force triangles of RayPolygon

  • On 04/01/2015 at 00:25, xxxxxxxx wrote:

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

    I need to process a RayObject RayPolygon* in 1 go, so I need to make sure that it contains only triangles!! , quads are BAD and undesirable, how to do this?

    the problem is in 2 things:
    1- quad can be split into 2 ways....
    2- it makes the whole process much slower due to check polygon by polygon for its c,d points "to detect if it is a triangle or not" .

    the plugin is a VideoPost plugin, the data is for a render engine

  • On 04/01/2015 at 11:34, xxxxxxxx wrote:

    Why not just do a Triangulate() call before you start your processing either on the original or a clone of the Polygon object.  Then RayPolygon* should be triangulated  by default.

  • On 04/01/2015 at 20:24, xxxxxxxx wrote:

    Hi Robert,

    it is kinda difficult this way, I use RayObjects to avoid interacting with the Document itself, so I don't have to handle particle systems, MoGraph, or HyperNurbs "which Quadify the triangles!!!"

    was asking if there is any message or an easy way to force triangles when generating RayObjects

  • On 05/01/2015 at 09:13, xxxxxxxx wrote:


    the polygon data of a RayObject links to the polygon data of the original PolygonObject. So no triangles can be forced.

    A little bit faster way to get the state of the polygon is to use GetRayPolyState().

    best wishes,

  • On 05/01/2015 at 22:21, xxxxxxxx wrote:

    thanks Sebastian

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