Hi,
thanks for the kind words both from Maxon and the community. I am looking forward to my upcoming adventures with the SDK Team and Cinema community.
Cheers,
Ferdinand
Hi,
thanks for the kind words both from Maxon and the community. I am looking forward to my upcoming adventures with the SDK Team and Cinema community.
Cheers,
Ferdinand
Hello @holgerbiebrach,
please excuse the wait. So, this is possible in Python and quite easy to do. This new behavior is just the old dialog folding which has been reworked a little bit. I have provided a simple example at the end of the posting. There is one problem regarding title bars which is sort of an obstacle for plugin developers which want to distribute their plugins, it is explained in the example below.
I hope this helps and cheers,
Ferdinand
The result:
The code:
"""Example for a command plugin with a foldable dialog as provided with the
Asset Browser or Coordinate Manger in Cinema 4D R25.
The core of this is just the old GeDialog folding mechanic which has been
changed slightly with R25 as it will now also hide the title bar of a folded
dialog, i.e., the dialog will be hidden completely.
The structure shown here mimics relatively closely what the Coordinate Manger
does. There is however one caveat: Even our internal implementations do not
hide the title bar of a dialog when unfolded. Instead, this is done via
layouts, i.e., by clicking onto the ≡ icon of the dialog and unchecking the
"Show Window Title" option and then saving such layout. If you would want
to provide a plugin which exactly mimics one of the folding managers, you
would have to either ask your users to take these steps or provide a layout.
Which is not ideal, but I currently do not see a sane way to hide the title
bar of a dialog. What you could do, is open the dialog as an async popup which
would hide the title bar. But that would also remove the ability to dock the
dialog. You could then invoke `GeDialog.AddGadegt(c4d.DIALOG_PIN, SOME_ID)`to
manually add a pin back to your dialog, so that you can dock it. But that is
not how it is done internally by us, as we simply rely on layouts for that.
"""
import c4d
class ExampleDialog (c4d.gui.GeDialog):
"""Example dialog that does nothing.
The dialog itself has nothing to do with the implementation of the
folding.
"""
ID_GADGETS_START = 1000
ID_GADGET_GROUP = 0
ID_GADGET_LABEL = 1
ID_GADGET_TEXT = 2
GADGET_STRIDE = 10
GADEGT_COUNT = 5
def CreateLayout(self) -> bool:
"""Creates dummy gadgets.
"""
self.SetTitle("ExampleDialog")
flags = c4d.BFH_SCALEFIT
for i in range(self.GADEGT_COUNT):
gid = self.ID_GADGETS_START + i * self.GADGET_STRIDE
name = f"Item {i}"
self.GroupBegin(gid + self.ID_GADGET_GROUP, flags, cols=2)
self.GroupBorderSpace(5, 5, 5, 5)
self.GroupSpace(2, 2)
self.AddStaticText(gid + self.ID_GADGET_LABEL, flags, name=name)
self.AddEditText(gid + self.ID_GADGET_TEXT, flags)
self.GroupEnd()
return True
class FoldingManagerCommand (c4d.plugins.CommandData):
"""Provides the implementation for a command with a foldable dialog.
"""
ID_PLUGIN = 1058525
REF_DIALOG = None
@property
def Dialog(self) -> ExampleDialog:
"""Returns a class bound ExampleDialog instance.
"""
if FoldingManagerCommand.REF_DIALOG is None:
FoldingManagerCommand.REF_DIALOG = ExampleDialog()
return FoldingManagerCommand.REF_DIALOG
def Execute(self, doc: c4d.documents.BaseDocument) -> bool:
"""Folds or unfolds the dialog.
The core of the folding logic as employed by the Asset Browser
or the Coordinate manager in R25.
"""
# Get the class bound dialog reference.
dlg = self.Dialog
# Fold the dialog, i.e., hide it if it is open and unfolded. In C++
# you would also want to test for the dialog being visible with
# GeDialog::IsVisible, but we cannot do that in Python.
if dlg.IsOpen() and not dlg.GetFolding():
dlg.SetFolding(True)
# Open or unfold the dialog. The trick here is that calling
# GeDialog::Open will also unfold the dialog.
else:
dlg.Open(c4d.DLG_TYPE_ASYNC, FoldingManagerCommand.ID_PLUGIN)
return True
def RestoreLayout(self, secret: any) -> bool:
"""Restores the dialog on layout changes.
"""
return self.Dialog.Restore(FoldingManagerCommand.ID_PLUGIN, secret)
def GetState(self, doc: c4d.documents.BaseDocument) -> int:
"""Sets the command icon state of the plugin.
This is not required, but makes it a bit nicer, as it will indicate
in the command icon when the dialog is folded and when not.
"""
dlg = self.Dialog
result = c4d.CMD_ENABLED
if dlg.IsOpen() and not dlg.GetFolding():
result |= c4d.CMD_VALUE
return result
def RegisterFoldingManagerCommand() -> bool:
"""Registers the example.
