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    Texture renaming

    Cinema 4D SDK
    python
    4
    16
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    • M
      moko
      last edited by r_gigante

      Hi, i am looking for Texture renaming scripts and found this old topic
      https://developers.maxon.net/forum/topic/10897/14346_textures-renamer-script
      unforgently i have no knowledge in code.. my question, has someone the time to modify it, so it works with a normal cinema4d bitmapshader instead of vray?
      thanks alot,
      mk

      1 Reply Last reply Reply Quote 0
      • r_giganteR
        r_gigante
        last edited by r_gigante

        Hi @moko , thanks for reaching out us.

        With regard to your request, please consider that all the information to adapt the code are already included in the thread you've pointed to.
        Please also consider that being provided with the ID of a specific parameter is done by dragging and dropping that parameter string directly into the Python Console
        ee926472-2f21-45b4-955d-2fcadf27634f-image.png

        Feel free to come back with any further question about development issue, but for time being, I warmly recommend you to give yourself a try since with this information you can easily find your way.

        Lsat but not least, for the future be sure to make use of the tagging system when posting a new topic and to select the proper category.

        Best, R

        1 Reply Last reply Reply Quote 0
        • M
          moko
          last edited by

          Thanks alot it works! but the material iteration posts an error
          def main() :
          mats = doc.GetActiveMaterials()

          doc.StartUndo()
          # Iterate over selected material
          for mat in mats:
              recurse_hierarchy(mat.GetFirstShader())
          doc.Endndo()
          

          it didnt find doc.Endndo() is there a way to iterate over the materials?

          my second question:
          now the script replaces A with B. Is it possible to "add" like a prefix?
          I have alot of textures and would like to add a "Tex_" as a prefix, so its easier to sort/find them.
          Like "TrainStation.jpg" to "Tex_TrainStation.jpg"

          I found this but it need the name of a object or material:
          https://developers.maxon.net/forum/topic/6085

          Thanks for any suggestions and maybe someone need this aswell
          cheers moko

          1 Reply Last reply Reply Quote 0
          • P
            PluginStudent
            last edited by

            doc.Endndo() is nonsense.

            Do you mean EndUndo()?

            1 Reply Last reply Reply Quote 0
            • r_giganteR
              r_gigante
              last edited by

              Thanks @PluginStudent for stepping in.

              With regard to the rest of the question, I recommend having a look at how Python treats strings or, on a broader scope, at Python for novices.

              Best, R

              1 Reply Last reply Reply Quote 0
              • M
                moko
                last edited by

                Thanks it works like expected, now i would like to add a smal GUI but i get stuck, how do i bring the name from the GUI in as prefix.

                import c4d
                from c4d import gui
                import os
                
                #GUI
                GROUP = 1000
                TEXT = 1001
                NAME = 1010
                
                class userDialog(gui.GeDialog):
                    def CreateLayout(self):
                        self.SetTitle("Add Prefix")
                        self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "AAdds a prefix to the texturename")
                        self.GroupBorder(c4d.BORDER_GROUP_IN)
                        self.GroupBorderSpace(20, 5, 20 , 5)
                        self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
                        self.AddEditText(NAME, c4d.BFH_RIGHT, 200, 0, 0)
                
                # Adds a prefix to the texturename
                def changeTexture(shader) :
                
                    prefix = "Tex_"
                
                    # shader ID
                    texturePath = shader[c4d.BITMAPSHADER_FILENAME]
                    # split aboslute path
                    oldTexturename = os.path.split(texturePath)
                    # add prefix
                    newTexturename = prefix + oldTexturename[1]
                
                    doc = shader.GetDocument()
                    doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
                
                    # Assign the new value
                    shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
                    shader.Message(c4d.MSG_UPDATE)
                
                # Iterate a hierarchy
                def recurse_hierarchy(shader) :
                    while shader:
                        # Check if it's a c4d shader
                        if c4d.BaseShader() :
                            changeTexture(shader)
                        recurse_hierarchy(shader.GetDown())
                        shader = shader.GetNext()
                
                # Main function
                def main() :
                    mats = doc.GetActiveMaterials()
                
                    doc.StartUndo()
                    # Iterate over selected material
                    for mat in mats:
                        recurse_hierarchy(mat.GetFirstShader())
                    doc.EndUndo()
                
                def main():
                    dialog = userDialog()
                    dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
                    c4d.EventAdd()
                
