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    Texture Tag Output

    Cinema 4D SDK
    c++ sdk r20
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    • r_giganteR
      r_gigante
      last edited by

      Hi Dan, thanks for following up here.

      With regard to your comment, the texture tag's matrix takes place when passed as 4th argument of the GenerateUVW(). This matrix is actually responsible for positioning the "virtual mapping gizmo" in space with respect to the object itself

      To be more clear image you need you've a plane placed on the origin and laying on XZ. You need to create a flat mapping on it rotated by 45 degrees on w, stretched by 0.5 on u and 2.0 on v and shifted from the origin of a certain amount.

      Assuming you also have a material existing in the Material Manager running the script below will execute the task.

      # Main function
      def main():
          # check that an object is selected
          if op is None:
              return
      
          # get the active material
          activeMat = doc.GetActiveMaterial()
          if activeMat is None:
              return
      
          # instantiate a TextureTag
          texTag = c4d.TextureTag()
          if texTag is None:
              return
      
          # set the mapping type
          texTag[c4d.TEXTURETAG_PROJECTION] = c4d.TEXTURETAG_PROJECTION_FLAT
          # turn off tiling
          texTag[c4d.TEXTURETAG_TILE] = False
          # link to the active material
          texTag[c4d.TEXTURETAG_MATERIAL] = activeMat
          
          # apply some modification to the spatial position of the texturetag
          angleDeg = -90
          # orient the virtual flat gizmo from xy-plane to xz-plane
          texTagMatrix = c4d.utils.RotAxisToMatrix(c4d.Vector(1,0,0), math.radians(angleDeg))
          # rotate around the local Z-axis by 30degs
          angleDeg = 45
          texTagMatrix = texTagMatrix * c4d.utils.RotAxisToMatrix(c4d.Vector(0,0,1), math.radians(angleDeg))
          # stretch the texture by 0.5 on X-axis and 2 on Z-axis
          texTagMatrix.Scale(c4d.Vector(0.5,1,2))
          # apply some offset to the texture
          texTagMatrix.off = c4d.Vector(50,0,-100)
      
          # generate the corresponding UVWTag using the mapping settings specific in the TextureTag
          uvwTag = c4d.utils.GenerateUVW(op, op.GetMg(), texTag, texTagMatrix)
          texTag[c4d.TEXTURETAG_PROJECTION] = 6
          if op.GetTag(c4d.Tuvw) is None:
              op.InsertTag(uvwTag)
          if op.GetTag(c4d.Ttexture) is None:
              op.InsertTag(texTag)
          c4d.EventAdd()
      
      
      # Execute main()
      if __name__=='__main__':
          main()
      

      In this context the TextureTag's matrix actually plays the role that can be seen by manipulating the mapping when an object is in Texture Mode

      Best, Riccardo

      1 Reply Last reply Reply Quote 3
      • D
        d_schmidt
        last edited by d_schmidt

        Hello.

        Thank you for all of the help! Just to make sure I'm on the same page as you I ran your code with a Checkerboard shader and got this as a result.

        alt text

        I've been doing some tests but I'm not getting the results I was looking for with this code.

        import c4d
        from c4d import gui
        
        def main():
            currentUVWTag = op.GetTag(c4d.Tuvw)
            currentMaterial = op.GetTag(c4d.Ttexture).GetMaterial()
            shd = currentMaterial[c4d.MATERIAL_COLOR_SHADER]
            # init via  InitRenderStruct()
            initRS = c4d.modules.render.InitRenderStruct()
            c4d.INITRENDERRESULT_OK == shd.InitRender(initRS)
            chanData = c4d.modules.render.ChannelData()
            pointcount = 10
            checks=range(pointcount)
            # loop over the data in the UVW set to retrieve the color
            uvwdict = currentUVWTag.GetSlow(0)
        
            spot1 = uvwdict["a"]
            spot2 = uvwdict["c"]
            for y in checks:
                for x in checks:
                    local = c4d.Vector(spot1.x+(spot2.x/pointcount*x),spot1.y+(spot2.y/pointcount*y),0)
                    chanData.p =  local
                    col = shd.Sample(chanData)
                    print  local, "/", col
        
        
            shd.FreeRender()
        
        if __name__=='__main__':
            main()
        

        The idea is using the UVW tag created by your code on a 1 polygon plane. Then using 'a' and 'c' I'm trying to browse the entire polygon, sampling it in a ten by ten grid. The results aren't what I expected though. I'm returning the location and the color, and I would think I would get getting some sort of 'empty' value where the shader isn't drawing, but it's always returning the color vector of the checkerboard. Do I need to be sampling the texture instead of the shader? Or am I doing something else wrong?