"""
return c4d.plugins.RegisterCommandPlugin(
id=FoldingManagerCommand.ID_PLUGIN,
str="FoldingManagerCommand",
info=c4d.PLUGINFLAG_SMALLNODE,
icon=None,
help="FoldingManagerCommand",
dat=FoldingManagerCommand())
if __name__ == '__main__':
if not RegisterFoldingManagerCommand():
raise RuntimeError(
f"Failed to register {FoldingManagerCommand} plugin.")
Dear Community,
this question reached us via email-support in the context of C++, but I thought the answer might be interesting for other users too.
The underlying question in this case was how to project points from object or world space into the texture space of an object with UV data. I am showing here deliberately an approach that can be followed both in C++ and Python, so that all users can benefit from this. In C++ one has also the option of using VolumeData and its methods VolumeData::GetUvw
or VolumeData::ProjectPoint
but must then either implement a volume shader (as otherwise the volume data attached to the ChannelData
passed to ShaderData::Output
will be nullptr
), or use VolumeData:: AttachVolumeDataFake
to access ::ProjectPoint
. There is however no inherent necessity to take this shader bound route as shown by the example.
Cheers,
Ferdinand
The script has created a texture with red pixels for the intersection points of the rays cast from each vertex of the spline towards the origin of the polygon object. The script also created the null object rays to visualize the rays which have been cast.
raycast_texture.c4d : The scene file.
You must save the script to disk before running it, as the script infers from the script location the place to save the generated texture to.
"""Demonstrates how to project points from world or object space to UV space.
This script assumes that the user has selected a polygon object and a spline object in the order
mentioned. The script projects the points of the spline object onto the polygon object and creates
a texture from the UV coordinates of the projected points. The texture is then applied to the
polygon object.
The script uses the `GeRayCollider` class to find the intersection of rays cast from the points of
the spline object to the polygon object. The UV coordinates of the intersection points are then
calculated using the `HairLibrary` class. In the C++ API, one should use maxon::
GeometryUtilsInterface::CalculatePolygonPointST() instead.
Finally, using GeRayCollider is only an example for projecting points onto the mesh. In practice,
any other method can be used as long as it provides points that lie in the plane(s) of a polygon.
The meat of the example is in the `main()` function. The other functions are just fluff.
"""
import os
import c4d
import mxutils
import uuid
from mxutils import CheckType
doc: c4d.documents.BaseDocument # The currently active document.
op: c4d.BaseObject | None # The primary selected object in `doc`. Can be `None`.
def CreateTexture(points: list[c4d.Vector], path: str, resolution: int = 1000) -> None:
"""Creates a texture from the given `points` and saves it to the given `path`.
Parameters:
path (str): The path to save the texture to.
points (list[c4d.Vector]): The points to create the texture from.
"""
# Check the input values for validity.
if os.path.exists(path):
raise FileExistsError(f"File already exists at path: {path}")
if not path.endswith(".png"):
raise ValueError("The path must end with '.png'.")
# Create a drawing canvas to draw the points on.
canvas: c4d.bitmaps.GeClipMap = CheckType(c4d.bitmaps.GeClipMap())
if not canvas.Init(resolution, resolution, 24):
raise MemoryError("Failed to initialize GeClipMap.")
# Fill the canvas with white.
canvas.BeginDraw()
canvas.SetColor(255, 255, 255)
canvas.FillRect(0, 0, resolution, resolution)
# Draw the points on the canvas.
canvas.SetColor(255, 0, 0)
for p in points:
x: int = int(p.x * resolution)
y: int = int(p.y * resolution)
x0: int = max(0, x - 1)
y0: int = max(0, y - 1)
x1: int = min(resolution, x + 1)
y1: int = min(resolution, y + 1)
canvas.FillRect(x0, y0, x1, y1)
canvas.EndDraw()
# Save the canvas to the given path.
bitmap: c4d.bitmaps.BaseBitmap = CheckType(canvas.GetBitmap())
bitmap.Save(path, c4d.FILTER_PNG)
c4d.bitmaps.ShowBitmap(bitmap)
def ApplyTexture(obj: c4d.BaseObject, path: str) -> None:
"""Applies the texture at the given `path` to the given `obj`.
"""
CheckType(obj, c4d.BaseObject)
# Check the input values for validity.
if not os.path.exists(path):
raise FileNotFoundError(f"File does not exist at path: {path}")
# Create a material and apply the texture to it.
material: c4d.BaseMaterial = CheckType(c4d.BaseMaterial(c4d.Mmaterial), c4d.BaseMaterial)
obj.GetDocument().InsertMaterial(material)
shader: c4d.BaseShader = CheckType(c4d.BaseShader(c4d.Xbitmap), c4d.BaseShader)
shader[c4d.BITMAPSHADER_FILENAME] = path
material.InsertShader(shader)
material[c4d.MATERIAL_COLOR_SHADER] = shader
material[c4d.MATERIAL_PREVIEWSIZE] = c4d.MATERIAL_PREVIEWSIZE_1024
# Apply the material to the object.
tag: c4d.TextureTag = CheckType(obj.MakeTag(c4d.Ttexture))
tag[c4d.TEXTURETAG_PROJECTION] = c4d.TEXTURETAG_PROJECTION_UVW
tag[c4d.TEXTURETAG_MATERIAL] = material
def CreateDebugRays(spline: c4d.SplineObject, p: c4d.Vector) -> None:
"""Adds spline objects to the document to visualize the rays from the given `p` to the points of
the given `spline`.
