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    InitRender() with large textures

    Cinema 4D SDK
    c++ r19
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    • 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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