        Dan

        1 Reply Last reply Reply Quote 0
        • r_giganteR
          r_gigante
          last edited by

          Hi Dan, thanks for following up.

          With regard to the code posted I think there are two things to check:

          • the expression used to compute the linear interpolation is incorrect: it should rather be spot1.x + (spot2.x - spot1.x) / pointcount*x as well as for y

          • beware of properly specifying the ChannelData::texflag and specify the correct TEX flag.

          Last but not least, in Python you can only sample shaders being the BaseShader::Sample available. On C++ instead it's also possible sample BaseChannels via BaseChannel::Sample.

          Best, Riccardo

          1 Reply Last reply Reply Quote 1
          • D
            d_schmidt
            last edited by d_schmidt

            Thanks again, Riccardo. I really appreciate all of the help.

            I noticed the sampling coordinate issue right before I checked back here, sorry about such a simple mistake.

            If I had to redo the code in C++ that would be totally fine. BaseChannel::Sample would work to give me the end output once I pass it the correct UVW coordinate, right? Would there be a better way to get what the UVW coordinate would be at a given point in C++? I'm not seeing a simple way to pass the Texture Tag and there for the projection type to it. This seems like it's possibly pretty simply but I'm not properly understanding it.

            Dan

            Edit:

            I want to clarify that I'm looking to accomplish something similar to how the displacer object in this example is able to use the linked texture tag(set to spherical projection, and using any movements of the texture) to correctly displace the plane. I want to be able to get the same data that I assume the Displacer is getting access to so that I can create my own custom outputs.

            alt text

            1 Reply Last reply Reply Quote 0
            • r_giganteR
              r_gigante
              last edited by

              Hi Dan, thanks for providing further details on it and sorry for coming late here.

              Actually I spent some time to run some test and, in the end, I confirm that what you're looking for can be delivered also on Python if sampling shader is sufficient.

              In my tests, I also found that BaseChannel::Sample() has the same behavior or BaseShader::Sample() and both are "somehow" actually agnostic to tiling.
              What should be evaluated before hand is if we're sampling the "first" tile or its repetition and this can be done via a simple helper function that, for the sole UVW case (you can extend the cases by looking at the ShdProjectPoint here), looks like as:

              TEX_EPSILON = 0.0001
              
              def TestUVW(texdata, uvw):
                  # check texdata
                  if texdata is None or uvw is None:
                      return False
              
                  # update the UVW value by evaluting TextureTag offset/tiles
                  if texdata["proj"] == c4d.P_UVW:
                      uvw.x = (uvw.x - texdata["ox"]) * texdata["invLenx"];
                      uvw.y = (uvw.y - texdata["oy"]) * texdata["invLeny"];
                      
                      # if tiling simply return
                      if texdata["texflag"] & c4d.TEX_TILE:
                          return True
              
                      # return True only if UV coord are referring to the first tile, False otherwise
                      return (uvw.x >= -TEX_EPSILON and uvw.x <= 1.0+TEX_EPSILON) and (uvw.y >= -TEX_EPSILON and uvw.y <= 1.0+TEX_EPSILON)
              
                  return false
              

              Given that, the whole code to sample an object where UVW mapping and a non-tiling TextureTag are assigned looks as:

              import c4d
              
              TEX_EPSILON = 0.0001
              
              def TestUVW(texdata, uvw):
                  # check texdata
                  if texdata is None or uvw is None:
                      return False
              
