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    Plane by Python Generator

    Cinema 4D SDK
    python
    5
    18
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    • indexofrefractionI
      indexofrefraction
      last edited by

      @ Cairyn

      i know that this hogs down c4d at some point.
      that is exactly why i want a dynamically adjustable object, not a fixed subdivided polygon object
      like this i can test the size/subdivision my machine can handle

      of course it would be even better to have a plane with a polygon-resolution-fall off
      but one step at the time 🙂

      for now it would be interesting why c4d lags that fast...
      i suppose there is something not good in this code,...

      1 Reply Last reply Reply Quote 0
      • ManuelM
        Manuel
        last edited by Manuel

        Hello,

        mmm Ocean 😄

        as @Cairyn mention, this way is really too "brute force"
        If on top of that you want to add a deformer to simulate the ocean, you are going to kill your computer.

        You should search how you can build a mesh taking into account the screen/camera space. There's no point into having that kind of details km away from the camera. (I'm sure you are already aware of that)

        You should try to build your own geometry instead of using the modeling command subdivide.

        other ideas :

        you don't want to go with a plugins because of the render farm but remember that you can still export the animated mesh with alembic. Of course that will create a huge file, but will reduce the render time.

        You can also have a "light" grid using one of the Ocean deformer that are available out there and use a displacement map (you can have some feedback of that on the viewport with the viewport tessellation).

        This is really shot depending also.

        Cheers
        Manuel

        MAXON SDK Specialist

        MAXON Registered Developer

        1 Reply Last reply Reply Quote 1
        • indexofrefractionI
          indexofrefraction
          last edited by indexofrefraction

          hm.. ok...

          i guess what would be best is an adaptive plane....

          • outer size, ie 5km
          • center size, ie 500m
          • outer segment size, 10m
          • center segment size, 10cm
          • falloff type (linear/exponential/...)

          i still wonder if the code above is good,
          or if it hogs down because of event loops

          1 Reply Last reply Reply Quote 0
          • ManuelM
            Manuel
            last edited by

            hello,

            The generator is already caching your object. That what "optimize cache" checkbox is for, you don't have to deal with CheckDirty and things like that.
            If the generator see nothing different, it will send the cache. If you change a parameter, it will rebuild the object (execute the code, update the cache etc)

            Try to pick a simple plane and launch the subdivide command by hand, you will see that after some, the command will start to be slow. Go step by step, start with one single polygon, and subdivide by 1, after 16 777 216 polygons, you will see the command take some times to go to 67 108 864 poly.

            Cinema 4D should start to show that he's not happy. And it's not a generator.

            Your code doesn't loop or anything, you are just asking for too much.

            Cheers
            Manuel

            MAXON SDK Specialist

            MAXON Registered Developer

            1 Reply Last reply Reply Quote 0
            • FlavioDinizF
              FlavioDiniz
              last edited by FlavioDiniz

              @indexofrefraction I know this is not what you've asked, but it might help you:
              Redshift does have a method of subdivision called screen space adaptive, which make more subdivisions on polygons that are close to the camera and less to those that are far from the camera. So it relatively lightweight because it happen only at render time and still bring good results.
              alt text

              1 Reply Last reply Reply Quote 0
              • indexofrefractionI
                indexofrefraction
                last edited by indexofrefraction

                thank you guys,

                im intrigued to make something like this as a Python Generator

                • starting in the center
                • generate a square of x square polygons
                • then at some point double the polygon size
                • generate x borders with the new polygon size
                • etc etc

                not such an easy algorithm, tough

                ... isnt there a built in solution for something like that?
                adaptive / falloff subdivision ....

                1 Reply Last reply Reply Quote 0
                • ManuelM
                  Manuel
                  last edited by Manuel

                  hello,

                  There's no such a function as we can tell in the sdk.

                  There's not one single solution for your problem. As it's for Ocean Simulation your problem is more 2D than 3D. You need to build a plan.

                  You can create points in your space and use a 2D Delaunay triangulation, that could work.
                  You can create a 2D grid on screen space and project that grid into world space.