                # Execute main()
                if __name__=='__main__':
                    main()
                

                thx for help
                mok

                1 Reply Last reply Reply Quote 0
                • P
                  PluginStudent
                  last edited by

                  Hey, you have two

                  def main():
                  

                  in your code 🤔

                  1 Reply Last reply Reply Quote 0
                  • ferdinandF
                    ferdinand
                    last edited by

                    Hi,

                    this also probably is not what you want:

                    # Check if it's a c4d shader
                    if c4d.BaseShader() :
                        changeTexture(shader)
                    

                    It will always evaluate as True since an object evaluates as True. You probably meant instead:

                    # Test if the current node is a bitmap shader.
                    if shader.CheckType(c4d.Xbitmap) :
                        changeTexture(shader)
                    

                    Cheers,
                    zipit

                    MAXON SDK Specialist
                    developers.maxon.net

                    1 Reply Last reply Reply Quote 0
                    • M
                      moko
                      last edited by

                      Thank you for both inputs. Im not used to programming and copy and paste the lines. Thanks for the help!

                      1 Reply Last reply Reply Quote 0
                      • r_giganteR
                        r_gigante
                        last edited by

                        Hi @moko, nice seeing your progresses.

                        With regard to adding a small GUI to return a specific string I warmly recommend having a look at c4d.gui.InputDialog.
                        Finally a consideration on copy and paste which looks always pretty attractive to reduce time to market: be aware that it's indeed the opposite where in the end you'll obtain a code you can manage no more. Spending time in investigating the basics and getting yourself comfortable with the code is always a rewarding time.

                        Best, R

                        1 Reply Last reply Reply Quote 1
                        • M
                          moko
                          last edited by

                          Thank you very much, right now i am quite happy how it works. only thing is the dialog box opens for each shader because its in the "changeshader" function wich repeats.
                          I d' like to have one gui-call at the start in the main function, but if i do that theni cant transport the "prefix" argument to the changeTexture(shader) function.

                          about the time investement i agree, but for this script was more an out of desperation approach in how cinema4d lacks in organizing textures, then a new grind in passion. the script helps me with a hack, to organize them on OS side, for team projects like for instance unity.

                          Best
                          Moko

                          import c4d
                          from c4d import gui
                          import os
                          
                          #GUI
                          GROUP = 1000
                          TEXT = 1001
                          PREFIX = 1002
                          BTN_OK = 1010
                          BTN_CANCEL = 1020
                          
                          class userDialog(gui.GeDialog):
                              def CreateLayout(self):
                                  self.SetTitle("Add Prefix")
                                  self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "Adds a prefix to the texturename")
                                  self.GroupBorder(c4d.BORDER_GROUP_IN)
                                  self.GroupBorderSpace(20, 5, 20 , 5)
                                  self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
                                  self.AddEditText(PREFIX, c4d.BFH_SCALEFIT)
                                  self.AddButton(BTN_OK, c4d.BFH_SCALE, name="Ok")
                                  self.AddButton(BTN_CANCEL, c4d.BFH_SCALE, name="Cancel")
                                  self.GroupEnd()
                                  return True
                          
                              def InitValues(self):
                                  #initiate the gadgets with values
                                  self.SetString(PREFIX, "Tex_")
                                  return True
                          
                              def Command(self, id, msg):
                                  #handle user input
                                  if id==BTN_CANCEL:
                                    self.Close()
                                  elif id==BTN_OK:
                                    self.TexturPrefix = self.GetString(PREFIX)
                                    self.Close()
                                  return True
                          
                          
                          # Adds a prefix to the texturename
                          def changeTexture(shader) :
                                  
                              dialog = userDialog()
                              dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
                              
                              prefix = dialog.TexturPrefix
                              print (prefix)
                              
                              # shader ID
                              texturePath = shader[c4d.BITMAPSHADER_FILENAME]
                              # split aboslute path
                              oldTexturename = os.path.split(texturePath)
                              # add prefix
                              newTexturename = prefix + oldTexturename[1]
                          
                              doc = shader.GetDocument()
                              doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
                          
                              # Assign the new value
                              shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
                              shader.Message(c4d.MSG_UPDATE)
                          