                  # update the UVW value by evaluting TextureTag offset/tiles
                  if texdata["proj"] == c4d.P_UVW:
                      uvw.x = (uvw.x - texdata["ox"]) * texdata["invLenx"];
                      uvw.y = (uvw.y - texdata["oy"]) * texdata["invLeny"];
                      
                      # if tiling simply return
                      if texdata["texflag"] & c4d.TEX_TILE:
                          return True
              
                      # return True only if UV coord are referring to the first tile, False otherwise
                      return (uvw.x >= -TEX_EPSILON and uvw.x <= 1.0+TEX_EPSILON) and (uvw.y >= -TEX_EPSILON and uvw.y <= 1.0+TEX_EPSILON)
              
                  return false
              
              
              # Main function
              def main():
                  if op is None:
                      return
              
                  # get the current TextureTag / Material / UVWTag
                  currentTextureTag = op.GetTag(c4d.Ttexture)
                  currentMaterial =  currentTextureTag[c4d.TEXTURETAG_MATERIAL]
                  currentUVWTag = op.GetTag(c4d.Tuvw)
                  # get the shader associated to the color slot
                  shd = currentMaterial[c4d.MATERIAL_COLOR_SHADER]
                  # init via  InitRenderStruct()
                  initRS = c4d.modules.render.InitRenderStruct()
                  c4d.INITRENDERRESULT_OK == shd.InitRender(initRS)
              
                  # init the ChannelData
                  chanData = c4d.modules.render.ChannelData()
                  chanData.n = c4d.Vector(0.0, 0.0, 1.0)
                  chanData.d = c4d.Vector(0.01,0.01,0.01)
                  chanData.scale = 1.0
              
                  # prepare the data for testing the UVW
                  texdata = {
                  "proj" : currentTextureTag[c4d.TEXTURETAG_PROJECTION],
                  "ox" : currentTextureTag[c4d.TEXTURETAG_OFFSETX],
                  "oy" : currentTextureTag[c4d.TEXTURETAG_OFFSETY],
                  "invLenx" : currentTextureTag[c4d.TEXTURETAG_TILESX],
                  "invLeny" : currentTextureTag[c4d.TEXTURETAG_TILESY],
                  "texflag" : 0
                  }
              
                  # check the tiling state
                  if currentTextureTag[c4d.TEXTURETAG_TILE]:
                      texdata["texflag"] = texdata["texflag"] & TEX_TILE
              
                  points = op.GetAllPoints()
                  polygons = op.GetAllPolygons()
              
                  pointcount = 10
                  # loop over the data in the UVW set to retrieve the color
                  uvwdict = currentUVWTag.GetSlow(0)
              
                  spot1 = uvwdict["a"]
                  spot2 = uvwdict["c"]
                  print polygons[0]
                  point1 = points[polygons[0].a]
                  print point1
                  point2 = points[polygons[0].c]
                  print point2
                  for i in xrange(pointcount+1):
                      for j in xrange(pointcount+1):
                          col = c4d.Vector(-1)
                          localUVW = c4d.Vector (spot1.x + (spot2.x-spot1.x) / pointcount * i, spot1.y + (spot2.y - spot1.y) / pointcount * j, 0)
                          localPOS = c4d.Vector (point1.x + (point2.x-point1.x) / pointcount * i, 0, point1.z + (point2.z - point1.z) / pointcount * j)
              
                          if (TestUVW(texdata, localUVW)):
                              chanData.p = localUVW
                              col = shd.Sample(chanData)
              
                          print  i, ",", j, " / ", localPOS, " / ", localUVW, "/", col
              
                  # free the allocated resources
                  shd.FreeRender()
              
              # Execute main()
              if __name__=='__main__':
                  main()
              

              For all the points hitting the mapping with the shader, the color is returned, whilst for the remaining points (-1, -1, -1) is returned.

              Best, Riccardo

              1 Reply Last reply Reply Quote 3
              • D
                d_schmidt
                last edited by

                Hi Riccardo!

                No worries about the wait, I really appreciate all of the help you've been giving me. I'm going over the code you provided and working to implement one of the other projections to make sure I properly understand it.

