IlluminanceSurfacePointData Struct Reference

#include <c4d_raytrace.h>

Public Attributes

Vector64   p
Vector64   bumpn
Vector64   phongn
Vector64   orign
Vector64   ray_vector
Float   specular_exponent
Int32   receive_gi
Bool   receive_caustics
Bool   cosine_cutoff
Bool   calc_shadow
RAYBIT   raybits
RayHitID   lhit
void *  local_mat
IlluminanceSurfacePointModel model
void *  customdata

Member Data Documentation

◆  p

Vector64 p

Global point.

◆  bumpn

Vector64 bumpn

Bump normal.

◆  phongn

Vector64 phongn

Phong normal.

◆  orign

Vector64 orign

Original normal.

◆  ray_vector

Vector64 ray_vector

Ray vector.

◆  specular_exponent

Float specular_exponent

Specular exponent.

◆  receive_gi

Int32 receive_gi

Receive GI.

◆  receive_caustics

Bool receive_caustics

Receive caustics.

◆  cosine_cutoff

Bool cosine_cutoff

Defines whether the calculation shall check for light/camera being on the same side or not.
false illumination model samples the light from all directions. If true illumination model samples like it was a surface point.
true , add special code for the area light handling (as the light/camera situation is different for every subsample of an area light). That is where the call VolumeData::CalcArea() is necessary.

◆  calc_shadow

Bool calc_shadow

Enables shadow calculation.

◆  raybits

RAYBIT raybits

Ray bits: RAYBIT .

◆  lhit

RayHitID lhit

Global RayHitID structure for the surface intersection (to avoid self shadowing).
Can be set to RayHitID() if you do not have the current RayHitID .

◆  local_mat

void* local_mat

The material where all the GI and caustic properties are taken from.

◆  model

IlluminanceSurfacePointModel * model

The custom illumination model.

◆  customdata

void* customdata

Custom data for the illumination model.