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    Drawing Color Information object overlay

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 06/09/2011 at 07:20, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:    
      Platform:      
      Language(s) :     C++  ;

      ---------
      Hi there,

      I am trying to write a plugin, that draws certain values (per vertex) over existing objects. I am not sure what the best way is to archive that. I could write a shader, but the information I want drawn is more a helper when modeling takes place.

      The latest idea was to create a Tag similar to VertexMap or WeightMap. I am not sure, though, how to draw over the existing object with my own colors. Does anybody know, how Weight and VertexMap Tags do this? Is this actually possible from within a plugin?

      Best
      Timm

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 06/09/2011 at 07:35, xxxxxxxx wrote:

        I'm interested in this as well.

        If you choose to write a new Tag, then I guess you could draw the object yourself in the TagData->Draw() function. In this case however, you would also need to disable the drawing of the original object, and I don't know how that could be done.

        Keep us updated on your progress!

        Best regards
        /Filip

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 12/09/2011 at 06:08, xxxxxxxx wrote:

          The vertexmap tag uses internal core functions. What you can do is to write your own scene hook and override the SceneHookData::DisplayControl, SceneHookData::InitDisplayControl SceneHookData::FreeDisplayControl functions. They allow to set object display mode and vertex colors.

          cheers,
          Matthias

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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 28/09/2011 at 03:02, xxxxxxxx wrote:

            Thanks, that helps a lot! For everybody else interested in this topic, I also found these two threads:

            https://developers.maxon.net/forum/topic/5992/6110_drawing-color-information-object-overlay
            https://developers.maxon.net/forum/topic/5636/5667_display-control

            And on a similar topic: Is it also possible to override drawing altogether to allow for my own default shading algorithms? Like a chrome view mode, or Gooch?

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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 28/09/2011 at 03:12, xxxxxxxx wrote:

              Originally posted by xxxxxxxx

              And on a similar topic: Is it also possible to override drawing altogether to allow for my own default shading algorithms? Like a chrome view mode, or Gooch?

              Only through the EOGL library. Unfortunatly we can't provide documentation and support for the time being. If you feel brave you can take a look at the gl_test_object.cpp , gl_material.cpp , visualize_channel.cpp , VPInvertImage.cpp and vpstereo.cpp SDK examples though  🙂

              The EOGL classes and structures reside within c4d_gl.h.

              cheers,
              Matthias

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