                With the code you provided I'm confused about the handling of tiling. Why is it necessary to implement return True if it is tiling? Would just taking the modulo of the uvw.x and uvw.y not work? In my few tests it seems to do the job.

                1 Reply Last reply Reply Quote 0
                • r_giganteR
                  r_gigante
                  last edited by

                  Hi Dan,

                  the approach I depicted is just one of the many viable and shouldn't be deemed as "the" approach. I'm simply returning True to avoid checking for the passed uvw being in the "1st" tile.

                  But, again, feel free to experiment and if you find a better approach just share your code for the sake of our community growth.

                  Best, Riccardo

                  1 Reply Last reply Reply Quote 0
                  • D
                    d_schmidt
                    last edited by

                    Hi again, Riccardo!

                    If I figure it out I'll be sure to post it.

                    I've been trying to get some of the other projection types to work but I've been having trouble with them. So I went to Flat Projection since it seems like the simplest one on the list.

                    case P_FLAT: case P_SPATIAL:
                        {
                          Vector d = p * tdp->im;
                          uv->x =  (d.x*0.5-tdp->ox)*lenxinv;
                          uv->y = -(d.y*0.5+tdp->oy)*lenyinv;
                          break;
                        }
                    

                    Modifying your code with it though isn't giving me the sort of outputs I would be expecting.

                    import c4d
                    import math
                    TEX_EPSILON = 0.0001
                    
                    def TestUVW(texdata, uvw):
                        # check texdata
                        if texdata is None or uvw is None:
                            return False
                    
                        # update the UVW value by evaluting TextureTag offset/tiles
                        if texdata["proj"] == c4d.P_UVW:
                            uvw.x = (uvw.x - texdata["ox"]) * texdata["invLenx"];
                            uvw.y = (uvw.y - texdata["oy"]) * texdata["invLeny"];
                    
                            # if tiling simply return
                            if texdata["texflag"] & c4d.TEX_TILE:
                                return True
                    
                            # return True only if UV coord are referring to the first tile, False otherwise
                            return (uvw.x >= -TEX_EPSILON and uvw.x <= 1.0+TEX_EPSILON) and (uvw.y >= -TEX_EPSILON and uvw.y <= 1.0+TEX_EPSILON)
                    
                        return false
                    
                    #code I added
                    def TestFlat(texdata,p):
                        d = p * texdata["im"]
                        uv = c4d.Vector()
                        uv.x =  (d.x*.5-texdata["ox"])*texdata["invLenx"]
                        uv.y = -(d.y*.5+texdata["oy"])*texdata["invLeny"]
                        
                        return uv
                    # Main function
                    def main():
                        if op is None:
                            return
                    
                        # get the current TextureTag / Material / UVWTag
                        currentTextureTag = op.GetTag(c4d.Ttexture)
                        currentMaterial =  currentTextureTag[c4d.TEXTURETAG_MATERIAL]
                        currentUVWTag = op.GetTag(c4d.Tuvw)
                        # get the shader associated to the color slot
                        shd = currentMaterial[c4d.MATERIAL_COLOR_SHADER]
                        # init via  InitRenderStruct()
                        initRS = c4d.modules.render.InitRenderStruct()
                        c4d.INITRENDERRESULT_OK == shd.InitRender(initRS)
                    
                        # init the ChannelData
                        chanData = c4d.modules.render.ChannelData()
                        chanData.n = c4d.Vector(0.0, 0.0, 1.0)
                        chanData.d = c4d.Vector(0.01,0.01,0.01)
                        chanData.scale = 1.0
                      
                        # prepare the data for testing the UVW
                        invlenx = 0
                        invleny =0
                        if currentTextureTag[c4d.TEXTURETAG_LENGTHX] !=0:
                            invlenx = 1.0/currentTextureTag[c4d.TEXTURETAG_LENGTHX]
                        if currentTextureTag[c4d.TEXTURETAG_LENGTHY] !=0:
                            invleny = 1.0/currentTextureTag[c4d.TEXTURETAG_LENGTHY]
                        