"""
doc: c4d.documents.BaseDocument = CheckType(spline.GetDocument(), c4d.documents.BaseDocument)
rays: c4d.BaseObject = c4d.BaseObject(c4d.Onull)
rays.SetName("Rays")
doc.InsertObject(rays)
for q in spline.GetAllPoints():
ray: c4d.SplineObject = c4d.SplineObject(2, c4d.SPLINETYPE_LINEAR)
ray.SetPoint(0, p)
ray.SetPoint(1, q * spline.GetMg())
ray.Message(c4d.MSG_UPDATE)
ray.InsertUnder(rays)
def main() -> None:
"""Carries out the main logic of the script.
"""
# Check the object selection for being meaningful input.
selected: list[c4d.BaseObject] = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_SELECTIONORDER)
if (len(selected) != 2 or not selected[0].CheckType(c4d.Opolygon) or
not selected[1].CheckType(c4d.Ospline)):
raise ValueError("Please select a polygon object and a spline object.")
polygonObject, splineObject = selected
# Get the uvw tag, the points, and the polygons of the polygon object.
uvwTag: c4d.UvwTag = mxutils.CheckType(polygonObject.GetTag(c4d.Tuvw))
points: list[c4d.Vector] = [polygonObject.GetMg() * p for p in polygonObject.GetAllPoints()]
polys: list[c4d.CPolygon] = polygonObject.GetAllPolygons()
# We are casting here in a dumb manner towards the center of the polygon object. In practice,
# one should cast rays towards the plane of the polygon object. Or even better, use another
# method to project the points onto the polygon object, as GeRayCollider is not the most
# efficient thing in the world.
rayTarget: c4d.Vector = polygonObject.GetMg().off
CreateDebugRays(splineObject, rayTarget)
# Initialize the GeRayCollider to find the intersection of rays cast from the points of the
# spline object to the polygon object.
collider: c4d.utils.GeRayCollider = c4d.utils.GeRayCollider()
if not collider.Init(polygonObject):
raise MemoryError("Failed to initialize GeRayCollider.")
# Init our output list and iterate over the points of the spline object.
uvPoints: list[c4d.Vector] = []
for p in splineObject.GetAllPoints():
# Transform the point from object to world space (q) and then to the polygon object's space
# (ro). Our ray direction always points towards the center of the polygon object.
q: c4d.Vector = splineObject.GetMg() * p
ro: c4d.Vector = ~polygonObject.GetMg() * q
rd: c4d.Vector = rayTarget - ro
# Cast the ray and check if it intersects with the polygon object.
if not collider.Intersect(ro, rd, 1E6) or collider.GetIntersectionCount() < 1:
continue
# Get the hit position and the polygon ID of the intersection.
hit: dict = collider.GetNearestIntersection()
pos: c4d.Vector = mxutils.CheckType(hit.get("hitpos", None), c4d.Vector)
pid: int = mxutils.CheckType(hit.get("face_id", None), int)
# One mistake would be now to use the barycentric coordinates that are in the intersection
# data, as Cinema uses an optimized algorithm to interpolate in a quad and not the standard
# cartesian-barycentric conversion. In Python these polygon weights are only exposed in a
# bit weird place, the hair library. In C++ these barycentric coordinates make sense because
# there exist methods to convert them to weights. In Python the barycentric coordinates are
# pretty much useless as we do not have such a conversion function here.
# Compute the weights s, t for the intersection point in the polygon.
s, t = c4d.modules.hair.HairLibrary().GetPolyPointST(
pos, points[polys[pid].a], points[polys[pid].b],
points[polys[pid].c], points[polys[pid].d], True)
# Get the uv polygon and bilinearly interpolate the coordinates using the weights. It would
# be better to use the more low-level variable tag data access functions in VariableTag
# than UvwTag.GetSlow() in a real-world scenario.
uvw: list[c4d.Vector] = list(uvwTag.GetSlow(pid).values())
t0: c4d.Vector = c4d.utils.MixVec(uvw[0], uvw[1], s)
t1: c4d.Vector = c4d.utils.MixVec(uvw[3], uvw[2], s)
uv: c4d.Vector = c4d.utils.MixVec(t0, t1, t)
# Append the UV coordinates to the output list.
uvPoints.append(uv)
# Write the UV coordinates to a texture and apply it to the polygon object.
path: str = os.path.join(os.path.dirname(__file__), f"image-{uuid.uuid4()}.png")
CreateTexture(uvPoints, path, resolution=1024)
ApplyTexture(polygonObject, path)
c4d.EventAdd()
if __name__ == '__main__':
main()
Hi,
that your script is not working has not anything to do with pseudo decimals
, but the fact that you are treating numbers as strings (which is generally a bad idea) in a not very careful manner. When you truncate the string representation of a number which is represented in scientific notation (with an exponent), then you also truncate that exponent and therefor change the value of the number.