                  I don't know witch one works and witch one could be the fastest.

                  a very naive way to go is this one but maybe that will help you to try to find formula and start somewhere.

                  import c4d
                  #Welcome to the world of Python
                  
                  
                  def main():
                      # Width
                      l = 5000
                      # Height
                      L = 5000
                  
                      # Segments per lengh
                      lSegments = 20
                      LSegments = 10
                  
                      # Space beetween points
                      lSpace = l /(lSegments - 1)
                      LSpace = L /(LSegments - 1)
                  
                      # halfPoint
                      lhalfSegment = lSegments * 0.5
                  
                      # Creates points
                      points = []
                      for z in xrange(LSegments):
                          for x in xrange (lSegments):
                              p = c4d.Vector(0.0)
                              # This is where you can change the formula to change point position
                              p.x = lSpace * ( x - lhalfSegment) 
                              p.z = LSpace * z
                              points.append(p)
                  
                      # Creates the polygon
                      pol = c4d.BaseObject(c4d.Opolygon)
                  
                      # Points number and polyCount
                      ptCnt = lSegments * LSegments
                      polyCnt =  (lSegments - 1 )* (LSegments - 1)
                  
                      # Resize Object
                      pol.ResizeObject(ptCnt, polyCnt)
                  
                      # Updates points position
                      pol.SetAllPoints(points)
                      polyIndex = 0
                      
                      # Creates CPolygon structure for each polygon (points ID for each polygon)
                      for x in xrange(lSegments - 1):
                          for y in xrange (LSegments - 1):
                              xmove = x + y * lSegments
                              ymove =  x + y * lSegments + lSegments
                              cpol = c4d.CPolygon( xmove ,ymove ,ymove + 1 ,xmove + 1 )    
                              pol.SetPolygon(polyIndex , cpol)
                              polyIndex += 1
                      # Updates the polygon object
                      pol.Message(c4d.MSG_UPDATE)    
                  
                      # Done
                      return pol
                  
                  

                  Cheers
                  Manuel

                  MAXON SDK Specialist

                  MAXON Registered Developer

                  1 Reply Last reply Reply Quote 0
                  • indexofrefractionI
                    indexofrefraction
                    last edited by indexofrefraction

                    thank you manuel,

                    atm i'm going another way...

                    1. make a plane with a low subdivision
                    2. select polygons with a distance from the center
                    3. subdivide
                      repeat at 2. with lower distance
                      etc...

                    i guess this is probably faster anyway
                    (compared to setting up all points manually)

                    ps.
                    adjacent polygons are not sharing the same points in your code, right?
                    this is the tricky thing with setting up a plane, i guess .)

                    ManuelM 1 Reply Last reply Reply Quote 0
                    • ManuelM
                      Manuel @indexofrefraction
                      last edited by Manuel

                      hello,

                      yea you can try this way also, but selecting polygons closer to camera will take some time because there will be more and more polygons. But that can do the trick.

                      @indexofrefraction said in Plane by Python Generator:

                      adjacent polygons are not sharing the same points in your code, right?
                      this is the tricky thing with setting up a plane, i guess .)

                      Of course they are. But there's no UVs.

                      Cheers
                      Manuel

                      MAXON SDK Specialist

                      MAXON Registered Developer

                      1 Reply Last reply Reply Quote 0
                      • indexofrefractionI
                        indexofrefraction
                        last edited by indexofrefraction

                        still working on it, it looks very promising...

                        generating the geometry seems to work fast enough, but...

                        • adding a phong tag to the python generator has no effect
                          the solution for this is here:
                          https://developers.maxon.net/forum/topic/10383/13881_python-generator--phong-tag/2

                        • but would it be possible to get UVs for such a plane?
                          c4d.utils.GenerateUVW() ? TempUVHandle ?

                        EDIT:
                        similar to the phong tag solution i tried to add an uvw tag to the generators cache object with:

                            uvw = c4d.BaseTag(c4d.Tuvw)
                            polygon.InsertTag(uvw)
                        

                        now, if i convert the generator to polygons I get:

                        A problem with this project has been detected:
                        Object "OceanPlane" - Tag 5671 not in sync.
                        Please save and contact MAXON Support
                        with a description of the last used commands, actions or plugins.

                        the object then has an uv tag, tough,
                        but mapping does not work, yet.

                        any tips to get working uv coordinates on such a plane object?

                        1 Reply Last reply Reply Quote 0
                        • ManuelM
                          Manuel
                          last edited by Manuel

                          hello,

                          I've updated my code, there were some bugs with type and things like that.
                          Also added the phong tag and a way to create a UVW tag in the most easiest way i found.

