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    DrawPolygonObject() w/Transparency

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 11/11/2008 at 10:41, xxxxxxxx wrote:

      Hey Robert,
      Sorry to be so brief in my e-mail... Riptide Pro should be creating Normals with just a Phong Tag present (assuming you have "Export Normals" enabled).  Is it not?
      Keith

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 11/11/2008 at 11:48, xxxxxxxx wrote:

        Neither is creating normals (vn) in the exported .obj file. I am using a pre-release version of Riptide Pro though (haven't gotten around to getting the update and serial number). Maybe I'll get that updated and try again.

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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 11/11/2008 at 12:08, xxxxxxxx wrote:

          Ahh (odd).  Anyway, I just double-checked and the release version of Riptide Pro does indeed create Normal records ('vn') with just a Phong Tag - just send me your latest digits and I'll get you a license.
          Riptide (Classic) would also create Normal records, IF the mesh has a Normal Tag, which can be created using my Add Normals plugin (there never was a way to create a Normal Tag using the C4D interface - that's why I wrote Add Normals).

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          • H Offline
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 11/11/2008 at 12:21, xxxxxxxx wrote:

            BTW, instead of the above, maybe try setting xray mode:

                
                
                  
                  ObjectColorProperties objColor;  
                  objColor.usecolor = ID_BASEOBJECT_USECOLOR_ALWAYS;  
                  objColor.xray = TRUE;  
                  m_MagZone->SetColorProperties(&objColor);  
                
            

            ...I was using that on a separate object, but maybe your plugin can set it on itself?

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            • H Offline
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 11/11/2008 at 12:37, xxxxxxxx wrote:

              Got the export working (as you already know). 🙂

              Plugin objects don't support X-Ray mode - it is not included in the Basic Properties. So, I'd be right back where I started - how to set transparency with BaseDraw. 😉

              Unfortunately, how even X-Ray is done isn't explained anywhere.

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              • H Offline
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 12/11/2008 at 08:36, xxxxxxxx wrote:

                Quote: Originally posted by kuroyume0161 on 11  November 2008
                >
                > * * *
                >
                > Got the export working (as you already know). 🙂
                >
                > Plugin objects don't support X-Ray mode - it is not included in the Basic Properties. So, I'd be right back where I started - how to set transparency with BaseDraw. 😉
                >
                > Unfortunately, how even X-Ray is done isn't explained anywhere.
                >
                > * * *
                Hmm... add a "C++ SDK - Rounded Tube" to your scene... it has an X-Ray option in it's Basic properties.

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                • H Offline
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 12/11/2008 at 08:44, xxxxxxxx wrote:

                  Actually, I just tried this in the Rounded Tube  example...

                      
                      
                        
                      Bool RoundedTube::Message(GeListNode *node, LONG type, void *t_data)  
                      {
                      
                      
                      
                      
                          if (type==MSG_DESCRIPTION_VALIDATE)  
                          {  
                              BaseContainer *data = ((BaseObject* )node)->GetDataInstance();  
                              CutReal(*data,TUBEOBJECT_IRADX,0.0,data->GetReal(TUBEOBJECT_RAD));  
                              CutReal(*data,TUBEOBJECT_ROUNDRAD,0.0,data->GetReal(TUBEOBJECT_IRADX));  
                          }  
                          else if (type==MSG_MENUPREPARE)  
                          {  
                              ((BaseObject* )node)->SetPhong(TRUE,FALSE,0.0);
                      
                      
                      
                      
                              //****  insert this code, below *****  
                              ObjectColorProperties objColor;  
                              objColor.usecolor = ID_BASEOBJECT_USECOLOR_ALWAYS;  
                              objColor.xray = TRUE;  
                              ((BaseObject* )node)->SetColorProperties(&objColor);  
                          }  
                          return TRUE;  
                      }  
                      
                  

                  ..worked like a champ.

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                  • H Offline
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 12/11/2008 at 08:48, xxxxxxxx wrote:

                    Hmm.. that was a generator object though... deformer objects don't have the X-Ray option - as you mentioned.

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                    • H Offline
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 13/11/2008 at 05:39, xxxxxxxx wrote:

                      You could also calculate the vertex normals from the mesh yourself.

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                      • H Offline
                        Helper
                        last edited by

                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                        On 13/11/2008 at 17:09, xxxxxxxx wrote:

                        Or, I could use PolygonObject::CreatePhongNormals(). 🙂

                        Except that changing the values on the added/required Phong tag doesn't seem to change the display results of BaseDraw::DrawPoly() - always as if Angle Limit is off or Phong Angle is 180d even though I'm setting the values. It would sort of suck if I have to load the real object from file, get this Vector array, and write it out to file to use those values instead.

                        Luckily, DrawPoly() is responding to BaseDraw::SetTransparency().

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                        • H Offline
                          Helper
                          last edited by

                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                          On 14/11/2008 at 00:10, xxxxxxxx wrote:

                          What I'm doing is just using the polygon normal for the vertex normals - about all I need as this is a display representation and not a 'real' object. The results are facetted but at least not overly smoothed on the other end of the spectrum. Now onto more important parts of the code. 🙂

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                          • H Offline
                            Helper
                            last edited by

                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                            On 14/11/2008 at 06:23, xxxxxxxx wrote:

                            Just for future reference - and something I only recently discovered - calling ie.
                            op->SetPhong(true, true, Rad(80.0));
                            ... will create/add a Phong Tag on your mesh.   I used to always manually MakeTag() (or Alloc and Add) and then call SetPhong(), but that was apparently redundant.
                            Also, op->CreatePhongNormals() should give you Normals once a Phong Tag is on your mesh.
                            That may or may not help you out in this case - I want to see the more important parts working, myself :).

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