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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

      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

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        • 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

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                    • 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!

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                      • 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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