                          import c4d
                          #Welcome to the world of Python
                          
                          
                          def main():
                              # Width
                              l = 500
                              # Height
                              L = 500
                          
                              # Segments per lengh
                              lSegments = 500
                              LSegments = 500
                          
                              # Space beetween points
                              lSpace = l /(lSegments - 1.0)
                              LSpace = L /(LSegments - 1.0)
                          
                              # halfPoint
                              lhalf = l * 0.5
                          
                              # Creates points
                              points = []
                              for z in xrange(LSegments):
                                  for x in xrange (lSegments):
                                      p = c4d.Vector(0.0)
                                      # This is where you can change the formula to change point position
                                      p.x = lSpace * x - lhalf
                                      p.z = LSpace * z
                                      points.append(p)
                          
                              # Creates the polygon
                              pol = c4d.BaseObject(c4d.Opolygon)
                          
                              # Points number and polyCount
                              ptCnt = lSegments * LSegments
                              polyCnt =  (lSegments - 1 )* (LSegments - 1)
                          
                              # Resize Object
                              pol.ResizeObject(ptCnt, polyCnt)
                          
                              # Updates points position
                              pol.SetAllPoints(points)
                              polyIndex = 0
                          
                              # Creates CPolygon structure for each polygon (points ID for each polygon)
                              for x in xrange(lSegments - 1):
                                  for y in xrange (LSegments - 1):
                                      xmove = x + y * lSegments
                                      ymove =  x + y * lSegments + lSegments
                                      cpol = c4d.CPolygon( xmove ,ymove ,ymove + 1 ,xmove + 1 )
                                      pol.SetPolygon(polyIndex , cpol)
                                      polyIndex += 1
                          
                              # Adds a phong tag (copy from generator or create a new one)
                              # Checks for phong tag on python generator
                              phong = op.GetTag(c4d.Tphong)
                              if phong is None:
                                  # Creates one, if non-existent (careful with such operations, make sure, the tag is only created once)
                                  phong = op.MakeTag(c4d.Tphong)
                              if phong is not None:
                                  pol.InsertTag(phong.GetClone()) # important to insert a clone of the original phong tag
                          
                          
                          
                              # Creates a new texture tag
                              matTag = c4d.BaseTag(c4d.Ttexture)
                              pol.InsertTag(matTag)
                          
                              # Changes the settings of that texture tag to cubic
                              matTag[c4d.TEXTURETAG_PROJECTION] = c4d.TEXTURETAG_PROJECTION_CUBIC
                              matTag[c4d.TEXTURETAG_POSITION] =c4d.Vector(0 , 0, L * 0.5  )
                              matTag[c4d.TEXTURETAG_SIZE,c4d.VECTOR_X] = l * 0.5
                              matTag[c4d.TEXTURETAG_SIZE,c4d.VECTOR_Z] = L * 0.5
                          
                              # Generates uvwCoordinates from the texture tag
                              uvwTag = c4d.utils.GenerateUVW(pol, pol.GetMg(), matTag, pol.GetMg())
                              # Inserts the uvwtag
                              pol.InsertTag(uvwTag)
                          
                              # Removes the TEXTURE tag so we can add one on the generator.
                              matTag.Remove()
                          
                              # Updates the polygon object
                              pol.Message(c4d.MSG_UPDATE)
                          
                              return pol
                          

                          Cheers
                          Manuel

                          MAXON SDK Specialist

                          MAXON Registered Developer

                          1 Reply Last reply Reply Quote 0
                          • indexofrefractionI
                            indexofrefraction
                            last edited by indexofrefraction

                            Hey thanks ALOT, Manuel !

                            i'm creating the plane in a different way,
                            because i double the polygon sizes with distance
                            still, i must check your code for learning!

                            the phong & material tag solution is gold 🙂

                            EDIT:
                            all works like a charm, now 🙂
                            topic solved!

                            1 Reply Last reply Reply Quote 0
                            • ManuelM
                              Manuel
                              last edited by

                              hiya,

                              Feel free to share your code (if you want of course) as it could help other people.

                              If you think your question is solved, please change the states of this thread to solved.

                              Cheers
                              Manuel

                              MAXON SDK Specialist

                              MAXON Registered Developer

                              1 Reply Last reply Reply Quote 1
                              • M
                                mp5gosu
                                last edited by

                                Yes, I'd like to see it of course. Maybe you can share it via Github so others can for and contribute to it. 🙂

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