LodObject Manual¶
About¶
A c4d.LodObject
represents a LOD object generator. This generator creates geometry based on various parameters e.g. camera distance. The c4d.LodObject
class provides access to the parameters of the dynamically defined levels.
Access¶
A c4d.LodObject
object is a c4d.BaseObject
an can be accessed like any other object.
Create¶
c4d.LodObject
objects are created with LodObject.__init__()
/ ()
.
"""
Copyright: MAXON Computer GmbH
Author: Yannick Puech
Description:
- Creates a new LOD object and adds it to the active BaseDocument.
Class/method highlighted:
- c4d.LodObject
- BaseDocument.InsertObject()
"""
import c4d
lodObject = c4d.LodObject()
lodObject.SetName("New LOD Object")
doc.InsertObject(lodObject)
c4d.EventAdd()
Properties¶
The standard parameters of a c4d.LodObject
can be accessed with the [] operator GeListNode.__getitem__()
/GeListNode.__setitem__()
or C4DAtom.SetParameter()
/C4DAtom.GetParameter()
.
"""
Copyright: MAXON Computer GmbH
Author: Yannick Puech
Description:
- Checks the current criteria of the active LOD object 'op'.
- If it is "User LOD Level" the current level is set to the maximum level.
Class/method highlighted:
- LodObject.GetLevelCount()
"""
import c4d
def main():
# Checks if there is an active object
if op is None:
raise RuntimeError("Failed to retrieve the active object.")
# Checks if active object is a LOD object
if not op.CheckType(c4d.Olod):
raise TypeError("op is not a Lod Object.")
# Gets current criteria from active LOD object
criteria = op[c4d.LOD_CRITERIA]
# Checks if User LOD Level
if criteria == c4d.LOD_CRITERIA_MANUAL:
# Gets maximum level
maxLevel = op.GetLevelCount() - 1
# Sets current level to max level
op[c4d.LOD_CURRENT_LEVEL] = maxLevel
# Pushes an update event to Cinema 4D
c4d.EventAdd()
if __name__ == '__main__':
main()
Levels¶
A c4d.LodObject
handles multiple levels. The current level is used to define the geometry it should create.
LodObject.GetLevelCount()
: Returns the number of levels.LodObject.GetCurrentLevel()
: Returns the index of the current level.
"""
Copyright: MAXON Computer GmbH
Author: Yannick Puech
Description:
- Hides the objects of the active LOD object 'op' current level.
Class/method highlighted:
- LodObject.GetCurrentLevel()
- LodObject.GetShowControlDescID()
"""
import c4d
def main():
# Checks if there is an active object
if not op:
return
# Checks if active object is a LOD object
if not op.CheckType(c4d.Olod):
return
# Gets active LOD object current level
currentLevel = op.GetCurrentLevel()
# Hides current level
showControlID = op.GetShowControlDescID(currentLevel)
if showControlID is not None:
op[showControlID] = False
# Pushes an update event to Cinema 4D
c4d.EventAdd()
if __name__ == '__main__':
main()
Dynamic Parameter IDs¶
Each level contains multiple parameters that configure that level. The c4d.DescID
for these parameters can be obtained with these functions.
In every mode a level defines various display parameters:
LodObject.GetShowControlDescID()
: Returns thec4d.DescID
for the display mode.LodObject.GetDisplayBFCDescID()
: Returns thec4d.DescID
for the backface culling mode.LodObject.GetDisplayTexDescID()
: Returns thec4d.DescID
for the texture mode.LodObject.GetDisplayStModeDescID()
: Returns thec4d.DescID
for the shading style.LodObject.GetDisplayShModeDescID()
: Returns thec4d.DescID
for the shading settings.
"""
Copyright: MAXON Computer GmbH
Author: Yannick Puech
Description:
- Configures the display settings for each level of the active LOD object 'op'.
Class/method highlighted:
- c4d.LodObject
- LodObject.GetDisplayBFCDescID()
- LodObject.GetDisplayStModeDescID()
"""
import c4d
def main():
# Checks if there is an active object
if op is None:
raise RuntimeError("Failed to retrieve the active object.")
# Checks if active object is a LOD object
if not op.CheckType(c4d.Olod):
raise TypeError("op is not a Lod Object.")
# Gets active LOD object number of levels
levelCount = op.GetLevelCount()
# Iterates over all levels of LOD
for level in range(levelCount):
descID = op.GetDisplayBFCDescID(level)
# Enables backface culling
if descID is not None:
op[descID] = True
# Uses "Lines" shading
descID = op.GetDisplayStModeDescID(level)
if descID is not None:
op[descID] = c4d.DISPLAYTAG_WDISPLAY_WIREFRAME
# Uses "Wireframe" style
descID = op.GetDisplayShModeDescID(level)
if descID is not None:
op[descID] = c4d.DISPLAYTAG_SDISPLAY_NOSHADING
# Pushes an update event to Cinema 4D
c4d.EventAdd()
if __name__ == '__main__':
main()
In “Manual Groups” mode a list of objects can be accessed:
LodObject.GetManualModeObjectListDescID()
: Returns thec4d.DescID
of the InExclude list.
