Bake Texture within ObjectData
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Hi,
you have to either use a temporary document:
cache = op.GetCache() if not cache: return cache = cache.GetDown().GetClone() if cache.GetDown() else None if not cache: return temp_doc = c4d.BaseDocument() temp_doc.InsertObject(cache) # ... bake_init = c4d.utils.InitBakeTexture(*my_setup) print bake_init bake_status = c4d.utils.BakeTexture(temp_doc, my_data, my_bitmap, my_thread, my_callback) print bake_status temp_doc.Flush() # You need to free the document or it will remain in memory
or tell c4d that the document has been updated before you bake it. I would go for a temporary document.
I am also not sure what you mean by "I do not know how to bake a parametric object". Just pass the node you did execute
GetCache()
on,op
in this case. However, I cannot stress this enough, my knowledge of Cinema's app functionalities is not the best anymore. I DO NOT KNOW FOR SURE IF THIS IS SUPPORTED. So you should consult the docs on that.Cheers
zipit -
@zipit said in Bake Texture within ObjectData:
tell c4d that the document has been updated
Hi,
If I go for a temporary document, I must to copy all objects of the current doc (scene) to the temp doc. In my situation I want to bake only the reflection channel of my texture, if there only the cloned object "op.GetCache().GetDown().GetClone()", there no thing to reflecte on my texture reflection.# Bake only reflection bakeData[c4d.BAKE_TEX_REFLECTION] = True
For that reason I get a black image in the bake texture result.
Regards,
Mustapha -
Hi,
I do not really understand what you question is. You can copy a document with
c4d.C4DAtom.GetClone()
,BaseDocument
is derived fromC4DAtom
.Cheers
zipit -
Hi @mfersaoui, may I ask you in which context are you?
And do you try to bake the things?
Because if it's a button into an ObjectData, the message since it's sent from the GUI, is sent from the MainThread.Cheers,
Maxime. -
Hi @m_adam,
I have a first button on my ObjectData that call my Bake Texture CommandData plugin (I'm using this example: py-texture_baker_r18.), and then from the CommandData GUI I run the bake texture process to bake the reflection channel of the sphere object texture. -
Hi,
I am still confused on what you actual question is. When you want to render out the reflection channel, then you obviously have to copy the geometry too. You can copy the whole document as described above.
However, like @m_adam pointed out, when your code happens in
NodeData.Message()
you are in the main thread, so you could use an event to just update your document after you have inserted your cache.# Snippet from your code above doc.InsertObject(obj) c4d.EventAdd()
Cheers
zipit -
I guess his issue is that all his stuff is under a virtual document.
But since you react to a button click you are in the main thread.
So you can retrieve a copy of the cache of your current generator, (Don't forget to call StopAllThread) insert it into the current document, run the baking process, delete everything, that's itCheers,
Maxime. -
@m_adam
Hi,
Yes, it's the method that I'm using, but I don't know if this allowed or no. I explain it above in my second message.And response to @zipit about "I do not know how to bake a parametric object" I mean: I do not know how to bake texture of an object (sphere) without make it editable.
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@mfersaoui Yes it's safe.
Find an example below, that does what I described previously:
class BakeObject(c4d.plugins.ObjectData): """BakeObject Generator""" def __init__(self, *args): super(BakeObject, self).__init__(*args) self.SetOptimizeCache(True) def GetVirtualObjects(self, op, hierarchyhelp): """ This method is called automatically when Cinema 4D ask for the cache of an object. This is also the place where objects have to be marked as input object by Touching them (destroy their cache in order to disable them in Viewport) :param op: The Python Generator :type op: c4d.BaseObject. :param hh: The hierarchy helper. :type hh: c4d.HierarchyHelp (currently a PyObject). :return: The Representing object (c4d.LineObject or SplineObject) """ sphere = c4d.BaseObject(c4d.Osphere) sphere[c4d.PRIM_SPHERE_SUB] = 48 sphere.MakeTag(c4d.Tphong) return sphere def Message(self, node, msgId, data): """ Called by Cinema 4D part to notify the