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  • RE: Particles and RenderDocument

    Hey @peter_horvath,

    thank you for the bug report and no need to apologize for the small mistake, as I said, your code examples are usually very helpful - no fluff to the point 🙂

    Cheers,
    Ferdinand

    posted in Bugs
  • RE: Maxon 365 is it one of your projects

    Hi @DodgyOneCanobe,

    Welcome to the Maxon developers forum and its community, it is great to have you with us!

    Getting Started

    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.

    • Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment.
    • Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support.
    • Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads.

    It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: Asking Questions.

    About your First Question

    There's no such Maxon product we're aware of. For the end user questions about Maxon products please refer to our Support Center.

    Cheers,
    Ilia

    posted in General Talk
  • RE: Particles and RenderDocument

    Hey @peter_horvath,

    first of all once again thanks for your always on point demo projects. That makes it for us that much easier to answer things when we do not have to guess half the things the external developers are doing.

    I talked with the particles team and they say this might be related to a bug they are already aware of - rendering particles in the Picture Viewer does not work properly at the moment. I also gave it a quick spin with your demo project and can confirm that this does not work (for me it even does not work in both cases).

    The reason why this fails is apparently that the proper preroll is missing although this does not explain everything I encountered. You could combat that with setting the cloned document to frame 0 and then executing the passes up to the point where you want to render. But I did not try that because for me it does not work when you clone or not (and also not in the PV which uses the 'proper' render pipeline), so that seemed a bit pointless. And as said before, I looked at RenderDocument and I saw there no preroll code (but might have overlooked it).

    The file particle_test_render.c4d was missing in your project, which is why I had to create my own. Which render engine did you use to render the particles in your tests? Arnold? Because I did use Redshift which might explain differences.

    I would recommend opening a bug ticket for this. I have already moved this issue to our bug forum. You can either open the ticket in our bug tracker yourself as an MRD (then you will be able to see the ticket) or I can do it for you (then you won't). If you decide to do it yourself, please add the test file I attached below (or create your own if you have something more fitting). Please also give me a heads-up with the ticket ID so that I can attach the responsible developers to that issue.

    Finally, in the ticket or here, a classification of how critical this is for you would be great.

    Cheers,
    Ferdinand

    particle_test_render.c4d

    posted in Bugs
  • RE: Cannot copy BaseLink from one parameter to another in ShaderData Read in C4D 2024

    Hey @bojidar,

    will have a look, thanks. But when you say that it is not super critical for you, I will push the answer a bit. I will come back here latest by Friday the 26th with an update.

    Cheers,
    Ferdinand

    posted in Cinema 4D SDK
  • RE: Cannot copy BaseLink from one parameter to another in ShaderData Read in C4D 2024

    Hey @bojidar,

    okay, now I see that you just edited your posting yesterday after I asked for checking for the shader being present with the Active Object plugin. If that was just a coincident, don't worry, but if you did this intentionally, please do not do that, as otherwise the chances are high that we overlook your answer.

    We will also still need a scene file to help you here any further and the name of the plugin you are debugging.

    Cheers,
    Ferdinand

    posted in Cinema 4D SDK
  • RE: Cannot copy BaseLink from one parameter to another in ShaderData Read in C4D 2024

    Hey @bojidar,

    that could be a side-effect of the 2024.0.0 API changes. It is hard to give here good advice, I will ask tomorrow the Tech team who authored most of the low-level changes for 2024, if this rings any bells for them.

    Could you please check if the target shader is present at all in such imported scene? You can use the ActiveObject plugin from the C++ SDK or just write your own code which checks. Because when the shader is not present, it is normal that the link does not resolve (on the other hand the shader could be present, but something with the marker realizing the link went wrong).

    And finally, could you please provide a file with such problem, and tell us which of your products is affected (I think we have licenses for all of them)? Feel free to use email-support or our contact form when you want more privacy 🙂

    Cheers,
    Ferdinand

    edit: overlooked that you did already check for the shader being present. something with the marker is then probably going wrong.

    posted in Cinema 4D SDK
  • RE: Cannot copy BaseLink from one parameter to another in ShaderData Read in C4D 2024

    Hey @bojidar,

    Thank you for reaching out to us. 2024 is a very broad field. Did this happen with 2023.X to 2024.0.0, the so called 2024.0.0 API migration, or did this happen in a more recent release for you, e.g., from 2024.3.2 to 2024.4.0?

    I am not aware of anything which would have impacted this, but we are again here on a broad field.

    1. You made sure that your nodeData.SetData(newParameter, linkData) statement is actually being hit?
    2. Did you make sure that the to be linked shader, oldLink, still does resolve? Or in other words that this shader is already present in the document?
    3. What is the return value of your BaseContainer::SetData call?
    // ...
    if (oldLink != nullptr) {
        const BaseList2D* const target= oldLink->GetLink(node->GetDocument(), Xbase)
        if (!target)
            return maxon::UnexpectedError(MAXON_SOURCE_LOCATION, "Upsy-daisy, lost shader link."_s);
    
        GeData linkData;
        linkData.SetBaseLink(*oldLink);
        if (!nodeData.SetData(newParameter, linkData))
            return maxon::UnexpectedError(MAXON_SOURCE_LOCATION, "Could not write parameter."_s);
    }
    

    Cheers,
    Ferdinand

    posted in Cinema 4D SDK
  • RE: ProjectTool & visual studio: /DELAYLOAD

    Hey @BruceC,

    thank you for reaching out to us. If you follow the thread from @Manuel there closely, you will see that he recommends the syntax:

    AdditionalLinkOptions=%(AdditionalOptions) /DELAYLOAD:"mydll.dll"
    

    But he does not seem to be so sure if that actually will work (and I also myself am not sure how that explicit mention of the insertion point %(AdditionalOptions) is supposed to work here, must be some magic only the project tool devs are aware of.

    Just like in the other case, you can alternatively also just modify the files the project tools uses to assemble a Visual Studio project. But you should be aware that doing that is out of scope of support.

    Cheers,
    Ferdinand

    posted in Cinema 4D SDK
  • RE: 2024.4.0 SDK Release

    Hey @Dunhou,

    yeah, I know, I did not touch the Python docs for 2024.4.0 because I was busy with C++ stuff. Maxime built them, will have a look today.

    Cheers,
    Ferdinand

    posted in News & Information
  • Extended C++ SDK and Deprecated Download Section

    Dear Development Community,

    as announced before, we have deprecated our old download section in the forum and replaced it with developers.maxon.net/downloads. From now on, you will find there all downloads for the public APIs of Maxon Computer products.

    We also applied the concept of the Extended C++ SDK retroactively to Cinema 4D SDKs up to R21 to allow for an easy access of frameworks, tools, documentation, and code examples of past versions of Cinema 4D.

    Although not directly related, the site menu has now also been reworked to provide a better experience on small screen devices.

    Cheers,
    the Maxon SDK Team

    posted in News & Information news c++ python sdk