changing Renderpath problem
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On 14/03/2013 at 05:57, xxxxxxxx wrote:
Hey NiklasR,
I see what you mean, but since i actually render the document by passing in renderData, doesn't it take the changed parameters into account anyway? -because if i use GetDataInstance(), it still doesn't actally save the images. However, the paths change, because they always concatenate the previous path with the name of the layer:
/Users/pixcube03/Desktop/RenderTestPlugin/test -> in the beginning
/Users/pixcube03/Desktop/RenderTestPlugin/test_Layer1 ->after first render
/Users/pixcube03/Desktop/RenderTestPlugin/test_Layer1_Layer2 -> after second Render...instead of:
/Users/pixcube03/Desktop/RenderTestPlugin/test_Layer2
So that's not what i was looking for.
All images definitly get rendered, they appear in the pictureviewer, they just aren't being saved to disk.
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On 14/03/2013 at 06:00, xxxxxxxx wrote:
You're right, I missed that. Hm.. Did you ensure that the 'Save' checkmark is set in the render-data?
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On 14/03/2013 at 06:04, xxxxxxxx wrote:
Do you mean manually as in opening the render settings and checking the boxes? if so, yes, and also, if i don't try to tamper with the path in the plugin it renders just fine.
If you mean checking the save-checkbox in pyhton, then no
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On 14/03/2013 at 06:08, xxxxxxxx wrote:
Also, i just noticed, that the images thet appear in the picture viewer have neither a name or a directory lited under Info
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On 14/03/2013 at 06:45, xxxxxxxx wrote:
you could try a raw string, python might get confused with the path seperators
renderData[c4d.RDATA_PATH] = r'{0}\_{1}'.format(renderData[c4d.RDATA_PATH], layerName)
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On 14/03/2013 at 07:40, xxxxxxxx wrote:
I found the solution:
I needed to move the .GetData() to .renderDocument(...), updated code:
def renderDocument(self, layerName) : """ Taking the document and rendering it according to the normal rendersettings of the document. Ads '_LAYERNAME', LAYERNAME being the name of the layer, to the renderpath. """ doc = c4d.documents.GetActiveDocument() renderData = doc.GetActiveRenderData() xResolution = int(round(renderData[c4d.RDATA_XRES])) yResolution = int(round(renderData[c4d.RDATA_YRES])) if renderData[c4d.RDATA_PATH] != "": storedPath = renderData[c4d.RDATA_PATH] print renderData[c4d.RDATA_PATH] renderData[c4d.RDATA_PATH] =r'{0}_{1}'.format(renderData[c4d.RDATA_PATH], layerName) print renderData[c4d.RDATA_PATH] c4d.EventAdd() renderBmp = c4d.bitmaps.BaseBitmap() renderBmp.Init(x=xResolution, y=yResolution, depth=32, ) result = documents.RenderDocument(doc, renderData.GetData(), renderBmp, c4d.RENDERFLAGS_EXTERNAL) renderData[c4d.RDATA_PATH] = storedPath if result==c4d.RENDERRESULT_OK: c4d.bitmaps.ShowBitmap(renderBmp) # show image in pictureViewer return True
I kept littledevils notation for combining strings though find it very neat XD
Thanks for your help both of you!
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On 14/03/2013 at 07:59, xxxxxxxx wrote:
are you sure ? i don't think using the gelistnode as an interface instead of a bc
does make so much difference, but who knows, c4d tends to be akward ;). and
just for clarification, my example is more than a different notation.this won't work as a path string in python
'c:\somefolder\somefile.dat'but these will (the little prefix r is a raw string)
'c:\\somefolder\\somefile.dat'
r'c:\somefolder\somefile.dat'http://docs.python.org/2/reference/lexical_analysis.html#literals
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On 14/03/2013 at 08:06, xxxxxxxx wrote:
@Ferdinand: No, this is applies to string-literals only. A string that does already exist will not be
processed for backslash-escaping again. So the string doesn't care if there is a \n or \r or any
escape sequence when concatenating, just when being parsed by the Python parser. It is an
annotation to the coder, not a runtime thingy.ref = r'Hello \nobody' string_a = ref + ', how are you?' string_b = '%s%s' % (ref, ', how are you?') string_c = '{0}{1}'.format(ref, ', how are you?') assert string_a == string_b == string_c
@Amadeo: I agree with Ferdinand, it doesn't look like there should be a semantical difference
in the code. Are you sure you didn't change anything else?Best,
Niklas -
On 14/03/2013 at 08:22, xxxxxxxx wrote:
[OK] rd = doc.GetActiveRenderData() [OK] print rd[[c4d.RDATA_PATH]] c:\nline\nline [OK] rd[[c4d.RDATA_PATH]] + 'abc' 'c:\\nline\\nlineabc'
c4d won't accept this path. so you have to force your ouput into raw again not
sure if string.format does this by default. -
On 14/03/2013 at 08:26, xxxxxxxx wrote:
I don't see why it won't accept this path. Looks valid to me.
Btw, are the doubled brackets intended?
