• VideoPost execution in TeamRender

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    a_blockA
    Hi, it depends... Via the NETRUNONSERVER flag (to be returned from GetRenderInfo()) a VideoPost specifies, that it can be run on the server. Where the VideoPost is actually executed in the end, depends on the scenario. For a distributed single frame rendering, such a VideoPost will be executed on the server. On the other hand, for animation rendering, where every client finishes entire frames, the VideoPost will nevertheless be executed on the clients. Cheers, Andreas
  • RemoveUserData does not fully remove User Data

    python
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    D
    This worked. Thank you.
  • c4d.documents.SaveDocument modifies python source code file !!!

    r19 python
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    J
    Hi, thanks but i managed to fix it. It wasnt a Cinema4d related error. Apparently a bad argument to one of python methods was causing it to return the filepath of the script instead.
  • Importing Modules (again)

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    A
    damn. totally didn't look there. sorry. Alfie
  • 0 Votes
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    S
    Hello, LoadDialogResource() and LayoutFlushGroup() should work perfectly fine together. Typically LayoutFlushGroup() is called in reaction to some user interaction or in InitValues(): Bool CreateLayout() { if (!GeDialog::CreateLayout()) return false; if (!LoadDialogResource(11000, nullptr, 0)) return false; return true; } Bool InitValues() { LayoutFlushGroup(11003); AddButton(100, BFH_SCALEFIT, 0, 10, "Button"_s); LayoutChanged(11003); return true; } best wishes, Sebastian
  • Issue Changing Modeling Axis

    python r20
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    D
    Thanks for the solution and explanation Yannick. It's working perfectly now and I can finish converting my scripts.
  • Set Asset Paths in python

    python r20
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    B
    Cool. Will do.
  • How to disable GI in the material manager on C++?

    Moved
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    S
    Hello, please post questions on Cinema 4D plugin development in the "Cinema 4D Development" forum. When doing so, please also use the appropriate tags. MATERIAL_GLOBALILLUM_GENERATE is the correct ID of that parameter. You just have to set the parameter value of the material you want to edit: material->SetParameter(MATERIAL_GLOBALILLUM_GENERATE, false, DESCFLAGS_SET::NONE); please notice that the ID is defined in the millum.h header file. If you have general questions on how to handle materials with the C++ API you will find information in the documentation: Materials and Shaders Overview BaseMaterial Manual Material Manual best wishes, Sebastian
  • Wonderful Project tool

    Moved project tool c++
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    S
    Hello @iluxa7k, I just move this thread to the "Cinema 4D Development" forum. When creating a new thread, please also always add the proper tags. best wishes, Sebastian
  • Read Before Posting

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