"""
Copyright: MAXON Computer GmbH
Author: Yannick Puech
Description:
- Configures the active LOD object to use "Manual Groups".
- The selected objects referenced in the objects list are moved under the LOD object and are referenced in each group.
Class/method highlighted:
- LodObject.GetManualModeObjectListDescID()
"""
import c4d
def main():
# Gets selected objects and check if there is more than 1 object selected
activeObjects = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_0)
if not activeObjects:
raise RuntimeError("Failed to retrieve selected objects.")
# Gets the last object selected
lodObject = doc.GetTargetObject()
if not lodObject.CheckType(c4d.Olod):
raise TypeError("last selected object is not a Lod Object.")
# Defines parameters
lodObject[c4d.LOD_MODE] = c4d.LOD_MODE_MANUAL_GROUPS
lodObject[c4d.LOD_CRITERIA] = c4d.LOD_CRITERIA_MANUAL
lodObject[c4d.LOD_LEVEL_COUNT_DYN] = len(activeObjects) - 1
level = 0
# Iterates over all active object
for obj in activeObjects:
if obj == lodObject:
continue
# Makes object a child object of the LOD object
obj.Remove()
doc.InsertObject(obj, lodObject)
# Inserts object into "Objects" list of the given level
listID = lodObject.GetManualModeObjectListDescID(level)
if listID is None:
continue
# Creates InExcludeData
inExData = c4d.InExcludeData()
if inExData is None:
continue
# Inserts object into list
inExData.InsertObject(obj, 1)
# Sets parameter
lodObject[listID] = inExData
# Increments the level
level = level + 1
# Pushes an update event to Cinema 4D
c4d.EventAdd()
if __name__ == '__main__':
main()
In “Simplify” mode these settings are available:
LodObject.GetSimplifyModeDescID()
: Returns thec4d.DescID
of the “Simplify Mode” parameter.LodObject.GetDecimateStrengthDescID()
: Returns thec4d.DescID
of the strength parameter.LodObject.GetPerObjectControlDescID()
: Returns thec4d.DescID
of the “Per Object” option.LodObject.GetNullDisplayDescID()
: Returns thec4d.DescID
of the null display mode.LodObject.GetNullRadiusDescID()
: Returns thec4d.DescID
of the null radius parameter.LodObject.GetNullAspectRatioDescID()
: Returns thec4d.DescID
of the null aspect radius parameter.LodObject.GetNullOrientationDescID()
: Returns thec4d.DescID
of the null orientation parameter.
"""
Copyright: MAXON Computer GmbH
Author: Yannick Puech
Description:
- Configures the active LodObject 'op' to use the "Simplify" mode.
- The first level uses the "Convex Hull" mode, the second the "Null" mode.
- The second level uses the "Simplify" mode and a manual number of levels.
Class/method highlighted:
- LodObject.GetLevelCount()
"""
import c4d
def main():
# Checks if there is an active object
if op is None:
raise RuntimeError("Failed to retrieve the active object.")
# Checks if active object is a LOD object
if not op.CheckType(c4d.Olod):
raise TypeError("op is not a Lod Object.")
# Defines some parameters
op[c4d.LOD_MODE] = c4d.LOD_MODE_SIMPLIFY
op[c4d.LOD_CRITERIA] = c4d.LOD_CRITERIA_MANUAL
op[c4d.LOD_LEVEL_COUNT_DYN] = 2
op[c4d.LOD_CURRENT_LEVEL] = 0
# Gets first level
descID = op.GetSimplifyModeDescID(0)
if descID is not None:
# Sets mode to "Convex Hull"
op[descID] = c4d.LOD_SIMPLIFY_CONVEXHULL
descID = op.GetPerObjectControlDescID(0)
if descID is not None:
# Sets "Per Object" to True
op[descID] = True
# Gets second level
descID = op.GetSimplifyModeDescID(1)
if descID is not None:
# Sets mode to "Null"
op[descID] = c4d.LOD_SIMPLIFY_NULL
descID = op.GetNullDisplayDescID(1)
if descID is not None:
# Sets "Display" to "Circle"
op[descID] = c4d.NULLOBJECT_DISPLAY_CIRCLE
# Pushes an update event to Cinema 4D
c4d.EventAdd()
if __name__ == '__main__':
main()