Adding GI post effect to RenderData
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On 05/09/2013 at 03:48, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R13+
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;---------
I am a bit overwhelmed by how I might add a Global Illumination (GI) post effect to the RenderSettings (RenderData). I see how to get it from posts here but adding one is a bit vague. Do I just do this:BaseVideoPost* pBVP = BaseVideoPost::Alloc(VPglobalillumination); //... Allocation error check pRenderData->InsertVideoPostLast(pBVP);
Is that it?
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On 05/09/2013 at 11:05, xxxxxxxx wrote:
Away from my dev machine ATM but I think that's all I did when I added a GI VP in my sIBL Loader plugin.
Steve
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On 05/09/2013 at 12:13, xxxxxxxx wrote:
I've been adding post effects that same way too Robert.
A similar type example from my notes.
//This code enables the multi-pass option and adds the RGBA pass to it RenderData *rd = doc->GetActiveRenderData(); rd->SetParameter(RDATA_MULTIPASS_ENABLE, 1, DESCFLAGS_SET_0); // Enable the multi pass option MultipassObject *mpo = NULL; mpo = (MultipassObject* )MultipassObject::Alloc(Zmultipass); if (!mpo) return FALSE; BaseContainer *data = mpo->GetDataInstance(); data->SetLong(MULTIPASSOBJECT_TYPE, VPBUFFER_RGBA); doc->StartUndo(); rd->InsertMultipass(mpo, NULL); doc->AddUndo(UNDOTYPE_NEW, mpo); doc->EndUndo(); rd->Message(MSG_UPDATE); EventAdd(); GeData d; //Store the on/off state value in this variable rd->GetParameter(RDATA_MULTIPASS_ENABLE, d, DESCFLAGS_GET_0); //Get the multipass's on/off state LONG mpState = d.GetLong(); GePrint(LongToString(mpState));
-ScottA