                          
                          # Iterate a hierarchy
                          def recurse_hierarchy(shader) :
                              while shader:
                                  # Test if the current node is a bitmap shader.
                                  if shader.CheckType(c4d.Xbitmap) :
                                      changeTexture(shader)
                                  recurse_hierarchy(shader.GetDown())
                                  shader = shader.GetNext()
                          
                          # Main function
                          def main() :
                              mats = doc.GetActiveMaterials()
                              
                              doc.StartUndo()
                              # Iterate over selected material
                              for mat in mats:
                                  recurse_hierarchy(mat.GetFirstShader())
                              doc.EndUndo()
                          
                          
                          # Execute main()
                          if __name__=='__main__':
                              main()
                          
                          1 Reply Last reply Reply Quote 1
                          • M
                            moko
                            last edited by

                            Now it works as intended. You can select the materials for which you want to change the prefix of the texturename. The actual name of the texture is not changed. You need to do this with a renaming-tool at the OS level.

                            thanks to everyone

                            import c4d
                            from c4d import gui
                            import os
                            
                            #GUI
                            GROUP = 1000
                            TEXT = 1001
                            PREFIX = 1002
                            BTN_OK = 1010
                            BTN_CANCEL = 1020
                            
                            prefix = "placeholder"
                            
                            class userDialog(gui.GeDialog):
                                def CreateLayout(self):
                                    self.SetTitle("Add Prefix")
                                    self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "Adds a prefix to the texturename")
                                    self.GroupBorder(c4d.BORDER_GROUP_IN)
                                    self.GroupBorderSpace(20, 5, 20 , 5)
                                    self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
                                    self.AddEditText(PREFIX, c4d.BFH_SCALEFIT)
                                    self.AddButton(BTN_OK, c4d.BFH_SCALE, name="Ok")
                                    self.AddButton(BTN_CANCEL, c4d.BFH_SCALE, name="Cancel")
                                    self.GroupEnd()
                                    return True
                            
                                def InitValues(self):
                                    #initiate the gadgets with values
                                    self.SetString(PREFIX, "Tex_")
                                    return True
                            
                                def Command(self, id, msg):
                                    #handle user input
                                    if id==BTN_CANCEL:
                                      self.Close()
                                    elif id==BTN_OK:
                                      self.TexturPrefix = self.GetString(PREFIX)
                                      self.Close()
                                    return True
                            
                            
                            # Adds a prefix to the texturename
                            def changeTexture(shader) :
                            
                            
                                print (prefix)
                            
                                # shader ID
                                texturePath = shader[c4d.BITMAPSHADER_FILENAME]
                                # split aboslute path
                                oldTexturename = os.path.split(texturePath)
                                # add prefix
                                newTexturename = prefix + oldTexturename[1]
                            
                                doc = shader.GetDocument()
                                doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
                            
                                # Assign the new value
                                shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
                                shader.Message(c4d.MSG_UPDATE)
                            
                            
                            # Iterate a hierarchy
                            def recurse_hierarchy(shader) :
                                while shader:
                                    # Test if the current node is a bitmap shader.
                                    if shader.CheckType(c4d.Xbitmap) :
                                        changeTexture(shader)
                                    recurse_hierarchy(shader.GetDown())
                                    shader = shader.GetNext()
                            
                            # Main function
                            def main() :
                                mats = doc.GetActiveMaterials()
                            
                                dialog = userDialog()
                                dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
                            
                                global prefix
                                prefix = dialog.TexturPrefix
                            
                                doc.StartUndo()
                                # Iterate over selected material
                                for mat in mats:
                                    recurse_hierarchy(mat.GetFirstShader())
                                doc.EndUndo()
                            
                            
                            # Execute main()
                            if __name__=='__main__':
                                main()
                            
                            ferdinandF 1 Reply Last reply Reply Quote 1
                            • ferdinandF
                              ferdinand @moko
                              last edited by

                              @moko said in Texture renaming:

                              The actual name of the texture is not changed. You need to do this with a renaming-tool at the OS level.

                              You can do this with os.rename() or with open if you want to save a copy. You probably also do not need your own GeDialog since yours does exactly what c4d.gui.RenameDialog does.

                              Cheers,
                              zipit

                              MAXON SDK Specialist
                              developers.maxon.net

                              M 1 Reply Last reply Reply Quote 0
                              • M
                                moko @ferdinand
                                last edited by

                                @zipit Thank you! That was exactly i was looking for 🙂

                                here the new Version:
                                I throw out the undo function because i dont know if it can adress the os part. Is this possible to have an undo on os.rename?

