• 0 Votes
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    ManuelM
    @Jmelon said in How to use BaseDraw::DrawObject/DrawPolygonObject draw constant color like Display Tag Constant Shading mode: and sorry for my negligence, I will pay attention next time Don't worry at all, it helps us to answer your question faster and searching trough the forum. Cheers, Manuel
  • Safety of GetCache() after ExecutePasses()?

    r20 classic api
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    F
    @m_magalhaes said in Safety of GetCache() after ExecutePasses()?: The scene will be update and you can retrieves the caches. Great, thanks! /Filip
  • Detect RenderDocument() in videopost

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    F
    @m_magalhaes "when you are using RenderDocument, you can set the RENDERFLAGS, so it can be virtually "anything"" -Yes, that makes sense. Thanks. "Can i ask you why you need to know if a render have been started using the RenderDocument() function ?" -In a custom renderer, I am exploring the possibility of sometimes (depending on user selected options) sending the rendered images to an external image viewer (not the c4d picture viewer). In this case, if RenderDocument() is called, we would still want to render to the c4d bitmap to make sure RenderDocument() correctly returns an image. Anyway, as I said, this was a bit of a long shot. Since this appears not to be possible, I will explore other options. Thanks! /Filip
  • Get shader's parent ID

    python r19
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    A
    @m_magalhaes said in Get shader's parent ID: hello, thanks @zipit ^^ just one thing, in the context of the script manager, you don't need DOC = c4d.documents.GetActiveDocument() there is already doc. cheers, Manuel. Corrected! Thank you Manuel!
  • PYTHON - GetCustomDataTypeDefault(--- integer ---)

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    ManuelM
    Hello, nothing to add, thanks @zipit for the answer @Leo_Saramago don't forget to mark your thread to solved. Cheers, Manuel
  • Hair material Thickness Texture on spline segments

    r20 r19 c++
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    rsodreR
    @m_magalhaes Based on the hair_shader.cpp example, I implemented a workaround with a custom shader on the Texture attribute, using calc_sample to sample per segment. Works fine!
  • Weight Manager Window access help

    python r20
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    chuanzhenC
    @zipit Thanks for showing me so much detail.
  • Load file from plugin directory

    Moved python sdk
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    ManuelM
    hello, @zipit thanks for your answer. for your next threads, please help us keeping things organised and clean. I know it's not your priority but it really simplify our work here. Q&A New Functionality. How to Post Questions especially the tagging part. I've added the tags and marked this thread as a question so when you considered it as solved, please change the state In the python help, you have a link to github where you can find examples. https://github.com/PluginCafe/cinema4d_py_sdk you will see sometimes in those example this code : path, fn = os.path.split(__file__) bmp = bitmaps.BaseBitmap() bmp.InitWith(os.path.join(path, "res", "gravitation.tif")) Just to add a few words about c4d.storage.GeGetC4DPath() That's the classic API. In c++ with the maxon API you have GetUrl In Python, in r20 symbol are not set and if you want to retrieve the resource directory it will return the Cinema4D's one and not your plugin's one. Cheers Manuel
  • 0 Votes
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    ferdinandF
    Hi, thank you for the clarification. Cheers zipit
  • Spline User Data Presets

    python r20
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    G
    Thank You @m_magalhaes very helpful! I succeeded. I should have been able to figure this out from the example in the API. I've used the code basically as you have it with my spline datas saved in different hyperfiles. I then load that data from my tag. Thanks again.
  • Check object (poly) intersect

    python
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    ManuelM
    @fwilleke80 as i mention in the other post, the problem (at least with our raycolider) is that if your ray hit an edge, it will hit 2 polygons at the same time. If it hit a point, it will hit <number of polygons attached to that point> times. It can be good enough but you have to be careful if you really want something solid. Cheers Manuel.
  • C4D Crashes on Getting All Specific Type of Objects

    r20 python
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    @zipit Thanks for the response and clarification. Works as expected @m_magalhaes Sorry about that. Will be more careful next time.
  • PYTHON - Userdata CTracks and Basecontainer

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    ManuelM
    hello, thanks @zipit for answering the question and thanks you both for the kinds words Cheers, Manuel
  • Retrieving particle positions for Multi-Instance

    c++ r20
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    P
    Thank you for your help !
  • This topic is deleted!

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  • Default startup settings

    r20 maxon api sdk windows c++
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    O
    Thank you for the help @m_magalhaes
  • Moving a group of spline points

    python sdk
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    ManuelM
    hello, happy you found your solution, and thanks for the feedback Cheers Manuel
  • This topic is deleted!

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  • Change an attribute from a dialogue plug-in

    r20 python
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    B
    @s_bach RE: You have to find a way to avoid that unnecessary rebuild of your layout after user interaction in your dialog. I'm not really sure how to do that. Since I just butchered the code from a sample plug-in. That will probably a problem for another thread. Anyway, it's functional at the moment. I'll settle for this. Thanks again and sorry for the trouble. Will close the thread now. Have a great day ahead!
  • Bitmaps in custom shaders don't appear in Texture Manager

    r20 c++ sdk
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    S
    Hello, I tested it with the Gradient Shader example from the cinema4dsdk and it works fine as far as I can tell. I just removed the check for ASSETDATA_FLAG::TEXTURESONLY: Bool SDKGradientClass::Message(GeListNode* node, Int32 type, void* data) { switch (type) { case MSG_GETALLASSETS: { AssetData* const assetData = static_cast<AssetData*>(data); // checks if only texture assets should be added if (assetData == nullptr) return true; BaseList2D* const baseList2D = static_cast<BaseList2D*>(node); if (baseList2D != nullptr) { // get the file name const Filename path = baseList2D->GetData().GetFilename(GRAD_FILE); // check if the file name is set if (path.IsPopulated()) { // add the file name assetData->Add(path, nullptr); } } break; } } return SUPER::Message(node, type, data); }; Regarding Shader hierarchies: I guess you can send the message to your child-shaders yourself, to make sure they receives the message. best wishes, Sebastian