To truncate a float
you can either take the floor
of my_float * 10 ** digits
and then divide by 10 ** digits
again or use the keyword round
.
data = [0.03659665587738824,
0.00018878623163019122,
1.1076812650509394e-03,
1.3882258325566638e-06]
for n in data:
rounded = round(n, 4)
floored = int(n * 10000) / 10000
print(n, rounded, floored)
0.03659665587738824 0.0366 0.0365
0.00018878623163019122 0.0002 0.0001
0.0011076812650509394 0.0011 0.0011
1.3882258325566637e-06 0.0 0.0
[Finished in 0.1s]
Cheers
zipit
Dear community,
We will have to touch multiple parts of developers.maxon.net
on the 18.01.2024 and 19.01.2024 22.01.2024. This will result in outages of our documentation and the forum these days. I will try to keep the outage times to a minimum and it will certainly not span the whole two days. But especially one task I will do on Friday might take hours to complete and I can only do that on a forum which is in maintenance mode.
Please make sure to download a recent offline documentation in case you plan to do extended development work the next two days. As a result, forum support might also be delayed on these days.
Cheers,
Ferdinand
Hi,
as @Cairyn said the problem is unreachable code. I also just saw now that you did assign the same ID to all your buttons in your CreateLayout()
. Ressource and dialog element IDs should be unique. I would generally recommend to define your dialogs using a resource, but here is an example on how to do it in code.
BUTTON_BASE_ID = 1000
BUTTON_NAMES = ["Button1", "Button2", "Button3", "Button4", "Button5"]
BUTTON_DATA = {BUTTON_BASE_ID + i: name for i, name in enumerate(BUTTON_NAMES)}
class MyDialog(gui.GeDialog):
def CreateLayout(self):
"""
"""
self.GroupBegin(id=1013, flags=c4d.BFH_SCALEFIT, cols=5, rows=4)
for element_id, element_name in BUTTON_DATA.items():
self.AddButton(element_id, c4d.BFV_MASK, initw=100,
name=element_name)
self.GroupEnd()
return True
def Command(self, id, msg):
"""
"""
if id == BUTTON_BASE_ID:
print "First button has been clicked"
elif id == BUTTON_BASE_ID + 1:
print "Second button has been clicked"
# ...
if id in BUTTON_DATA.keys(): # or just if id in BUTTON_DATA
self.Close()
return True
Dear development community,
On September the 10th, 2024, Maxon Computer released Cinema 4D 2025.0.0. For an overview of the new features of Cinema 4D 2025.0, please refer to the release announcement. Alongside this release, a new Cinema 4D SDK and SDK documentation have been released, reflecting the API changes for 2024.5.0. The major changes are:
cinema
namespace has been introduced which contains all the entities which were formerly in the anonymous global namespace known as the Classic API. Plugin authors must adopt their code to this new API, although the changes are not nearly as extensive as for 2024. See the 2025 migration guide for details. Code examples and documentation have been updated to now refer to a Cinema API.c4d
package remains the home for all formerly Classic and now Cinema API entities.Head to our download section for the newest SDK downloads, or the C++ and Python API change notes for an in detail overview of the changes.
We discovered late in the cycle bugs in the Asset API code examples and OCIO code in the Python SDK. Which is why the publication of the Python SDK and GitHub code examples has been postponed until these bugs are fixed. They should be ready latest by Friday the 13th of September. But the Python online documentation is accessible and error free (to our knowledge).
We had to make some last minute changes to the C++ SDK regarding OCIO code examples. Only the extended C++ SDK contains these changes. The application provided
sdk.zip
will catch up with the next release of Cinema 4D.
Happy rendering and coding,
the Maxon SDK Team
Cloudflare unfortunately still does interfere with our server cache. And you might have to refresh your cache manually.
When you are not automatically redirected to the new versions, and also do not see 2024.5 in the version selector, please press
CTRL + F5
or pressCTRL
and click on the reload icon of your browser anywhere ondevelopers.maxon.net/docs/
to refresh your cache. You only have to do this once and it will apply to all documentations at once. Otherwise your cache will automatically update latest by 19/07/2024 00:00.
Hi,
sorry for all the confusion. You have to pass actual instances of objects. The following code does what you want (and this time I actually tried it myself ;)).
import c4d
def main():
"""
"""
bc = doc.GetAllTextures(ar=doc.GetMaterials())
for cid, value in bc:
print cid, value
if __name__=='__main__':
main()
Cheers,
zipit
Hi,
you use GetActiveDocument()
in a NodeData
environment. You cannot do this, since nodes are also executed when their document is not the active document (while rendering for example - documents get cloned for rendering).
