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    Plane by Python Generator

    Cinema 4D SDK
    python
    5
    18
    3.3k
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    • 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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