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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, 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.

        1 Reply Last reply Reply Quote 0
        • 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

          1 Reply Last reply Reply Quote 0
          • 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

                1 Reply Last reply Reply Quote 0
                • 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!

                      1 Reply Last reply Reply Quote 0
                      • 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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