Cheers
zipit
Hi,
you have to invoke AddUserArea
and then attach an instance of your implemented type to it. Something like this:
my_user_area = MyUserAreaType()
self.AddUserArea(1000,*other_arguments)
self.AttachUserArea(my_user_area, 1000)
I have attached an example which does some things you are trying to do (rows of things, highlighting stuff, etc.). The gadget is meant to display a list of boolean values and the code is over five years old. I had a rather funny idea of what good Python should look like then and my attempts of documentation were also rather questionable. I just wrapped the gadget into a quick example dialog you could run as a script. I did not maintain the code, so there might be newer and better ways to do things now.
Also a warning: GUI stuff is usually a lot of work and very little reward IMHO.
Cheers
zipit
import c4d
import math
import random
from c4d import gui
# Pattern Gadget
IDC_SELECTLOOP_CELLSIZE = [32, 32]
IDC_SELECTLOOP_GADGET_MINW = 400
IDC_SELECTLOOP_GADGET_MINH = 32
class ExampleDialog(gui.GeDialog):
"""
"""
def CreateLayout(self):
"""
"""
self.Pattern = c4d.BaseContainer()
for i in range(10):
self.Pattern[i] = random.choice([True, False])
self.PatternSize = len(self.Pattern)
self.gadget = Patterngadget(host=self)
self.AddUserArea(1000, c4d.BFH_FIT, 400, 32)
self.AttachUserArea(self.gadget, 1000)
return True
class Patterngadget(gui.GeUserArea):
"""
A gui gadget to modify and display boolean patterns.
"""
def __init__(self, host):
"""
:param host: The hosting BaseToolData instance
"""
self.Host = host
self.BorderWidth = None
self.CellPerColumn = None
self.CellWidht = IDC_SELECTLOOP_CELLSIZE[0]
self.CellHeight = IDC_SELECTLOOP_CELLSIZE[1]
self.Columns = None
self.Height = None
self.Width = None
self.MinHeight = IDC_SELECTLOOP_GADGET_MINH
self.MinWidht = IDC_SELECTLOOP_GADGET_MINW
self.MouseX = None
self.MouseY = None
"""------------------------------------------------------------------------
Overridden methods
--------------------------------------------------------------------"""
def Init(self):
"""
Init the gadget.
:return : Bool
"""
self._get_colors()
return True
def GetMinSize(self):
"""
Resize the gadget
:return : int, int
"""
return int(self.MinWidht), int(self.MinHeight)
def Sized(self, w, h):
"""
Get the gadgets height and width
"""
self.Height, self.Width = int(h), int(w)
self._fit_gadget()
def Message(self, msg, result):
"""
Fetch and store mouse over events
:return : bool
"""
if msg.GetId() == c4d.BFM_GETCURSORINFO:
base = self.Local2Screen()
if base:
self.MouseX = msg.GetLong(c4d.BFM_DRAG_SCREENX) - base['x']
self.MouseY = msg.GetLong(c4d.BFM_DRAG_SCREENY) - base['y']
self.Redraw()
self.SetTimer(1000)
return gui.GeUserArea.Message(self, msg, result)
def InputEvent(self, msg):
"""
Fetch and store mouse clicks
:return : bool
"""
if not isinstance(msg, c4d.BaseContainer):
return True
if msg.GetLong(c4d.BFM_INPUT_DEVICE) == c4d.BFM_INPUT_MOUSE:
if msg.GetLong(c4d.BFM_INPUT_CHANNEL) == c4d.BFM_INPUT_MOUSELEFT:
base = self.Local2Global()
if base:
x = msg.GetLong(c4d.BFM_INPUT_X) - base['x']
y = msg.GetLong(c4d.BFM_INPUT_Y) - base['y']
pid = self._get_id(x, y)
if pid <= self.Host.PatternSize:
self.Host.Pattern[pid] = not self.Host.Pattern[pid]
self.Redraw()
return True
def Timer(self, msg):
"""
Timer loop to catch OnMouseExit
"""
base = self.Local2Global()
bc = c4d.BaseContainer()
res = gui.GetInputState(c4d.BFM_INPUT_MOUSE,
c4d.BFM_INPUT_MOUSELEFT, bc)
mx = bc.GetLong(c4d.BFM_INPUT_X) - base['x']
my = bc.GetLong(c4d.BFM_INPUT_Y) - base['y']
if res:
if not (mx >= 0 and mx <= self.Width and
my >= 0 and my <= self.Height):
self.SetTimer(0)
self.Redraw()
def DrawMsg(self, x1, y1, x2, y2, msg):
"""
Draws the gadget
"""
# double buffering
self.OffScreenOn(x1, y1, x2, y2)
# background & border
self.DrawSetPen(self.ColBackground)
self.DrawRectangle(x1, y1, x2, y2)
if self.BorderWidth:
self.DrawBorder(c4d.BORDER_THIN_IN, x1, y1,
self.BorderWidth + 2, y2 - 1)
# draw pattern
for pid, state in self.Host.Pattern:
x, y = self._get_rect(pid)
self._draw_cell(x, y, state, self._is_focus(x, y))
"""------------------------------------------------------------------------
Public methods
--------------------------------------------------------------------"""
def Update(self, cid=None):
"""
Update the gadget.