                        texdata = {
                        "proj" : currentTextureTag[c4d.TEXTURETAG_PROJECTION],
                        "ox" : currentTextureTag[c4d.TEXTURETAG_OFFSETX],
                        "oy" : currentTextureTag[c4d.TEXTURETAG_OFFSETY],
                        "invLenx" : invlenx,#currentTextureTag[c4d.TEXTURETAG_TILESX],
                        "invLeny" : invleny,#currentTextureTag[c4d.TEXTURETAG_TILESY],
                        "texflag" : 0,
                        "lenx" : currentTextureTag[c4d.TEXTURETAG_LENGTHX],
                        "leny" : currentTextureTag[c4d.TEXTURETAG_LENGTHY],
                        "im":~currentTextureTag.GetMl()
                        
                        }
                        
                        # check the tiling state
                        if currentTextureTag[c4d.TEXTURETAG_TILE]:
                            texdata["texflag"] = texdata["texflag"] & c4d.TEX_TILE
                    
                        points = op.GetAllPoints()
                        polygons = op.GetAllPolygons()
                    
                        pointcount = 10
                        # loop over the data in the UVW set to retrieve the color
                        uvwdict = currentUVWTag.GetSlow(0)
                    
                        spot1 = uvwdict["a"]
                        spot2 = uvwdict["c"]
                        point1 = points[polygons[0].a]
                        point2 = points[polygons[0].c]
                        check = c4d.Vector()
                        for i in xrange(pointcount+1):
                            for j in xrange(pointcount+1):
                                col = c4d.Vector(-1)
                                localUVW = c4d.Vector (spot1.x + (spot2.x-spot1.x) / pointcount * i, spot1.y + (spot2.y - spot1.y) / pointcount * j, 0)
                                localPOS = c4d.Vector (point1.x + (point2.x-point1.x) / pointcount * i, 0, point1.z + (point2.z - point1.z) / pointcount * j)
                            
                                if texdata["proj"] == c4d.TEXTURETAG_PROJECTION_UVW:
                                    if (TestUVW(texdata, localUVW)):
                                        chanData.p = localUVW
                                        col = shd.Sample(chanData)
                                
                                if texdata["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT:
                                        flatprojection = TestFlat(texdata,localUVW)
                                        chanData.p = flatprojection
                                        col = shd.Sample(chanData)
                    
                    
                                print  i, ",", j, " / ", localPOS, " / ", localUVW, "/",flatprojection,"/", col
                    
                        # free the allocated resources
                        shd.FreeRender()
                    
                    # Execute main()
                    if __name__=='__main__':
                        main()
                    

                    I took texdata["im"] to mean the inverted matrix of the Texture Tag because of the documentation saying "The inverse of the texture projection matrix. " Because of the default scale of 100 on the texture tag it was making everything really tiny, so I started to use GetNormalized on texdata["im"]. Even in that case it wasn't outputting what I was expecting.

                    I modified your output to show what TestFlat() was returning and what was actually being sampled.

                     print  i, ",", j, " / ", localPOS, " / ", localUVW, "/",flatprojection,"/", col
                    

                    Given a normal flat texture I thought that flatprojection would go from vector(.25,0,0) to vector(.75,1,0), but it's actually going from vector(0,-.5,0) to vector(.5,0,0). The latter seems consistent with the code I wrote, but that doesn't seem to be what give the correct output.

                    Here is my current setup, with a simple gradient texture and a one polygon 200x200 plane.
                    alt text

                    Am I still missing something? Am I wrong about what matrix texdata["im"] is supposed to be? The flat projection could is simple enough that I don't see many places where I could have made a mistake.

                    Dan

                    1 Reply Last reply Reply Quote 0
                    • r_giganteR
                      r_gigante
                      last edited by

                      Hi Dan, thanks for following up and sorry for coming late here.

