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    InitRender() with large textures

    Cinema 4D SDK
    c++ r19
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    • rsodreR
      rsodre @a_block
      last edited by

      @a_block Hi Andreas,

      Any news on this issue?

      roger

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      • a_blockA
        a_block
        last edited by

        Hi,

        unfortunately not. When I saw your message, I contacted development again, and it is under investigation. But I was not given any estimates. But your post is still on my list of unresolved ones and I haven't forgotten about it. I'll try to keep you updated as soon as there are any news.

        Cheers,
        Andreas

        1 Reply Last reply Reply Quote 1
        • rsodreR
          rsodre
          last edited by rsodre

          This problem still persists, and sometimes with smaller textures (1024x1024).

          The shader is declared from a resource file (SHADERLINK), and I need to initialize and sample it in a modifier's ModifyObject(). It's reproductible always when using a 4096x4096 texture, when loading the project. After the project is fully loaded, I can initialize and use the shader, but the first time always fail.

          I can see some new information on the XCode console after calling InitRender():
          Application transferred too few scanlines

          Does it give any clues?

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          • Paul EverettP
            Paul Everett
            last edited by

            make sure the bitmap shader is not set to MIP mapping, then it works fine.

            rsodreR 1 Reply Last reply Reply Quote 0
            • rsodreR
              rsodre @Paul Everett
              last edited by

              @Paul-Everett I had strand shader samples before that were fixed by changing the Sampling, but for that particular issue, if i save the project with a 4K texture and Sampling other than MIP, when the project loads the error also happens.

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

                Hi @rsodre, I'm sorry for being this issue still pending on your side and I apologize for having forgot this opened topic.

                I've tried to catch up with the discussion you had with Andreas and I need some help of yours since I can't reproduce the issue in my test plugin under any circumstance.

                What i tried so far was:

                • use different textures (from 2048x2048 to 10240x10240) in different formats (.jpg / .png) and different color depth
                • call BaseShader::InitRender() and BaseShader::Sample() either in a ObjectData::ModifyObject() method and/or in a TagData::Execute()
                • save and re-open the scene containing the test ObjectData and TagData are used
                • run the same code either on R19 and R20
                • run the same code either on Windows and macOS

                Can you help me reproduce the issue?

                Best, Riccardo

                rsodreR 1 Reply Last reply Reply Quote 0
                • rsodreR
                  rsodre @r_gigante
                  last edited by

                  Hi @r_gigante

                  Yes, those are the steps to reproduce.
                  The problem happens when the file loads, InitRender() will fail with INITRENDERRESULT_USERBREAK.

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

                    Hi Roger, can you please provide a texture to test here?

                    Thanks, Riccardo

                    rsodreR 1 Reply Last reply Reply Quote 0
                    • rsodreR
                      rsodre @r_gigante
                      last edited by rsodre

                      @r_gigante DistributionMap_4K.jpg

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                      • r_giganteR
                        r_gigante
                        last edited by

                        Hi Roger, thanks for following up and providing the texture.

                        A few notes:

                        1. the texture attached actually points to a resized texture (760 x 760): is it wanted?
                        2. the texture gets loaded and sampled flawlessly on my test plugins (both ObjectData and TagData)
                        3. test were done on macOS/C4DR19.024

                        Could you please provide the full high-res picture to grant correct testing?

                        Cheers, Riccardo

                        rsodreR 1 Reply Last reply Reply Quote 0
                        • rsodreR
                          rsodre @r_gigante
                          last edited by

                          @r_gigante I uploaded the texture here on the forums, I think it was reduced. Here's it is.
                          But any JPG, 4096x4096, using MIP sampling fails with me.

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                          • r_giganteR
                            r_gigante
                            last edited by

                            Hi Roger, thanks for providing the test picture.

                            Unfortunately I've not being able to reproduce the issue with the test code below.
                            Could you kindly check the same code on your side and see how it behaves?