:param cid: A pattern id to toggle.
"""
if cid and cid < self.Host.PatternSize:
self.Host.Pattern[cid] = not self.Host.Pattern[cid]
self._fit_gadget()
self.Redraw()
"""------------------------------------------------------------------------
Private methods
--------------------------------------------------------------------"""
def _get_colors(self, force=False):
"""
Set the drawing colors.
:return : Bool
"""
self.ColScale = 1.0 / 255.0
if self.IsEnabled() or force:
self.ColBackground = self._get_color_vector(c4d.COLOR_BG)
self.ColCellActive = c4d.GetViewColor(
c4d.VIEWCOLOR_ACTIVEPOINT) * 0.9
self.ColCellFocus = self._get_color_vector(c4d.COLOR_BGFOCUS)
self.ColCellInactive = self._get_color_vector(c4d.COLOR_BGEDIT)
self.ColEdgeDark = self._get_color_vector(c4d.COLOR_EDGEDK)
self.ColEdgeLight = self._get_color_vector(c4d.COLOR_EDGELT)
else:
self.ColBackground = self._get_color_vector(c4d.COLOR_BG)
self.ColCellActive = self._get_color_vector(c4d.COLOR_BG)
self.ColCellFocus = self._get_color_vector(c4d.COLOR_BG)
self.ColCellInactive = self._get_color_vector(c4d.COLOR_BG)
self.ColEdgeDark = self._get_color_vector(c4d.COLOR_EDGEDK)
self.ColEdgeLight = self._get_color_vector(c4d.COLOR_EDGELT)
return True
def _get_cell_pen(self, state, _is_focus):
"""
Get the color for cell depending on its state.
:param state : The state
:param _is_focus : If the cell is hoovered.
:return : c4d.Vector()
"""
if state:
pen = self.ColCellActive
else:
pen = self.ColCellInactive
if self.IsEnabled() and _is_focus:
return (pen + c4d.Vector(2)) * 1/3
else:
return pen
def _draw_cell(self, x, y, state, _is_focus):
"""
Draws a gadget cell.
:param x: local x
:param y: local y
:param state: On/Off
:param _is_focus: MouseOver state
"""
# left and top bright border
self.DrawSetPen(self.ColEdgeLight)
self.DrawLine(x, y, x + self.CellWidht, y)
self.DrawLine(x, y, x, y + self.CellHeight)
# bottom and right dark border
self.DrawSetPen(self.ColEdgeDark)
self.DrawLine(x, y + self.CellHeight - 1, x +
self.CellWidht - 1, y + self.CellHeight - 1)
self.DrawLine(x + self.CellWidht - 1, y, x +
self.CellWidht - 1, y + self.CellHeight - 1)
# cell content
self.DrawSetPen(self._get_cell_pen(state, _is_focus))
self.DrawRectangle(x + 1, y + 1, x + self.CellWidht -
2, y + self.CellHeight - 2)
def _get_rect(self, pid, offset=1):
"""
Get the drawing rect for an array id.
:param pid : the pattern id
:param offset : the pixel border offset
:return : int, int
"""
pid = int(pid)
col = pid / self.CellPerColumn
head = pid % self.CellPerColumn
return self.CellWidht * head + offset, self.CellHeight * col + offset
def _get_id(self, x, y):
"""
Get the array id for a coord within the gadget.
:param x : local x
:param y : local y
:return : int
"""
col = (y - 1) / self.CellHeight
head = (x - 1) / self.CellWidht
return col * self.CellPerColumn + head
def _is_focus(self, x, y):
"""
Test if the cell coords are under the cursor.
:param x : local x
:param y : local y
:return : bool
"""
if (self.MouseX >= x and self.MouseX <= x + self.CellWidht and
self.MouseY >= y and self.MouseY <= y + self.CellHeight):
self.MouseX = c4d.NOTOK
self.MouseY = c4d.NOTOK
return True
else:
return False
def _fit_gadget(self):
"""
Fit the gadget size to the the array
"""
oldHeight = self.MinHeight
self.CellPerColumn = int((self.Width - 2) / self.CellWidht)
self.Columns = math.ceil(
self.Host.PatternSize / self.CellPerColumn) + 1
self.MinHeight = int(IDC_SELECTLOOP_GADGET_MINH * self.Columns) + 3
self.MinWidht = int(IDC_SELECTLOOP_GADGET_MINW)
self.BorderWidth = self.CellWidht * self.CellPerColumn
if oldHeight != self.MinHeight:
self.LayoutChanged()
def _get_color_vector(self, cid):
"""
Get a color vector from a color ID.
:param cid : The color ID
:return : c4d.Vector()
"""
dic = self.GetColorRGB(cid)
if dic:
return c4d.Vector(float(dic['r']) * self.ColScale,
float(dic['g']) * self.ColScale,
float(dic['b']) * self.ColScale)
else:
return c4d.Vector()
if __name__ == "__main__":
dlg = ExampleDialog()
dlg.Open(c4d.DLG_TYPE_ASYNC, defaultw=400, defaulth=400)
Hello @T1001,
Thank your for reaching out to us and for splitting your questions into multiple topics. But let's put this topic on hold here until we have asked your other question (which I set as the main question).