                      With regard to your new post, there are a few points to clarify:

                      • the snippet found in the TexData page in our documentation should be used to compute the UV value for a certain point not for testing a point being inside or outside first tile;

                      That said, you are supposed i would suggest to write the coder above as:

                      # return the UV of a certain point when flat projection is used
                      def ComputeFlatMapping(mappingInfo, p):
                          uv = c4d.Vector()
                          # check projection being set to flat
                          if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT:
                              d = p * mappingInfo["im"]
                              uv.x = (d.x * .5 - mappingInfo["ox"]) * mappingInfo["invLenx"] + 0.5
                              uv.y = (d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5
                          return uv
                      

                      and later on in the code do something like:

                          # compute the UV value at two vertexes
                              if currentTextureTag[c4d.TEXTURETAG_PROJECTION] == c4d.TEXTURETAG_PROJECTION_UVW:
                                  spot1 = uvwdict["a"]
                                  spot2 = uvwdict["c"]
                              else:
                                  # non UVW cases should be generated on the fly during the sampling loop
                                  spot1 = 0
                                  spot2 = 0
                      

                      The whole code should then look like (I've cleaned and reorganized a few items there):

                      import c4d
                      import math
                      TEX_EPSILON = 0.0001
                      
                      # test if a given uv value-set is inside first tile (0-1) or outside it
                      def TestTiling(mappingInfo, uvw):
                          # check passed arguments
                          if mappingInfo is None or uvw is None:
                              return False
                      
                          # update the UVW value by evaluating TextureTag offset/tiles
                          if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_UVW:
                              uvw.x = (uvw.x - mappingInfo["ox"]) * mappingInfo["invLenx"]
                              uvw.y = (uvw.y - mappingInfo["oy"]) * mappingInfo["invLeny"]
                      
                          # if tiling simply return
                          if mappingInfo["texflag"] & c4d.TEX_TILE:
                              return True
                      
                          # return True only if UV coord are referring to the first tile, False otherwise
                          return (uvw.x >= -TEX_EPSILON and uvw.x <= 1.0+TEX_EPSILON) and (uvw.y >= -TEX_EPSILON and uvw.y <= 1.0+TEX_EPSILON)
                      
                      # return the UV of a certain point when flat projection is used
                      def ComputeFlatMapping(mappingInfo, p):
                          uv = c4d.Vector()
                          # check projection being set to flat
                          if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT:
                              d = p * mappingInfo["im"]
                              uv.x = (d.x * .5 - mappingInfo["ox"]) * mappingInfo["invLenx"] + 0.5
                              uv.y = (d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5
                          return uv
                      
                      # Main function
                      def main():
                          if op is None:
                              return
                      
                          # get the current TextureTag / Material / UVWTag
                          currentTextureTag = op.GetTag(c4d.Ttexture)
                          currentMaterial =  currentTextureTag[c4d.TEXTURETAG_MATERIAL]
                      
                          mappingInfo = {
                              "proj" : currentTextureTag[c4d.TEXTURETAG_PROJECTION],
                              "ox" : currentTextureTag[c4d.TEXTURETAG_OFFSETX],
                              "oy" : currentTextureTag[c4d.TEXTURETAG_OFFSETY],
                              "invLenx" : currentTextureTag[c4d.TEXTURETAG_TILESX],
                              "invLeny" : currentTextureTag[c4d.TEXTURETAG_TILESY],
                              "texflag" : 0,
                              "lenx" : currentTextureTag[c4d.TEXTURETAG_LENGTHX],
                              "leny" : currentTextureTag[c4d.TEXTURETAG_LENGTHY],
                              "im":~currentTextureTag.GetMl()
                          }
                      
                          # check the tiling state
                          if currentTextureTag[c4d.TEXTURETAG_TILE] == 1:
                              print "here tiling"
                              mappingInfo["texflag"] = mappingInfo["texflag"] | c4d.TEX_TILE
                      
                          points = op.GetAllPoints()
                          polygons = op.GetAllPolygons()
                      
                          intermediatePointsCnt = 10
                          point1 = points[polygons[0].a]
                          point2 = points[polygons[0].c]
                      
                          # get the first UVWTag
                          currentUVWTag = op.GetTag(c4d.Tuvw)
                          if currentUVWTag is None:
                              return
                      
