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    InitRender() with large textures

    Cinema 4D SDK
    c++ r19
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    • 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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