Cheers,
Ferdinand
Welcome to the Maxon developers forum and its community, it is great to have you with us!
Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules.
It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: Asking Questions.
Hey, you did a great job for your first your topic(s), I assume you did read our forum rules - thanks. But you should really avoid having more than one question in a topic, because things tend to become very hard to answer then and our answers very long (as evident by my answer here). Try to find a singular main question you have. You can then optionally ask thematically closely related follow-up questions once the main question has been answered.
Before we go here into details, I would recommend having a look at the topic Overlapping images with transparency with BaseBitmap as it is quite tangential to what you seem to be trying to do.
The general problem is that this "writing multiple layers with embedded alpha values" scenario is not something the Cinema Image API (BaseBitmap
, MultipassBitmap
) has been really geared for. The major use case for creating multiple layers with alpha values in the Cinema API, Bodypaint, is covered by cinema::PaintBitmap. But that is sort of its own eco-system. BaseBitmap
and MultipassBitmap
are meant for loading and displaying data.
auto rootAlpha = Bmp->AddAlpha(nullptr, COLORMODE::GRAYf);
but never write to it. Probably in the assumption that this would happen automatically, but it does not.BaseBitmap
and MultipassBitmap
are just a shallow wrapper for the underlying Maxon Image API.BaseBitmap
and the underlying ImageInterface
(which you usually encounter as an ImageRef
in code) support floating point image data. They are defined under the Graphics label as maxon:Pix...
MPBTYPE_SAVE
to false
though).This topic is riddled a bit by too many questions. Let's try to take a more direct angle here and just try to solve what you are trying to do. I assume you want to have some form of UI that stacks multiple images with transparent areas, similar to what the Asset Browser is doing here to display overlay icons over its assets.
Hey @Gregor-M,
so, had a look, and it is mostly as I said.
The actual bitmaps saved to disk are the same in your case and correct. The reason why your script produces bitmaps that will look differently in Photoshop or an external image viewer, is because you set the BaseBitmap::COLORPROFILE_INDEX_IMAGE profile to a linear sRGB profile. A manually started rendering will there usually use sRGB2.1. If you wanted to do this correctly, you would have to take the image color profile from the render settings (but since the user will usually have the default value there, this does not really make a difference in most cases):
rd: c4d.BaseContainer = doc.GetActiveRenderData().GetClone().GetData()
bmp: c4d.bitmaps.BaseBitmap = c4d.bitmaps.BaseBitmap()
bmp.Init(int(rd[c4d.RDATA_XRES]), int(rd[c4d.RDATA_YRES]), 32)
bmp.SetColorProfile(rd[c4d.RDATA_IMAGECOLORPROFILE]])
But bitmaps have more than one color profile since OCIO was introduced, they also have a profile for the render space, view transform, and display space. In Python, you cannot yet set these from code yet, as BaseBitmap.Get/SetProfile
lacks the index argument there, and you also cannot access these profiles in the document.
After some deep dive into our render pipeline, we found out that this profile data is still incorrectly being copied, the bitmap never gets the correct view transform and display sapce profile assigned.
Finally, to reiterate:
ShowBitmap
.RenderDocument
) as the core issue lies deeper within the rendering pipeline.Cheers,
Ferdinand
I would heavily recommend using the extension, as it will automatically curate the paths for you. I.e., when you use the extension and connect to a Cinema 4D instance, it will make sure that the dummy modules of that Cinema 4D version are on the search paths.
But when you really do not want to use it, you can also just edit your config so that the dummy module paths are discoverable for auto complete and the linter.
What you will need in any case, is the Python and Pylance extension for VS Code, as they are the extensions which make use of these settings. When you install the connector, they will be installed automatically as a dependency.
Cheers,
Ferdinand
Hey @j_vogel,
thank you for reaching out to us. Yes, that is how you do it. Please remember to consolidate your posting in the future (you should edit your initial posting until we have answered).
Cheers,
Ferdinand
Hey @MMayrh,
Thank you for reaching out to us. This is not how this parameter works. The parameter DOCUMENT_PREVIEW_IMAGE is of data type BitmapButtonStruct
, not of BaseBitmap
.
The documentation is a bit misleading here. This is not the document preview bitmap, but sort of the preview bitmap delegate. I.e., an entity that is used to retrieve a preview bitmap (for a document in this case). A BitmapButtonStruct
wraps a node, an ID, and a dirty flag.
This parameter does not make too much sense in the Python API, here is what the C++ API does when the parameter is access for a document:
I.e., it returns itself (the doc), the ID of the parameter (DOCUMENT_PREVIEW_IMAGE
) and the dirty state of its internal current preview bitmap as the BitmapButtonStruct
bbs. What you could technically try, is implement a node, e.g., an object, and then set that object as the preview provider for a document. Your node would for that have to implement MSG_DESCRIPTION_GETBITMAP
, because that is what effectively will be called. But that is all very theoretical, DOCUMENT_PREVIEW_IMAGE
is largely unused in our code base, and I do not see any implemnation for the SetParameter
part. So, the document will likely just ignore you trying to overwrite its preview provider. There could be some base implemenation kicking in, but I doubt it.
