Just found my problem, nothing to do with the drawing API...
bd->SetDrawParam( DRAW_PARAMETER_SETZ, DRAW_Z_ALWAYS );
It was setting the depth fragment on all the strands, occluding itself sometimes!
Just found my problem, nothing to do with the drawing API...
bd->SetDrawParam( DRAW_PARAMETER_SETZ, DRAW_Z_ALWAYS );
It was setting the depth fragment on all the strands, occluding itself sometimes!
@pyr You can have both. GetVirtualObjects()
is called first, and if you return nullptr GetContour()
is called.
But you need to register your object with OBJECT_GENERATOR | OBJECT_ISSPLINE
.
Thanks for all the tips @ferdinand
The solution was Catalina + XCode 12.4
Hi,
I've always rendered my splines with Hair materials. After adding some custom modifiers, I simply cannot render anything anymore. Again, let's dive into old forum topics and start making tests to try and learn how things work.
At first I learned that the relationship between GetContour() and GetVirtualObjects() has always been a hot topic, not mentioned anywhere in the docs. I discovered that by sending nullptr to GetVirtualObjects(), it will eventually try GetContour(). Because I have OBJECT_GENERATOR and OBJECT_ISSPLINE defined, to generate either a poly or a spline, based on parameters chosen by the user.
About spline and deformers, here's what I discovered...
So... looks like the Hair material does not render modified splines. Why? Is that a limitation or a bug?
But the C4D native hair has a Deformers flag that enables rendering of the deformed splines. How can it do it? I need that too!
EDIT: Some curious findings about C4D Hair object...
@r_gigante , some details of what happened here, that looks like a dependency issue on kernel_app_64bit.exe...
When you just start kernel_app_64bit.exe from External\Maxon\Cinema4D\ProjectTool\cinema4d_r20_project_tool_20180906 on the agent, you get an error "missing libmmd.dll"
And Dependency walker shows that indeed the .exe depends on that dll and it cannot be found
It looks like this dll was installed by someone on the agent, but the 1809 update removed it (Win10 updates are known for removing applications they consider "incompatible")
I opened kernel_app_64bit.exe in a dependency walker on my machine and found that I get that libmmd.dll from some common Intel installation, probably of some drivers
Then I wondered how Maxon expected the tool to run when it depends on a .dll that is not commonly included in Windows, and indeed I found that the dll is placed in resource\libs\win64 under the .exe
But for some reason the .exe won't pick the .dll from that directory, and the fact that it happens to run on some systems is that they already have the dll installed by another appI now copied libmmd.dll from resource\libs\win64 to the directory of the .exe and it ran fine from Windows Explorer, let see if the TC build will work. The TC build succeeded
I think MAXON should check why kernel_app_64bit.exe doesn't pick the dll from resource\libs\win64
Now we have to move .dll to the directory of the .exe in our Svn repository as well (which is not how it is distributed by Maxon), to make fresh installs work too
@m_adam , AddEventNotification
was exactly what I needed. I created a notification to NOTIFY_EVENT_UNDO
, and then add my object to it. Now if I delete anything from my object after a polygon is deleted, it will be restored with Undo.
Thanks!
case MSG_NOTIFY_EVENT:
{
CHECK_BREAK( data != nullptr );
const auto eventData = static_cast<NotifyEventData*>( data );
if( eventData->eventid == NOTIFY_EVENT_UNDO )
{
NotifyEventMsg* notifyMessage = static_cast<NotifyEventMsg*>( eventData->event_data );
CHECK_BREAK( notifyMessage != nullptr );
if( notifyMessage->msg_id == Int32( UNDOTYPE_DELETE ) )
{
eventData->doc->AddUndo( UNDOTYPE_CHANGE, Get() );
}
}
break;
}
Thanks for all the tips @ferdinand
The solution was Catalina + XCode 12.4
Ok, didn't know about that, will try.
But on Catalina, projects are building with XCode 11.
Installing XCode 12.4 right now to be able to make them universal....