                            ObjectData::Modify()

                            Bool PC_11085_ObjectData::ModifyObject(BaseObject* mod, BaseDocument* doc, BaseObject* op, const Matrix& op_mg, const Matrix& mod_mg, Float lod, Int32 flags, BaseThread* thread)
                            {
                            	if (!mod || !op || !doc || !thread)
                            		return false;
                            	
                            	// Retrieve the BaseContainer instance of the modifier.
                            	BaseContainer *bcPtr = mod->GetDataInstance();
                            	
                            //	// Retrieve the Object Manager parameters values.
                            	const Bool useXbitmap = bcPtr->GetBool(PC11085_XBITMAP);
                            	BaseList2D* const xBitmapBL = bcPtr->GetLink(PC11085_SHADERLINK, doc);
                            	const String textureFilename = bcPtr->GetString(PC11085_TEXTURE);
                            	
                            	// allocate and init the InitRenderStruct
                            	InitRenderStruct irs(doc);
                            	
                            	// check the color space
                            	COLORSPACETRANSFORMATION transform = COLORSPACETRANSFORMATION_NONE;
                            	// check if linear workflow is enabled
                            	if (irs.linear_workflow)
                            		transform = COLORSPACETRANSFORMATION_LINEAR_TO_SRGB;
                            	
                            	if (xBitmapBL)
                            	{
                            		// cast to BaseShader
                            		BaseShader* activeMatColorBS = (BaseShader*)xBitmapBL;
                            		
                            		// define the ChannelData and set the u/v coords for sampling
                            		ChannelData chData;
                            		
                            		// call the InitRender before executing sampling
                            		const INITRENDERRESULT res = activeMatColorBS->InitRender(irs);
                            		if (res != INITRENDERRESULT_OK)
                            			return EXECUTIONRESULT_OK;
                            		
                            		const Int32 steps = 100;
                            		
                            		for (Int32 x = 0; x < steps; x++)
                            		{
                            			for (Int32 y = 0; y < steps; y++)
                            			{
                            				chData.p.x = double(x)/double(steps);
                            				chData.p.y = double(y)/double(steps);
                            				// sample
                            				const Vector sampledValue = activeMatColorBS->Sample(&chData);
                            				// correct based on the color space transformation
                            				const Vector transformedColor = TransformColor(sampledValue, transform).Clamp01();
                            				// just print
                            				GePrint("Shader sample at ["+String::FloatToString(chData.p.x)+","+String::FloatToString(chData.p.y)+"]: "+String::VectorToString(sampledValue)+" / "+String::VectorToString(transformedColor));
                            			}
                            		}
                            		
                            		
                            		// call the FreeRender to release allocated memory used for sampling
                            		activeMatColorBS->FreeRender();
                            	}
                            	
                            	// Notify Cinema about the internal data update.
                            	op->Message(MSG_UPDATE);
                            	
                            	return true;
                            }
                            

                            TagData::Execute()

                            EXECUTIONRESULT PC_11085_TagData::Execute (BaseTag *tag, BaseDocument *doc, BaseObject *op, BaseThread *bt, Int32 priority, EXECUTIONFLAGS flags)
                            {
                            	if (!tag || !doc || !op || !bt)
                            		return EXECUTIONRESULT_OUTOFMEMORY;
                            	
                            	// allocate and init the InitRenderStruct
                            	InitRenderStruct irs(doc);
                            	
                            	// check the color space
                            	COLORSPACETRANSFORMATION transform = COLORSPACETRANSFORMATION_NONE;
                            	// check if linear workflow is enabled
                            	if (irs.linear_workflow)
                            		transform = COLORSPACETRANSFORMATION_LINEAR_TO_SRGB;
                            	
                            	// find for the attached TextureTag and the related material
                            	TextureTag* opTTag = (TextureTag*)op->GetTag(Ttexture);
                            	if (!opTTag)
                            		return EXECUTIONRESULT_OK;
                            	
                            	BaseMaterial* opMat = opTTag->GetMaterial();
                            	if (!opMat)
                            		return EXECUTIONRESULT_OK;
                            	
                            	// look for the material BaseContainer and the BaseList2D associated to the color param
                            	BaseContainer* activeMatBC = opMat->GetDataInstance();
                            	if (!activeMatBC)
                            		return EXECUTIONRESULT_OK;
                            	
