HAIR API
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On 22/12/2005 at 15:48, xxxxxxxx wrote:
For the current version the generation only works from objects.
The hair render uses standard CINEMA shaders as set by the user in the hair material, there is an extension call for these that can be passed more information from the hair (calc_sample callback).
You can also take over the color, shadow and transparency calls (calc_col, calc_shad, calc_trans). If you create a plugin tag and add this tag to a hair object then these tags are automatically sent the MSG_HAIR_GET_OBJECT_TYPE message and can set the new functions for that hair object. If you take over control of the color function directly then the function must do the lighting and shading itself. -
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On 08/12/2006 at 00:28, xxxxxxxx wrote:
hello..does anyone know how to create a hair material tag using coffee to access things under hair material??
thnx
Benny -
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On 08/12/2006 at 07:14, xxxxxxxx wrote:
not possible in coffee. well, you can create a hair material just like any other material but there is no possibility to access the hair data via COFFEE.
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On 09/12/2006 at 07:42, xxxxxxxx wrote:
thanks for ur reply...so there is no way to change hair color,frizz,wave..etc using coffee??
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On 11/12/2006 at 03:27, xxxxxxxx wrote:
You can access the Hair paramters through XPresso. Not sure how this will help you because I don't know what you want to achieve.
cheers,
Matthias -
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On 13/12/2006 at 08:28, xxxxxxxx wrote:
hi..thanks for ur reply...i'm trying to develop a hair plugin using coffee..and create a few default hair styles to grow hair with a click of a button..is it possible to set data for hair color,frizz,wave,curl using coffee so that i could style an object?? because i dont know how to access the hair material tag using coffee because frizz curl etc is under hair material tag...i'm having a deadline to develop this plug-in, pls do reply asap if this is possible...
thanks
benny -
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On 14/12/2006 at 04:40, xxxxxxxx wrote:
Ok, had another look at Hair and COFFEE and it seems Hair is supported by COFFEE.
You know that you can get the description IDs by dragging them into the COFFEE script editor? Here a little script that creates a new Hair material and switches on the Bend channel and sets the Bend strength to 100 percent.
var myhairmat = AllocMaterial(Mhair); myhairmat#HAIRMATERIAL_USE_BEND = TRUE; myhairmat#HAIRMATERIAL_BEND = 1; doc->InsertMaterial(myhairmat,NULL);
cheers,
Matthias -
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On 16/12/2006 at 07:35, xxxxxxxx wrote:
hi matthias..thanks alot for ur reply..this is what i could come up with so far to grow the hair...but i dont know how to link it to my script so that the hair material tag comes up , it gives errors.i tried to use HAIRMATERIAL_COLOR_GRADIENT,vector(0.5,0.5,0.5) to change the hair color but it doesent work, but others work, like frizz etc..would u be able to look at the script and let me know how to link the hair material u sent,into my script so that it works to change parameters under hair material tag? i'm very new to C4D and coffee and quaite lost.
var doc = GetActiveDocument();
doc->InsertMaterial(AllocMaterial(Mhair), NULL);// Activates the bump channel for a material
var mat = doc->GetFirstMaterial();
mat->SetName("Hair");
//mat->SetChannelState(CHANNEL_COLOR, TRUE);
//mat->SetChannelState(CHANNEL_BUMP, FALSE);
//mat->SetChannelState(CHANNEL_SPECULAR, TRUE);// Sets a texture for it
//var color = mat->GetChannel(CHANNEL_COLOR);
//var colorBc = color->GetContainer();
//colorBc->SetData(CH_COLOR,vector(0.5,0,0));
//color->SetContainer(colorBc);var hobj = AllocObject(oHair);
var hcon = hobj->GetContainer();
var tobj = doc->FindObject("Cube");
hcon->SetData(HAIRSTYLE_HAIR_COUNT, 40000);
hcon->SetData(HAIRSTYLE_LINK,tobj);
hcon->SetData(HAIRSTYLE_FUR,true);
hcon->SetData(HAIRSTYLE_FUR_COUNT,4800);
hobj->SetContainer(hcon);// Insert a NURBS object
if(!doc->InsertObject(hobj, NULL, NULL)) return FALSE;//new - texture
var tag,nam;
nam = hobj->GetName();
hobj->InsertTag(AllocTag(Ttexture));// Messages
GeEventAdd(NEW_ACTIVE_OBJECT);
doc->Message(MSG_UPDATE);
doc->Message(DOCUMENT_CHANGED);// var mat1 = vDoc->FindMaterial("Rail");
var mat2 = doc->FindMaterial("Hair");tag = hobj->GetFirstTag();
var ma;ma = mat2->GetMarker();
while (tag)
{if (instanceof(tag,TextureTag))
{
tag->SetMaterial(ma);
}tag = tag->GetNext();
} //while end
GeEventAdd(DOCUMENT_CHANGED);
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/12/2006 at 02:03, xxxxxxxx wrote:
Here a little script how to get the Hair material from the hair tag and how to set the colors of the Color gradient. Not that you can't add knots to the gradients with COFFEE, so at the moment you are restricted to the two default knots. Also the script adds Hair to a selected object ( CallCommand(1018401) ).
SetHairMat(hairmat) { hairmat#HAIRMATERIAL_COLOR_GRADIENT:10100 = vector(1,0,0); hairmat#HAIRMATERIAL_COLOR_GRADIENT:10200 = vector(0,0,1); } main(doc,op) { CallCommand(1018401); var hairtag = doc->GetActiveObject()->GetFirstTag(); while(hairtag) { if(hairtag->GetType() == Thairmaterial) { SetHairMat(hairtag#HAIRMATERIAL_TAG_LINK); break; } hairtag->GetNext(); } }
hope this helps
cheers,
Matthias -
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On 18/12/2006 at 07:32, xxxxxxxx wrote:
hi matthias..the script really helped me to set the parameters under hair material...there is just one more thing that i need to know, how do u set data to change hair length , hair count and fur count? beacuse it doesent come under hair material data, so that i could add it to the script...
thanks a million for ur help.. i really appreciate it...
