c4d.modules.render.BaseVolumeData
¶
c4d.modules.render.
BaseVolumeData
¶
- c4d.modules.render.BaseVolumeData
BaseVolumeData.
version
¶
[Read-only]
The version number of this class.
Type: int
BaseVolumeData.
fps
¶
[Read-only]
Frames per second.
Type: int
BaseVolumeData.
time
¶
Current time in seconds.
Type: float
BaseVolumeData.
col
¶
Set the calculated color within
BaseMaterial.CalcSurface()
and
BaseMaterial.CalcVolumetric()
.
Type:
Vector
BaseVolumeData.
trans
¶
Set the calculated transparency within
BaseMaterial.CalcSurface()
,
BaseMaterial.CalcTransparency()
and
CalcVolumetric()
.
Type:
Vector
BaseVolumeData.
refl
¶
Set the calculated reflection within
BaseMaterial.CalcSurface()
.
Type:
Vector
BaseVolumeData.
alpha
¶
Set the calculated alpha within
BaseMaterial.CalcAlpha()
.
Type: float
BaseVolumeData.
tray
¶
Transmitted vector (can be modified in
BaseMaterial.ChangeNormal()
), only valid if shader sets
VOLUMEINFO_TRANSPARENCY
and only during
BaseMaterial.CalcSurface()
.
Note
Can be None , always check.
Type:
Ray
BaseVolumeData.
rray
¶
Reflected vector (can be modified in
BaseMaterial.ChangeNormal()
), only valid if shader sets
VOLUMEINFO_TRANSPARENCY
and only during
BaseMaterial.CalcSurface()
.
Type:
Ray
BaseVolumeData.
p
¶
The surface point, this can
only
be modified by
BaseMaterial.Displace()
.
Type:
Vector
BaseVolumeData.
uvw
¶
The surface uvw coordinates, this is invalid for volumetric shaders.
Type:
Vector
BaseVolumeData.
delta
¶
This defines the radius for the area around ‘uvw’ that needs to be sampled.
Note
If you ignore this value your shader will work, but produce aliasing artefacts.
Type:
Vector
BaseVolumeData.
lhit
¶
Surface identity.
Type: ptr
BaseVolumeData.
ddu
¶
U direction vector perpendicular to
n
; can be used for bump mapping if
VOLUMEINFO_DUDVREQUIRED
is set.
Type:
Vector
BaseVolumeData.
ddv
¶
V direction vector perpendicular to
n
; can be used for bump mapping if
VOLUMEINFO_DUDVREQUIRED
is set.
Type:
Vector
BaseVolumeData.
raydepth
¶
The depth of the actual ray.
Type: int
BaseVolumeData.
calc_trans
¶
Specifies, if transparency will be rendered.
These values are:
0 No transparency. 1 No refractions. 2 Full calculation.
BaseVolumeData.
calc_refl
¶
Specifies, if reflections will be rendered.
These values are:
0 No reflection. 1 Only sky/floor. 2 Full calculation.
BaseVolumeData.
calc_shadow
¶
Specifies, if shadows will be rendered.
Type: bool
BaseVolumeData.
calc_illum
¶
Specifies, if illumination will be rendered. If this value is ‘0’ then
BaseMaterial.CalcSurface()
should directly return the surface color without illumination (also, no bump mapping is needed in ChangeNormal etc.). this technique is used for some types of objects like the sky. Illuminance1 automatically takes care of
calc_illum
.
Type: int
BaseVolumeData.
calc_mip
¶
Specifies, if mip calculations will be done. If this value is ‘0’ then no mip mapping needs to be calculated. ‘calc_mip’ can in some cases be
False
- even if the shader sets
VOLUMEINFO_MIPSAT
. If calc_mip ==
False
you should not access MIP/SAT variables such as
delta
etc.
Type: int
BaseVolumeData.
pp
¶
MIP corner points in global space.
Note
Only valid if VOLUMEINFO_MIPSAT is set.
BaseVolumeData.
nn
¶
MIP normals of the three other corner points.
Note
Only valid if VOLUMEINFO_MIPSAT is set.
BaseVolumeData.
raybits
¶
Ray information, these values are:
RAYBIT_0 None. RAYBIT_REFLECTION Ray chain contains a reflection ray. RAYBIT_TRANSPARENCY Ray chain contains a transparency ray (note: refractions are not contained). RAYBIT_REFRACTION Ray chain contains a refraction ray. RAYBIT_CUSTOM Ray chain contains a custom ray. RAYBIT_CURR_REFLECTION Current ray is a reflection ray. RAYBIT_CURR_TRANSPARENCY Current ray is a transparency ray. RAYBIT_CURR_REFRACTION Current ray is a refraction ray. RAYBIT_CURR_CUSTOM Current ray is a custom ray. RAYBIT_VOLUMETRICLIGHT Current ray is used to calculate a volumetric light. RAYBIT_ALLOWVLMIX Custom mixing of visible light sources allowed for this ray; bit must be deleted by shader if used. RAYBIT_GI Current ray is a GI ray. RAYBIT_BLURRY Current ray is a blurry ray. RAYBIT_SSS Current ray is a subsurface ray. RAYBIT_AO Current ray is an AO ray.
Type: int
BaseVolumeData.
recursion_id
¶
The plugin ID of data passed through recursion.
Type: int
BaseVolumeData.
back_p
¶
The backprojected point (
StickTextureTag
) will be generated if the shader sets the flag
VOLUMEINFO_TRANSFORM
or
SHADERINFO_TRANSFORM
if it is a channel shader.
Type:
Vector
BaseVolumeData.
back_delta
¶
This the ‘spot size’ (MIP mapping value) for the backprojected point. The backprojected point (
StickTextureTag
) will be generated if the shader sets the flag
VOLUMEINFO_TRANSFORM
or
SHADERINFO_TRANSFORM
if it is a channel shader.
Type:
Vector
BaseVolumeData.
global_mip
¶
The global MIP scale.
Type: float
BaseVolumeData.
sid
¶
Sub polygon ID (only used for SPD).
Type: int
BaseVolumeData.
par_u
¶
Barycentric U coordinate (only used for SPD).
Type: float
BaseVolumeData.
par_v
¶
Barycentric V coordinate (only used for SPD).
Type: float