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    Set Texture by script

    PYTHON Development
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    • H
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 26/10/2011 at 14:20, xxxxxxxx wrote:

      If I read this correctly then you create a new material first.
      Is there also a way to change the texture in an already exsisting material?
      Greets Ronnie

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      • H
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 26/10/2011 at 22:49, xxxxxxxx wrote:

        Originally posted by xxxxxxxx

        If I read this correctly then you create a new material first.
        Is there also a way to change the texture in an already exsisting material?
        Greets Ronnie

        Thanks, you understood my problem. The texture groups are existing. I have to assign the files to the existing texture groups.

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        • H
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 27/10/2011 at 06:32, xxxxxxxx wrote:

          Use

          doc.SearchMaterial(name)
          

          to find a material by name.

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          • H
            Helper
            last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 28/10/2011 at 01:41, xxxxxxxx wrote:

            Thanks to all. I solved the problem. Here is my final script:

              
            import c4d  
            from c4d import gui  
            from c4d import storage  
            import  os  
            #Welcome to the world of Python  
              
            myMaterials       = doc.GetMaterials()  
            fileExtension   = ".jpg"  
              
            def main() :  
              pathToTextures = c4d.storage.LoadDialog(0,"Texturpfad wählen",2)  
              for mat in myMaterials:  
                  name        = mat.GetName()  
              
                  # arrange the new name by replacing  
                  # every `_group` with just nothing ``.  
                  textureName = name  
              
                  # arrange the new name by replacing  
                  # every `_group` with just nothing ``.  
                  textureName = name.replace( "material_", "texture_" )  
                    
                  # concetenate the path to textures with the name  
                  # of the texture  
                  # we use `os.path` because it adapts the operating  
                  # systems way to deal with pathnames  
                  fullPath    = os.path.join( pathToTextures, textureName )  
              
                  # we need the original texturename, so we add the  
                  # file extension now  
                  fullPath    = fullPath + fileExtension  
                    
                  # check if the texture exists  
                  if not os.path.exists( fullPath ) :  
                      # tell that the object could not be associated  
                      # with a texture  
                      print "Texture could not be found:", fullPath  
                  else:  
                      # create a shader for the material  
                      sha     = c4d.BaseList2D(c4d.Xbitmap)  
                      sha[c4d.BITMAPSHADER_FILENAME]  = fullPath  
                      mat.InsertShader( sha )  
                      mat[c4d.MATERIAL_COLOR_SHADER]  = sha  
              
                      # update the material  
                      mat.Message( c4d.MSG_UPDATE )  
                      mat.Update( True, True )              
              
              # update the Cinema 4D UI  
              c4d.EventAdd()  
              
              # tell that the processing was finished  
              print "Finished processing."                  
              gui.MessageDialog("Finished processing.")  
              
            if __name__=='__main__':  
              main()  
            

            But there are two new questions.
            1. If I look into the documentation the function GetMaterials is in the namespace c4d.documents.BaseDocument. But if I use this namespace the command could not be found. Why and from where I can know the namespace doc? I got it from the script above.

            2. In the documentation for the command LoadDialog is written about constants like FILESELECT_DIRECTORY. But it isn't known by the interpreter. Where are they defined and what I have to import that it works?

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            • H
              Helper
              last edited by

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

              On 28/10/2011 at 02:43, xxxxxxxx wrote:

              1. c4d.documents.BaseDocument isn't a namespace, it's a class representing a C4D document. To get the current document as doc:

              from c4d import documents
              ...
              doc = documents.GetActiveDocument()
              

              2. FILESELECT_DIRECTORY and all the constants are defined in the c4d namespace : for example c4d.FILESELECT_DIRECTORY.

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              • H
                Helper
                last edited by

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

                On 28/10/2011 at 04:46, xxxxxxxx wrote:

                As you see in my sourcecode I have never declared doc but it works. Is it declared implicit? I've found nothing in the documentation about it.

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                • H
                  Helper
                  last edited by

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

                  On 28/10/2011 at 05:11, xxxxxxxx wrote:

                  Originally posted by xxxxxxxx

                  As you see in my sourcecode I have never declared doc but it works. Is it declared implicit? I've found nothing in the documentation about it.

                  Yes, everywhere in the code, 'doc' is the current document and 'op' is the current activate object. I'll add this to the docs.

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                  • H
                    Helper
                    last edited by

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

                    On 28/10/2011 at 05:18, xxxxxxxx wrote:

                    You don't seem to understand that I have written the code above just for you, and not just because I'm so bored. I don't think many other people would have done this for you.
                    At least some sort of thank you in your second post would have been appropriate rather than to complain it is not exactly the way you need it.

                    1 Reply Last reply Reply Quote 0
                    • H
                      Helper
                      last edited by

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

                      On 28/10/2011 at 06:20, xxxxxxxx wrote:

                      Originally posted by xxxxxxxx

                      You don't seem to understand that I have written the code above just for you, and not just because I'm so bored. I don't think many other people would have done this for you.
                      At least some sort of thank you in your second post would have been appropriate rather than to complain it is not exactly the way you need it.

                      I think you posted the code in the wrong topic...
                      The topic about finding a material by name is this one : https://developers.maxon.net/forum/topic/6087/6267_texture-change-python

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                      • H
                        Helper
                        last edited by

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

                        On 28/10/2011 at 06:20, xxxxxxxx wrote:

                        As you can see I used the most of your script in my solution. The only difference is that I had already materials and would like to edit them and the dynamic selection of the texture path.
                        Many thanks for your script👏 Without it I wasn't able to solve the problem.

                        I'm sorry, if it seems that I'm not thankful to you.😊

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                        • H
                          Helper
                          last edited by

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

                          On 28/10/2011 at 06:33, xxxxxxxx wrote:

                          Originally posted by xxxxxxxx

                          I think you posted the code in the wrong topic...
                          The topic about finding a material by name is this one : https://developers.maxon.net/forum/topic/6087/6267_texture-change-python

                          Sorry, I didn't understand your previous post but the code you posted later was quite confusing Confused:
                          https://developers.maxon.net/forum/topic/6085/6265_set-texture-by-script

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                          • H
                            Helper
                            last edited by

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

                            On 01/11/2011 at 23:41, xxxxxxxx wrote:

                            I'm sorry. My reply applies to the post from nux95.

                            Originally posted by xxxxxxxx

                            You don't seem to understand that I have written the code above just for you, and not just because I'm so bored. I don't think many other people would have done this for you.
                            At least some sort of thank you in your second post would have been appropriate rather than to complain it is not exactly the way you need it.

                            1 Reply Last reply Reply Quote 0
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