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On 18/12/2006 at 08:14, xxxxxxxx wrote:
hi... wanted to ask u one more thing...when i execute the script u sent using the script manager it works but it doesent work when i compile it using the compiler and put it under plug-ins?
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On 19/12/2006 at 02:26, xxxxxxxx wrote:
Well you have to build a plugin framework first, in your case you probably want to create a menu plugin. Check the COFFEE documentation for plugin types. There is a template framework example for each plugin type. For a menu plugin this is "menuplugin.cof".
cheers,
Matthias -
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On 19/12/2006 at 07:30, xxxxxxxx wrote:
yes...i have already created the menu plug-in frame and it works... when i try to link the main script u sent to the plug-in frame there seems to be some error...the plug-in doesent show up under the plug-in menu..what i like to know is, how do u change hair length,count , fur count and use the relax button?? becasue it doesent come under hair material...it's description id's comes as "HAIRSTYLE" pls do let me know if u know how to do that and how to link it to the above program u sent earlier without any errors so that i could change hair length , count etc...
thanks again for ur replies,really appreciate it..
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On 22/12/2006 at 09:38, xxxxxxxx wrote:
hi...matthias, would u b able to assist me with this last part of the coffee script which i cant figure out...which is, how to change hair length,count, fur count and relax the hair in the same script u sent me earlier, becasue i tried changing it but since these things are not under hair material, i dont know which commands to use......i would much appreciate it,if u could help me with this as soon as possible...
thanks..
cheers -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/12/2006 at 23:26, xxxxxxxx wrote:
hi...matthias, thanks alot for ur replies...would u b able to assist me with this last part of the coffee script which i cant figure out...which is, how to change hair length,count, fur count and relax the hair in the same script u sent me earlier, becasue i tried changing it but since these things are not under hair material, i dont know which commands to use......i would much appreciate it,if u could help me with this as soon as possible...
merry x mas
cheers -
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On 29/12/2006 at 03:09, xxxxxxxx wrote:
Here is the modified code. I am not sure what you mean with relax, if you mean the Relax button on the dynamics page then I am sorry to tell you that you can't access it with COFFEE.
SetHairMat(hairmat) { hairmat#HAIRMATERIAL_COLOR_GRADIENT:10100 = vector(1,0,0); hairmat#HAIRMATERIAL_COLOR_GRADIENT:10200 = vector(0,0,1); } main(doc,op) { CallCommand(1018401); var hairobj = doc->GetActiveObject(); hairobj#HAIRSTYLE_LENGTH = 50; //Hair length hairobj#HAIRSTYLE_HAIR_COUNT = 2500; //Hair count hairobj#HAIRSTYLE_FUR = TRUE; //switch on Fill hairs hairobj#HAIRSTYLE_FUR_COUNT = 10000; //Fill hair count hairobj#HAIRSTYLE_DYNAMICS_FRAMES = 20; //relax frame count var hairtag = hairobj->GetFirstTag(); while(hairtag) { if(hairtag->GetType() == Thairmaterial) { SetHairMat(hairtag#HAIRMATERIAL_TAG_LINK); break; } hairtag->GetNext(); } }
cheers,
Matthias -
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On 30/12/2006 at 09:10, xxxxxxxx wrote:
hi matthias...u been a gr8 help....thanks alot for ur assistance....
happy holidays
and happy new year
cheers -
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On 25/01/2007 at 11:03, xxxxxxxx wrote:
Is there more Examples how to proper use Hair API inside GetVirtualObjects()?
Is there any possibility to fill RootObjectData self?
What is with GetRootObject(), why is there no SetRootObject() ?C4D SDK 6.9 do not talk a lot about Hair API...
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On 26/01/2007 at 03:54, xxxxxxxx wrote:
I'll give a quick outline of how to create guides for a hair object in GetVirtualObjects, if you have anything specific you need to know then ask and I'll reply asap.
First allocate a hair object with HairObject::Alloc(), then before you can modify or create guides you must use the Lock() function, as this is a newly created object you don't need it to run a validate (so set that to FALSE). The validate option ensures that any guides are still valid (checking the roots and root object). Just pass 0 for flags.
Now you can start adding guides. To do this use the HairGuides::Alloc() function, passing the number of guides and segments per guide. You then need to set the guides into the hair object, so call SetGuides() from the hair object passing the guides pointer. Set clone to FALSE (otherwise it will just copy the guides leaving you to free the guides you allocated).
Next you need to set the guides world matrix, so call SetMg() from the guides pointer. This matrix is used to transform the guides to the world origin whenever they need to be styled or transformed to a new coordinate system. This is only needed if you are creating your guides relative to something else (like a surface of an object).
Now you can fill in the guides points, call GetPoints() from the guides pointer.
When you have finished setting the points for the guides you just call Unlock() for the hair object.
Before you exit GetVirtualObjects() you need to call the Update() function from the hairobject, this just runs the hair objects Execute() so that the hair updates to any changes made to the guides/parameters. Update must never be called in a lock.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/01/2007 at 04:47, xxxxxxxx wrote:
Thanks David for you fast reply!
Well this is that what I have do but without Lock() and Update(), will try wit it now.
Actually my Guides are in most cases relative an Object. So do I need to link this object to Hair Object in some way except of SetMg()?
Will the Hair Dynamics work now in this way?