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    InitRender() with large textures

    Cinema 4D SDK
    c++ r19
    5
    21
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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.

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        • 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

                1 Reply Last reply Reply Quote 0
                • 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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