[OK] print rd **[[** c4d.RDATA_PATH **]]**
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On 14/03/2013 at 08:35, xxxxxxxx wrote:
for brackets i don't know, haven't really seen them the console font is so tiny. the snippet is
directly from the console, c4d put them there. for accepting the path - does c4d accept double
backlashes instead of single ones ? after __add__ the raw string is transformed into the
escaped form and rdata[pathblah] actually contains the double backlashes. -
On 14/03/2013 at 08:40, xxxxxxxx wrote:
There are no double backslashes in the string. There are double-backslashes in the output because
you didn't print the string. See Python's __repr__.Python 2.7.2 (default, Jun 12 2011, 15:08:59) [MSC v.1500 32 bit (Intel)] on win32 Type "help", "copyright", "credits" or "license" for more information. \>>> str = 'C:\\nobody\\noway' \>>> str 'C:\\nobody\\noway' \>>> print str C:\nobody\noway \>>> str + '\\notime' 'C:\\nobody\\noway\\notime' \>>> print str + '\\notime' C:\nobody\noway\notime
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On 14/03/2013 at 09:55, xxxxxxxx wrote:
ah ok, i didn't think of that, i stand corrected
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On 14/03/2013 at 09:56, xxxxxxxx wrote:
Hey Guys,
I checked again:
if i change
doc.GetActiveRenderData()
back to
doc.GetActiveRenderData().GetData()
and
documents.RenderDocument(doc, renderData.GetData(), renderBmp, c4d.RENDERFLAGS_EXTERNAL)
to
documents.RenderDocument(doc, renderData, renderBmp, c4d.RENDERFLAGS_EXTERNAL)
Thers no file output to disk anymore, just pictureviewer
Is that weird?
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On 14/03/2013 at 10:12, xxxxxxxx wrote:
I read your link, but i'm not too sure what that's supposed to be ^^sorry
would it not be an option to simply send you the code? or the plugin? because i don't think it can be trimmed to far and i don't know how to make it work without all the parts. Does that even make sense?^^
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On 14/03/2013 at 10:17, xxxxxxxx wrote:
SSCCE = Short Self Contained Correct Example
=> Just paste some code that shows the problem and can be run right in the script
manager or in a Python plugin-file.You can also send it via PM if you don't want to make it public.
Best,
-Niklas -
On 14/03/2013 at 10:28, xxxxxxxx wrote:
I'll get back to you tomorrow, is that ok?
Thanks a lot,
Aurel
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On 15/03/2013 at 01:15, xxxxxxxx wrote:
Hey NiklasR,
Here is what i belive to be a SSCCE:
import c4d from c4d import gui, plugins, documents import os if __name__=='__main__': doc = c4d.documents.GetActiveDocument() renderData = doc.GetActiveRenderData() xResolution = int(round(renderData[c4d.RDATA_XRES])) yResolution = int(round(renderData[c4d.RDATA_YRES])) pathChange = False if renderData[c4d.RDATA_PATH] != "": storedPath = renderData[c4d.RDATA_PATH] renderData[c4d.RDATA_PATH] =r'{0}_{1}'.format(renderData[c4d.RDATA_PATH], "extension") c4d.EventAdd() pathChange = True renderBmp = c4d.bitmaps.BaseBitmap() renderBmp.Init(x=xResolution, y=yResolution, depth=32, ) result = documents.RenderDocument(doc, renderData.GetData(), renderBmp, c4d.RENDERFLAGS_EXTERNAL) if pathChange == True: renderData[c4d.RDATA_PATH] = storedPath if result==c4d.RENDERRESULT_OK: c4d.bitmaps.ShowBitmap(renderBmp) # show image in pictureViewer
Just create a new scene, save the renderoutput in some folder. If you run this script, the rendered file will actually be output to the folder. If you move the .GetData() to doc.GetActiveRenderData().GetData() and remove it from renderData.GetData(), theres no more file output.
Aurel
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On 15/03/2013 at 06:21, xxxxxxxx wrote:
Hi Amadeo,
yes that is perfect, thanks.
I'm also very confused, I can reproduce the behavior you describe. I don't see what is wrong
in your code, mine works (see below). Anyway, you could still just save the image by hand. The
script below is doing this as well so you will end up with two images when the Save parameter
is checked in the render-data.import os import c4d def main() : rdata = doc.GetActiveRenderData().GetData() ** # rdata[c4d.RDATA_SAVEIMAGE] = False** xres = int(round(rdata[c4d.RDATA_XRES])) yres = int(round(rdata[c4d.RDATA_YRES])) path = rdata[c4d.RDATA_PATH] if not path: c4d.gui.MessageDialog("no save-path specified") return dirname = os.path.dirname(path) if not os.path.exists(dirname) : os.makedirs(dirname) elif not os.path.isdir(dirname) : c4d.gui.MessageDialog("destination directory can not be created.") return path = '%s_extension' % path ** # rdata[c4d.RDATA_PATH] = path** fileformat = rdata[c4d.RDATA_FORMAT] bmp = c4d.bitmaps.BaseBitmap() if bmp.Init(xres, yres, 32) != c4d.IMAGERESULT_OK: c4d.gui.MessageDialog("could not allocated bitmap for render.") return result = c4d.documents.RenderDocument(doc, rdata, bmp, c4d.RENDERFLAGS_EXTERNAL) if result != c4d.RENDERRESULT_OK: c4d.gui.MessageDialog("rendering was not successful, see console.") print "rendering failed with error-code", result return result = bmp.Save(path, fileformat) if result != c4d.IMAGERESULT_OK: c4d.gui.MessageDialog("rendered bitmap could not be saved, see console.") print "saving bitmap failed with error-code", result main()
It seems to be the setting of the RDATA_PATH, because when you uncomment the red line,
the RenderDocument() function does not save automatically anymore.Best,
-Niklas