                            	BaseList2D* activeMatColorBL = activeMatBC->GetLink(MATERIAL_COLOR_SHADER, doc);
                            	if (!activeMatColorBL)
                            		return EXECUTIONRESULT_OK;
                            	
                            	// cast to BaseShader
                            	BaseShader* activeMatColorBS = (BaseShader*)activeMatColorBL;
                            	
                            	// define the ChannelData and set the u/v coords for sampling
                            	ChannelData chData;
                            	
                            	// call the InitRender before executing sampling
                            	const INITRENDERRESULT res = activeMatColorBS->InitRender(irs);
                            	if (res != INITRENDERRESULT_OK)
                            		return EXECUTIONRESULT_OK;
                            	
                            	const Int32 steps = 100;
                            	
                            	for (Int32 x = 0; x < steps; x++)
                            	{
                            		for (Int32 y = 0; y < steps; y++)
                            		{
                            			chData.p.x = double(x)/double(steps);
                            			chData.p.y = double(y)/double(steps);
                            			// sample
                            			const Vector sampledValue = activeMatColorBS->Sample(&chData);
                            			// correct based on the color space transformation
                            			const Vector transformedColor = TransformColor(sampledValue, transform).Clamp01();
                            			// just print
                            			GePrint("Shader "+activeMatColorBL->GetName()+" sample at ["+String::FloatToString(chData.p.x)+","+String::FloatToString(chData.p.y)+"]: "+String::VectorToString(sampledValue)+" / "+String::VectorToString(transformedColor));
                            		}
                            	}
                            	
                            	
                            	
                            	// call the FreeRender to release allocated memory used for sampling
                            	activeMatColorBS->FreeRender();
                            	
                            	return EXECUTIONRESULT_OK;
                            }
                            

                            Looking forward hearing from you, give best
                            Riccardo

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                            • r_giganteR
                              r_gigante
                              last edited by r_gigante

                              Hi @rsodre, any feedback so far?

                              Cheers, Riccardo

                              rsodreR 1 Reply Last reply Reply Quote 0
                              • rsodreR
                                rsodre @r_gigante
                                last edited by

                                Hi @r_gigante, I still didn't got a chance to test your sample code and see if it fails here, but it looks like the same workflow I'm using.

                                When I first opened the issue, I was using a tag, that now evolved to be a modifier, so there's no need to test the tag.
                                But is your object a modifier?

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                                • r_giganteR
                                  r_gigante
                                  last edited by

                                  @rsodre as said in InitRender() with large textures:

                                  Bool PC_11085_ObjectData::ModifyObject

                                  which indeed is only available in BaseObject for modifier.

                                  Look forward your feedbacks

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                                  • r_giganteR
                                    r_gigante
                                    last edited by

                                    Hi @rsodre, I'm going to mark this thread as solved being passed two weeks from the last post.

                                    Feel free to open a new thread if issue persists.

                                    Best, Riccardo

                                    rsodreR 2 Replies Last reply Reply Quote 0
                                    • rsodreR
                                      rsodre @r_gigante
                                      last edited by

                                      @r_gigante That's sad, because it's a recurrent issue we have.
                                      I'll try to isolate it as soon as I have some time.

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                                      • rsodreR
                                        rsodre @r_gigante
                                        last edited by

                                        Hi @r_gigante,

                                        I finally took some time to isolate my shader init and sample code on a simple project, and was unable to reproduce the error I was having. If it works on a separate project, should work on my full plugin too.
                                        So I started stripping code from my modifier and generator, always testing if the shader was loading properly, until the objects were barely empty, when the error finally stopped. I traced the culprit down to a single EventAdd() call in some function inside my generator's ModifyObject(). Removing it fixed the problem. Looks like calling it before the first modifier pass somehow causes the shader init error.
                                        Just wanted to leave this feedback in case anyone has a similar problem someday.
                                        Thanks for the help!

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                                        • ManuelM
                                          Manuel
                                          last edited by

                                          hello,

                                          Thanks a lot for your feedback and happy to see your issue resolved.

                                          Cheers
                                          Manuel

                                          MAXON SDK Specialist

                                          MAXON Registered Developer

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