSTINFO_0;
    }
      
    void BDVJData::CreateRay(Ray* dst, Real x, Real y)  
    {  
    if ( ! bEnabled )  
    {  
    //this->VideoPostData::CreateRay(dst, x, y);  
    return;  
    }  
    // Get ray  
    LVector dir = CreateRay( x, y );  
    if ( dir == LVector(0) )  
    {  
    dst->p = LVector(0);  
    dst->v = LVector(0);  
    return;  
    }  
    // Get camera  
    LMatrix camMatrix = mCamera->GetMg();  
    LVector camPos = camMatrix.off;  
    // Make ray  
    dst->p = camPos;	// posiciona na camera  
    dst->v = dir;	// direcao do raio  
    dst->v *= camMatrix;	// transformacao da camera  
    dst->v -= camPos;	// volta pra 0,0,0  
    //dst->ior = 0.0;  
      
    // p - 0  
    //   /  
    // 1 - 2  
    for ( int n = 0 ; n < 3 ; n++ )  
    {  
    Real xx = x + ( n % 2 == 0 ? 1.0 : 0.0 );  
    Real yy = y + ( n > 0 ? 1.0 : 0.0 );  
    LVector dd = CreateRay( xx, yy );  
    if ( dd == LVector(0) )  
    dd = dir;  
    dst->pp[n] = camPos;	// posiciona na camera  
    dst->vv[n] = dd;	// direcao do raio  
    dst->vv[n] *= camMatrix;	// transformacao da camera  
    dst->vv[n] -= camPos;	// volta pra 0,0,0  
    }  
    }  
      
    LVector BDVJData::CreateRay(Real x, Real y)  
    {  
    if ( bPanoramic )  
    {  
    // Panoramic projection  
    LVector uv = LVector( x - area.start.x, y - area.start.y, 0 ) / (mRadius * 2.0);  
    if ( uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0 )  
    return LVector(0);  
    uv.x = 1.0 - uv.x;  
    return geoToDome( uv );  
    }  
    else  
    {  
    // Fulldome projection  
    LVector uv = LVector( x - area.start.x, y - area.start.y, 0 ) / (mRadius * 2.0);  
    uv.y = 1.0 - uv.y;  
    return texelToDome( uv, mFov, mMask != VP_MASK_DISABLED );  
    }  
    }
    


  • On 20/11/2014 at 02:44, xxxxxxxx wrote:

    Hi,

    I'm terribly sorry, I should have tested this earlier. I think you found a bug in C4D. The same is happening, when using glow with the cylindrical lens effect. I have reported the issue and will keep you updated.



  • On 20/11/2014 at 07:31, xxxxxxxx wrote:

    By now, I got confirmation that this is a bug. Sorry 😢



  • On 20/11/2014 at 10:19, xxxxxxxx wrote:

    That's both bad and good news, thanks!


Log in to reply