About

A MultipassObject represents a multipass element of the render settings. Cinema 4D's render engines will render and save different multipasses based on these settings.

MultipassObject objects are an instance of Zmultipass.

// This example searches for the "depth" multipass.
// If it is not found, it will be created.
RenderData* const renderData = doc->GetActiveRenderData();
MultipassObject* multipass = renderData->GetFirstMultipass();
MultipassObject* depthPass = nullptr;
while (multipass != nullptr)
{
BaseContainer& data = multipass->GetDataInstanceRef();
{
depthPass = multipass;
break;
}
multipass = multipass->GetNext();
}
if (depthPass == nullptr)
{
// allocate multipass
depthPass = static_cast<MultipassObject*>(BaseList2D::Alloc(Zmultipass));
if (depthPass == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
// set to depth pass
BaseContainer& data = depthPass->GetDataInstanceRef();
// insert
renderData->InsertMultipass(depthPass);
renderData->Message(MSG_UPDATE);
}
// enable multi-passes
Definition: c4d_basecontainer.h:47
Int32 GetInt32(Int32 id, Int32 preset=0) const
Definition: c4d_basecontainer.h:303
void SetInt32(Int32 id, Int32 l)
Definition: c4d_basecontainer.h:505
const BaseContainer & GetDataInstanceRef() const
Definition: c4d_baselist.h:2362
static BaseList2D * Alloc(Int32 type)
Bool SetParameter(const DescID &id, const GeData &t_data, DESCFLAGS_SET flags)
Bool Message(Int32 type, void *data=nullptr)
Definition: c4d_baselist.h:1457
Definition: lib_description.h:330
Definition: c4d_basedocument.h:113
MultipassObject * GetNext()
Definition: c4d_basedocument.h:127
Definition: c4d_basedocument.h:144
MultipassObject * GetFirstMultipass()
void InsertMultipass(MultipassObject *obj, MultipassObject *pred=nullptr)
@ RDATA_MULTIPASS_ENABLE
Definition: drendersettings.h:332
maxon::Int32 Int32
Definition: ge_sys_math.h:60
#define MSG_UPDATE
Must be sent if the bounding box has to be recalculated. (Otherwise use MSG_CHANGE....
Definition: c4d_baselist.h:358
#define MAXON_SOURCE_LOCATION
Definition: memoryallocationbase.h:67
#define VPBUFFER_DEPTH
Depth multipass channel.
Definition: c4d_videopostdata.h:131
#define Zmultipass
Definition: ge_prepass.h:1275
PyObject ** type
Definition: pycore_pyerrors.h:34
const char * doc
Definition: pyerrors.h:226
@ MULTIPASSOBJECT_TYPE
Definition: zmultipass.h:6

Access

Existing MultipassObject elements are stored in a list and can be accessed from a RenderData object:

Allocation/Deallocation

The MultipassObject class does not offer a static "Alloc" or "Free" function so the functions of BaseList2D have to be used with Zmultipass.

A newly created MultipassObject is added to the render settings by adding it to the RenderData object:

// allocate multipass
if (depthPass == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
// set to depth pass
BaseContainer& data = depthPass->GetDataInstanceRef();
// insert
renderData->InsertMultipass(depthPass);

Navigate

MultipassObject objects are organized in a list:

// This example loops through all multipasses and prints their names.
RenderData* const renderData = doc->GetActiveRenderData();
MultipassObject* multipass = renderData->GetFirstMultipass();
while (multipass != nullptr)
{
ApplicationOutput("Multipass: " + multipass->GetName());
multipass = multipass->GetNext();
}
String GetName() const
Definition: c4d_baselist.h:2381
#define ApplicationOutput(formatString,...)
Definition: debugdiagnostics.h:210

Types

All multipasses are MultipassObject objects. They only differ in their parameters. The type of a multipass is defined with:

Simple multipass types are:

Configurable multipass types are:

The parameter IDs of configurable multipasses are defined in zmultipass.h.

Additional multipass types are:

Example object buffer:

// This example creates an object buffer multipass.
MultipassObject* const multipass = static_cast<MultipassObject*>(BaseList2D::Alloc(Zmultipass));
if (multipass == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
BaseContainer& data = multipass->GetDataInstanceRef();
renderData->InsertMultipass(multipass);
#define VPBUFFER_OBJECTBUFFER
Object buffer multipass channel.
Definition: c4d_videopostdata.h:141
@ MULTIPASSOBJECT_OBJECTBUFFER
Definition: zmultipass.h:8

Example blend channel:

// This example creates an blend multipass.
MultipassObject* const multipass = static_cast<MultipassObject*>(BaseList2D::Alloc(Zmultipass));
if (multipass == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
BaseContainer& data = multipass->GetDataInstanceRef();
renderData->InsertMultipass(multipass);
void SetBool(Int32 id, Bool b)
Definition: c4d_basecontainer.h:498
#define VPBUFFER_BLEND
Blend multipass channel.
Definition: c4d_videopostdata.h:151
@ MULTIPASSOBJECT_DIFFUSE
Definition: zmultipass.h:14
@ MULTIPASSOBJECT_SHADOW
Definition: zmultipass.h:16

Example reflection channel:

// This example creates a reflection multipass.
MultipassObject* const multipass = static_cast<MultipassObject*>(BaseList2D::Alloc(Zmultipass));
if (multipass == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
BaseContainer& data = multipass->GetDataInstanceRef();
renderData->InsertMultipass(multipass);
#define VPBUFFER_REFLECTION
Reflection multipass channel.
Definition: c4d_videopostdata.h:121
@ MULTIPASSOBJECT_REFLECTION_MATERIALS
Definition: zmultipass.h:25
@ MULTIPASSOBJECT_REFLECTION_SEPARATE_ALL
Definition: zmultipass.h:27

Example specular channel:

// This example creates a specular multipass.
MultipassObject* const multipass = static_cast<MultipassObject*>(BaseList2D::Alloc(Zmultipass));
if (multipass == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
BaseContainer& data = multipass->GetDataInstanceRef();
renderData->InsertMultipass(multipass);
#define VPBUFFER_SPECULAR
Specular multipass channel.
Definition: c4d_videopostdata.h:119
@ MULTIPASSOBJECT_SPECULAR_SEPARATE_ALL
Definition: zmultipass.h:40
@ MULTIPASSOBJECT_SPECULAR_MATERIALS
Definition: zmultipass.h:38

Further Reading