object to a special event :param node: The instance of the ObjectData. :type node: c4d.BaseObject :param msgId: The message ID type. :type msgId: int :param data: The message data. :type data: Any, depends of the message passed. :return: Depends of the message type, most of the time True. """ if msgId==c4d.MSG_DESCRIPTION_COMMAND: if data['id'][0].id==1006: if node.GetCache() is None: return True # Make sure no other thread are running c4d.StopAllThreads() # Retrieves a clone of the current object's cache. cacheClone = node.GetCache().GetClone() # Insert it into the current doc node.GetDocument().InsertObject(cacheClone) # Performs a Current State to Object to retrieve a polygonObject. resultCSTO = c4d.utils.SendModelingCommand(command=c4d.MCOMMAND_CURRENTSTATETOOBJECT, list=[cacheClone], doc=node.GetDocument()) if not isinstance(resultCSTO, list) or not resultCSTO: cacheClone.Remove() raise RuntimeError("Failed to perform MCOMMAND_CURRENTSTATETOOBJECT.") polygonizedCache = None if resultCSTO[0].CheckType(c4d.Opolygon): polygonizedCache = resultCSTO[0] # If the results is a Null, performs a Join command to retrieve only one object. elif resultCSTO[0].CheckType(c4d.Onull): resultJoin = c4d.utils.SendModelingCommand(command=c4d.MCOMMAND_JOIN, list=[resultCSTO[0]], doc=node.GetDocument()) if not isinstance(resultJoin, list) or not resultJoin: cacheClone.Remove() for obj in resultCSTO: obj.Remove() raise RuntimeError("Failed to perform MCOMMAND_JOIN.") polygonizedCache = resultJoin[0] # Remove the cached clone of our Generator from the document since we get the poligonalized version of it cacheClone.Remove() if polygonizedCache is None: return True # Now that we have a PolygonObject we can perform our baking # First we need a glossy material, so lets create it glossyMat = c4d.Material() # Disables teh color channel glossyMat[c4d.MATERIAL_USE_COLOR] = False # Removes the default specular layer glossyMat.RemoveReflectionLayerIndex(0) # Adds a layer layer = glossyMat.AddReflectionLayer() # Sets the Layer to GGX mode glossyMat[layer.GetDataID() + c4d.REFLECTION_LAYER_MAIN_DISTRIBUTION] = c4d.REFLECTION_DISTRIBUTION_GGX # Defines the Roughness float value glossyMat[layer.GetDataID() + c4d.REFLECTION_LAYER_MAIN_VALUE_ROUGHNESS] = 0.0 # Defines the Reflection float value glossyMat[layer.GetDataID() + c4d.REFLECTION_LAYER_MAIN_VALUE_REFLECTION] = 1.0 # Inserts glossy mat and the polygonized object into the document node.GetDocument().InsertMaterial(glossyMat) node.GetDocument().InsertObject(polygonizedCache) # Assigns the glossy Mat to the Polygonized Object textureTag = polygonizedCache.MakeTag(c4d.Ttexture) textureTag[c4d.TEXTURETAG_MATERIAL] = glossyMat # Now we can start the bake process bakeData = c4d.BaseContainer() bakeData[c4d.BAKE_TEX_WIDTH] = 512 bakeData[c4d.BAKE_TEX_HEIGHT] = 512 bakeData[c4d.BAKE_TEX_USE_PHONG_TAG] = True bakeData[c4d.BAKE_TEX_CONTINUE_UV] = True bakeData[c4d.BAKE_TEX_COLORPROFILE] = c4d.bitmaps.ColorProfile.GetDefaultLinearRGB() bakeData[c4d.BAKE_TEX_FILL_COLOR] = c4d.Vector(0.0) bakeData[c4d.BAKE_TEX_PIXELBORDER] = 12 bakeData[c4d.BAKE_TEX_REFLECTION] = True bakeData[c4d.BAKE_TEX_UV_LEFT] = 0.0 bakeData[c4d.BAKE_TEX_UV_RIGHT] = 1.0 bakeData[c4d.BAKE_TEX_UV_TOP] = 0.0 bakeData[c4d.BAKE_TEX_UV_BOTTOM] = 1.0 # Initialize the Baking bakeInfo = c4d.utils.InitBakeTexture(node.GetDocument(), textureTag, polygonizedCache.GetTag(c4d.Tuvw), polygonizedCache.GetTag(c4d.Tuvw), bakeData) bakeDoc = bakeInfo[0] bakeStatus = bakeInfo[1] if bakeStatus != c4d.BAKE_TEX_ERR_NONE or bakeDoc is None: polygonizedCache.Remove() glossyMat.Remove() return True # Bake as a 32bit bakeBmp = c4d.bitmaps.MultipassBitmap(512, 512, c4d.COLORMODE_RGBf) bakeStatus = c4d.utils.BakeTexture(bakeDoc, bakeData, bakeBmp, c4d.threading.GeGetCurrentThread(), self.BakeTextureHook) if bakeStatus != c4d.BAKE_TEX_ERR_NONE: polygonizedCache.Remove() glossyMat.Remove() return True # Dispay the baking result c4d.bitmaps.ShowBitmap(bakeBmp) # Cleanup temp stuff polygonizedCache.Remove() glossyMat.Remove() return True return True def BakeTextureHook(self, info): # Texture Baker hook, currently not used # print info pass
Cheers,
Maxime. -
@m_adam said in Bake Texture within ObjectData:
bakeBmp = c4d.bitmaps.MultipassBitmap(512, 512, c4d.COLORMODE_RGBf)
This example helped me a lot. Thank you so much.
Regards,
Mustapha