@ferdinand said in Error building R25 macOS - TypeTraitExpr:
Are you sure you are building with the legacy build system?
if you mean to ask if I'm using the maxon_api, I'm not. My plugin contains camera effects, post-processing, and tags.
You said this an old project, can you go back in your version control and see if the old version does build?
no, it doesn't.
but neither the cinema4dsdk
project builds
Have your tried replacing your frameworks with a 'fresh' batch from an R25.0 sdk.zip, in case you somehow 'tarnished' your current ones?
yes, my R25.015 environment was failing, then I created a new one with R25.121, and see the same errors happening, on my plugin and on the cinema4dsdk
sample project
It could be the OS.
This is the only difference from the last time I had to build it, in 2021, I stuck to Catalina for a long time, only upgraded recently.
Anyway, my old macbook is requiring an upgrade for a long time. Will try Catalina on it...
Hello,
I added a little feature to my plugin, built it for R23 (which works on R24) and 2023, but am am unable to build the frameworks for R25.
The same plugin was built successfully for R23 with XCode 12
My R25 project is the same project sitting on my desktop since my last successful build. No new frameworks or anything.
I tried regenerating sources and projects, all the same error.
I always build the cinema4dsdk
project as a baseline to make sure everything is working, and it also gives the same error.
my setup...
macOS 13.5.2
XCode 12 / 13
R25.015 / R25.121
In file included from /Users/roger/Dev/C4D/SDK/C4DSDK/R25.121/frameworks/core.framework/source/maxon/weakref.cpp:2:
In file included from ../source/maxon/weakrefservices.h:4:
In file included from ../source/maxon/interfacebase.h:6:
../source/maxon/datatypebase.h:1828:57: error: cannot yet mangle expression type TypeTraitExpr
template <typename T> Result<typename std::conditional<STD_IS_REPLACEMENT(same, T, Data) || (GetCollectionKind<T>::value == COLLECTION_KIND::ARRAY), T, typename ByValueParam<T>::type>::type> Get() const
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In file included from /Users/roger/Dev/C4D/SDK/C4DSDK/R25.121/frameworks/core.framework/source/maxon/weakref.cpp:1:
In file included from ../source/maxon/weakref.h:4:
In file included from ../source/maxon/atomictypes.h:4:
In file included from ../source/maxon/private_atomic_core.h:8:
In file included from ../source/maxon/apibase.h:67:
../source/maxon/utilities/compilerdetection.h:303:70: note: expanded from macro 'STD_IS_REPLACEMENT'
#define STD_IS_REPLACEMENT(name, ...) STD_IS_REPLACEMENT_HELPER(__is_##name, __VA_ARGS__)
~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~
<scratch space>:140:1: note: expanded from here
__is_same
^
Ok, but if RS can call it, when and how does it?
Call just once... makes no sense, because the effect calls once per pixel at least, on every frame.
Why would RS call it in a different context?
What do you mean not fully functional?
Is it partially functional?
How so?
Hey @Manuel ,
Do you mean RedShift is compatible with C4D lens effects?
Can I really use CreateRay() with RedShift?
I have a lens plugin that works well on the standard renderer but not on the RS camera.
Is there anything extra to do to enable it on RS?
Thanl you,
Roger
Thanks @ferdinand, I think that clarifies my issue. I'll what I can do here.
Hello,
Is there any way to multiply the bounding box of an ObjectData::GetDimension()
with an arbitrary transform?
I get that the bounding box is always multiplied by the object's global matrix, but our workflow allows us to display a modifier at an earlier stage, where it should have a different global matrix. I can fix the object's display with BaseDraw, but it the bounding box ignores it.
An an example, I corrected this object object display on BaseDraw to move it to the upper plane, but the bounding box is still attached to the bottom plane.
Thanks,
Roger
@m_magalhaes Ok, is it going to be fixed on the bug report or is that a limitation we have to live with?
@m_magalhaes Difference between the viewport uvs and render uvs.
This is the render, it is correct now, with uvs from 0..2:
But the material rendered at viewport does has normalized uvs (0...1):