                                import c4d
                                from c4d import gui
                                import os, sys
                                
                                prefix="placeholder"
                                
                                # Adds a prefix to the texturename
                                def changeTexture(shader):
                                
                                    # shader ID
                                    texturePath = shader[c4d.BITMAPSHADER_FILENAME]
                                
                                    # split aboslute path
                                    oldTexturename = os.path.split(texturePath)
                                
                                    # add prefix to
                                    newTexturename = prefix + oldTexturename[1]
                                    print (newTexturename)
                                
                                    newTexturePath = os.path.join(oldTexturename[0], newTexturename)
                                    print (newTexturePath)
                                
                                    # rename texture
                                
                                    try : 
                                        os.rename(texturePath, newTexturePath)
                                        print("Source path renamed to destination path successfully.") 
                                
                                    except OSError as error: 
                                        print(error) 
                                
                                    # Assign the new value
                                    shader[c4d.BITMAPSHADER_FILENAME] = newTexturePath
                                    shader.Message(c4d.MSG_UPDATE)
                                
                                
                                # Iterate a hierarchy
                                def recurse_hierarchy(shader) :
                                    while shader:
                                        # Test if the current node is a bitmap shader.
                                        if shader.CheckType(c4d.Xbitmap) :
                                            changeTexture(shader)
                                        recurse_hierarchy(shader.GetDown())
                                        shader = shader.GetNext()
                                
                                # Main function
                                def main() :
                                    mats = doc.GetActiveMaterials()
                                
                                    global prefix
                                    prefix = c4d.gui.RenameDialog("Prefix_")
                                    print (prefix)
                                
                                    # Iterate over selected material
                                    for mat in mats:
                                        recurse_hierarchy(mat.GetFirstShader())
                                
                                # Execute main()
                                if __name__=='__main__':
                                    main()
                                

                                Cheers,
                                moko

                                ferdinandF 1 Reply Last reply Reply Quote 0
                                • ferdinandF
                                  ferdinand @moko
                                  last edited by ferdinand

                                  Hi,

                                  @moko said in Texture renaming:

                                  I throw out the undo function because i dont know if it can adress the os part. Is this possible to have an undo on os.rename?

                                  No, there is no Undo for os.rename. You could hook into the Undo APIs provided by Windows and MacOS, but that would be probably overly complicated and also very unsafe.

                                  The easiest way to implement this, would be to create a dictionary of old_file_path and new_file_path key-value pairs and write to it every time you rename something. With that you could unwind renaming operations.

                                  There are however multiple problems with this.

                                  1. If I am not mistaken, your script has no safe-guard against the user renaming a texture multiple times and therefor rendering previous references invalid. This is a problem on its own, but it would also defeat the mentioned naive implementation of an Undo stack with a dictionary.
                                  2. This would also require a persistently running piece of code, where you could store that dictionary. The script manager script and all its states just vanish once it has been executed. You would have at least provide a asynchronous dialog that can stay open until the user decides that he/she is done with the renaming (and undoing). Or a full blown plugin if you do not want to have a dialog dangling around. You could technically store your Undo data somewhere else, like for example in the scene or in the running Python instance, but this would fall into the domain of "hacks".
                                  3. Also implementing a proper undo stack for renaming operations is not as trivial as it might seem, because you would also have to keep track of all modifications made to the tracked files, including these that are not made by you, and properly react to them, if you do not want the Undo feature causing potentially critical conflicts.

                                  So all in all not really worth the hassle.

                                  Cheers,
                                  zipit

                                  MAXON SDK Specialist
                                  developers.maxon.net

                                  M 1 Reply Last reply Reply Quote 0
                                  • M
                                    moko @ferdinand
                                    last edited by

                                    @zipit

                                    hm yes this sounds too complicated overall, particularly point 3 there could so much happen on the os side.
                                    A gui with more options like renaming the hole texturename or a replace option of certain words could be the way forward. Instead of undo it would be easy then to rename the texture with he old name etc.
                                    for now im happy how this works and let this solved.

                                    Much Thanks!
                                    Cheers,
                                    moko

                                    1 Reply Last reply Reply Quote 0
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