                          # access the tag values
                          uvwdict = currentUVWTag.GetSlow(0)
                      
                          # compute the UV value at two vertexes
                          if currentTextureTag[c4d.TEXTURETAG_PROJECTION] == c4d.TEXTURETAG_PROJECTION_UVW:
                              spot1 = uvwdict["a"]
                              spot2 = uvwdict["c"]
                          else:
                              # non UVW cases should be generated on the fly during the sampling loop
                              spot1 = 0
                              spot2 = 0
                      
                          # get the shader associated to the color slot
                          shd = currentMaterial[c4d.MATERIAL_COLOR_SHADER]
                          # init via  InitRenderStruct()
                          initRS = c4d.modules.render.InitRenderStruct()
                          c4d.INITRENDERRESULT_OK == shd.InitRender(initRS)
                      
                          # init the ChannelData
                          chanData = c4d.modules.render.ChannelData()
                          chanData.n = c4d.Vector(0.0, 0.0, 1.0)
                          chanData.d = c4d.Vector(0.01,0.01,0.01)
                          chanData.scale = 1.0
                      
                          for j in xrange(intermediatePointsCnt + 1):
                              for i in xrange(intermediatePointsCnt + 1):
                                  col = c4d.Vector(-1)
                                  localPOS = c4d.Vector (point1.x + (point2.x - point1.x) / intermediatePointsCnt * i, 0, point1.z + (point2.z - point1.z) / intermediatePointsCnt * j)
                                  localUVW = c4d.Vector (spot1.x + (spot2.x - spot1.x) / intermediatePointsCnt * i, spot1.y + (spot2.y - spot1.y) / intermediatePointsCnt * j, 0)
                                  
                                  # if theoretical projection is used recompute the UVW for the sampled point
                                  if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT:
                                      localUVW = ComputeFlatMapping(mappingInfo, localPOS)
                      
                                  if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_UVW or mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT:
                                      if (TestTiling(mappingInfo, localUVW)):
                                          chanData.p = localUVW
                                          col = shd.Sample(chanData)
                      
                                  print localPOS, "/", localUVW, "/",col
                      
                          # free the allocated resources
                          shd.FreeRender()
                      
                      # Execute main()
                      if __name__=='__main__':
                          main()
                      

                      For the sake of completeness, please find also attached to the test scene used to verify the code .

                      Hoping this helps you to further aim in the desired direction, give best.

                      Riccardo

                      D 1 Reply Last reply Reply Quote 3
                      • D
                        d_schmidt @r_gigante
                        last edited by

                        Hi again Riccardo, sorry about another late response but I was finally able to go through your code again. I see where I when wrong in understanding where the Flat projection stuff would take over.

                        Going through your code I saw a few things that didn't make sense to me and I just want to make sure I went about them in the right way.

                         if currentTextureTag[c4d.TEXTURETAG_PROJECTION] == c4d.TEXTURETAG_PROJECTION_UVW:
                                spot1 = uvwdict["a"]
                                spot2 = uvwdict["c"]
                            else:
                                # non UVW cases should be generated on the fly during the sampling loop
                                spot1 = 0#These need to be swapped to c4d.Vector(0), since later on it's looking for a vector.
                                spot2 = 0
                        

                        And then the second one:

                        def ComputeFlatMapping(mappingInfo, p):
                            uv = c4d.Vector()
                            # check projection being set to flat
                            if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT:
                                d = p * mappingInfo["im"]
                                uv.x = (d.x * .5 - mappingInfo["ox"]) * mappingInfo["invLenx"] + 0.5
                                uv.y = (d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5 # this needs to be changed to "-(d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5"
                            return uv
                        

                        Without changing it to minus in your checkerboard example doesn't seem to return the correct color samples. I was getting Vector(0,0,0) when I should have been getting Vector(1,1,1) and vice versa from what I could tell.

                        Swapping uv.y to the minus seemed to fix that.

                        Then I tried a new test with a new material, each quarter of it being a different color. Even with my 'fix' I was getting incorrect outputs.

