On 08/01/2015 at 05:25, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 16
Platform: Mac ; Mac OSX ;
Language(s) : C++ ; PYTHON ;
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Hello. This is a C++ or Python issue (whichever works), hopefully I'm posting in the right place.
I've hit a bit of a wall with a side project I'm working on and I could do with some advice or at least a pointer in the right direction.
I've created the base for a custom particle/tracer system. The editor uses BaseDraw (python at the moment) to draw everything in the viewport which is great, I can even render in openGL hardware mode.
Here's a screen cap:
The challenge is to be able to render the tracers as a separate pass, I've had a couple of ideas on how to do this but everything seems to fall short in one way or another.
What I need, is to render the lines after the intersections on any geometry have been calculated. The viewport render is nearly there but just I get all of the geometry shading which I don't want.
An idea was to convert the lines to screen space and then draw them in a videopost plugin. I could do some nice things like blending modes with this but unfortunately would lose the geometry intersections. I'm quite happy to render single pixel width lines, as long as I have control over colour.
Is there a way to isolate some of a BaseDraw pass?
Is there any part of the c++ or python documentation I should be looking at?
Does anyone have any examples they could direct me to which could help me achieve what I'm trying to do?
I found this post really useful but I think I need a bit more focusing in the right direction.
http://forums.cgsociety.org/showthread.php?t=1164056
Thanks
Adam