But what you definitely cannot do, is just set there a bitmap to overwrite the preview image of the document (assuming that was what you wanted to do). That would also not make too much sense since a document is constantly recalculating its preview image. So, on the next update that image would be gone (if it would work like that).
Cheers,
Ferdinand
Yes, we will treat it as a bug. Apparently we implemented it, but then someone disabled the implementation (probably because it caused performance issues or something like that), and then we forgot do follow up on that disabled implementation. Generally we cannot give ETA's for fixes but we try to do them in a timely fashion, i.e., within a couple of minor releases such as 2024.1, 2024.2, 2024.3, etc. I am not the dev here, so I can give even less guarantees. We will update this thread when something blocks us from fixing this in the near future.
And yes, it does work in C++. The reason why this is not working in Python is because of the C++ API changes with 2024.0. This link shows how you sample things in C++, the changes revolved around making sampling a field a const operation, i.e., an operation which does not change data on the object. Which was before not the case and now requires that mutable data to be manually passed arround as the extraData
as shown in the example. The changes were carried out to speed up the core of Cinema 4D.
Cheers,
Ferdinand
Welcome to the Maxon developers forum and its community, it is great to have you with us!
Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules.
It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: Asking Questions.
I can confirm that there is an issue, and there is little that you can do. This goes back to the 2024 API update and how Field sampling changed then in the C++ API. In Python, we postponed things:
Fields sampling have been reworked, however due to time constraint the next methods have not been ported and are not working, we are going to fix it in an upcoming release.
But that apparently somehow got stuck in a backlog and we never picked up on it again. I have moved this topic to the bugs section, there is nothing you can do at the moment.
Cheers,
Ferdinand
Hey @Gregor-M,
Thank you for reaching out to us. As a general note: Generally you should not continue such old threads, as this is usually counter productive. But in this case this is fine, since your question is just a repetition of the OT's question.
I currently do not have that much time, but the issue is related to OCIO. At least that was the case in the past. A BaseBitmap
carries color profiles for the principal OCIO color spaces such as 'Display' or 'View Transform'. RenderDocument
did not correctly setup these profiles, or more precisely something with copying over these profiles to the final result went wrong. But that should have been fixed, but the recent OCIO changes might have introduced a regression. There is not much what you can do and I will earliest have time next week.
I had a quick look, and when you enable "Scene" as the configuration, the bitmap will look just like the native one. That is because it will then use the display space and view transform of the scene and not the ones attached to the bitmap (so this indeed seems to be the old issue).
I would say this just a cosmetic effect (an admittedly annoying one), but your actual saved bitmap should look the same when you open it in Photoshop or a similar app. Will have a look in a week!
Cheers,
Ferdinand
Hey @pchg,
Thank you for reaching out to us. There is no dedicated "Swap" function for node hierarchies. All the relevant tools can be found on cinema::GeListNode. The general drill would be here to either get the node before or after the nodes you want to swap, remove the nodes, and then use GeListNode::InsertBefore
or InsertAfter
to insert the nodes. Please note that other than in the Python API, there is no fail safe which prevents you from inserting nodes multiple times into a scene graph (which is not allowed and will lead to crashes).
Cheeers,
Ferdinand
I wrote this 'blind' in a text editor, i.e., this is uncompiled code to demonstrate the principle:
BaseObject* const a = static_cast<BaseObject*>(selection->GetIndex(count - obj_10));
BaseObject* const b = static_cast<BaseObject*>(selection->GetIndex(count - obj_2));
if (!a || !b)
return maxon::UnexpectedError(MAXON_SOURCE_LOCATION, "a or b is nullptr"_s);
// Get the predecessor of the objects a and b which can be a null pointer when either a or b is the
// first object in the hierarchy. We could then use either the next object as the insertion point or
// use GeListNode::InsertUnder or BaseDocument::InsertObject to insert the object at the top of its
// hierarchy local hierarchy. I went here for the latter as for the next object you also have to deal
// with the case that there is neither a predecessor nor a next object.
BaseObject* const predA = a->GetPred();
BaseObject* const predB = b->GetPred();
BaseObject* const parentA = a->GetUp();
BaseObject* const parentB = b->GetUp();
// Remove both objects from the hierarchy.
a->Remove();
b->Remove();
// Insert the objects back into the hierarchy, either after the predecessor, under the parent,
// or at the top of the document hierarchy.
if (predA)
b->InsertAfter(predA);
else if (parentA)
b->InsertUnder(parentA); // Will insert at the top of the hierarchy.
else
doc->InsertObject(b, nullptr, nullptr); // Will insert at the top of the hierarchy.
if (predB)
a->InsertAfter(predB);
else if (parentB)
a->InsertUnder(parentB);
else
doc->InsertObject(a, nullptr, nullptr);