                        My new test

                        What I'm getting as an output:

                        Vector(-300, 0, 200) / Vector(0.793, 0.803, 0) / Vector(1, 0, 0)
                        Vector(-400, 0, 300) / Vector(0.086, 0.803, 0) / Vector(0, 0, 0)
                        Vector(-300, 0, 300) / Vector(0.44, 0.45, 0) / Vector(0, 0, 0)
                        Vector(-200, 0, 300) / Vector(0.793, 0.096, 0) / Vector(1, 0, 0)
                        Vector(-300, 0, 400) / Vector(0.086, 0.096, 0) / Vector(0, 0, 0)
                        

                        When I expect to get:

                        Vector(-300, 0, 200) / Vector(0.793, 0.803, 0) / Vector(1, 0, 0)
                        Vector(-400, 0, 300) / Vector(0.086, 0.803, 0) / Vector(0, 0, 0)
                        Vector(-300, 0, 300) / Vector(0.44, 0.45, 0) / Vector(1, 1, 1)
                        Vector(-200, 0, 300) / Vector(0.793, 0.096, 0) / Vector(0, 0, 1)
                        Vector(-300, 0, 400) / Vector(0.086, 0.096, 0) / Vector(1, 1, 1)
                        

                        After all of that I still have one more question: where the end +.5 came from for the last bit of code. They are missing from the TexData example, but from what I can tell it needs them to function correctly.

                              /*TexData example for Flat Projection*/
                              Vector d = p * tdp->im;
                              uv->x =  (d.x*0.5-tdp->ox)*lenxinv;
                              uv->y = -(d.y*0.5+tdp->oy)*lenyinv;
                        
                                /* as opposed to  your code*/
                                uv.x = (d.x * .5 - mappingInfo["ox"]) * mappingInfo["invLenx"] + 0.5
                                uv.y = (d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5
                        
                        

                        I'm just worried in doing the other projection types that there will be an unknown variable that I don't know that I need to add.

                        Again, thank you so much for all of your help, Riccardo.

                        1 Reply Last reply Reply Quote 0
                        • r_giganteR
                          r_gigante
                          last edited by

                          Hi Dan, thanks for following up.

                          Here are my considerations based on your comments:

                          1. Without changing it to minus in your checkerboard example doesn't seem to return the correct color samples. I was getting Vector(0,0,0) when I should have been getting Vector(1,1,1) and vice versa from what I could tell.

                          I think it's a bug in how the Layer shader in your scene is sampled.
                          Using a grandient-only shader (new scene) makes the script generating consistent results
                          0_1552060778053_144ffd79-840d-4da0-9d57-e5678ee95a8c-image.png

                          In this case the "relevant" values are:

                          Vector(-300, 0, 200) / Vector(0.793, 0.803, 0) / Vector(1, 0, 0)
                          Vector(-400, 0, 300) / Vector(0.086, 0.803, 0) / Vector(0, 1, 0)
                          Vector(-300, 0, 300) / Vector(0.44, 0.45, 0) / Vector(0, 0, 1)
                          Vector(-200, 0, 300) / Vector(0.793, 0.096, 0) / Vector(1, 1, 1)
                          Vector(-300, 0, 400) / Vector(0.086, 0.096, 0) / Vector(0, 0, 1)
                          
                          1. Swapping uv.y to the minus seemed to fix that.

                          I agree, my bad there! Correct code should look like:

                          def ComputeFlatMapping(mappingInfo, p):
                              uv = c4d.Vector()
                              # check projection being set to flat
                              if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT:
                                  d = p * mappingInfo["im"]
                                  uv.x = (d.x * .5 - mappingInfo["ox"]) * mappingInfo["invLenx"] + 0.5
                                  uv.y = -(d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5
                              return uv
                          
                          1. After all of that I still have one more question: where the end +.5 came from for the last bit of code. They are missing from the TexData example, but from what I can tell it needs them to function correctly.

                          Here I've just debugged the values returned by the code responsible for generating UV values and I found that the values were missing a +0.5 shift.

                          Best, Riccardo

                          1 Reply Last reply Reply Quote 0
                          • D
                            d_schmidt
                            last edited by

                            Hi Riccardo,

                            Thanks for the first response. My bad with not catching that it was a layer shader bug, I figured I had done something wrong with the sampling. I'll start looking into the other projection samplings.

                            Dan

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