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    Change a rendering parameter in python xpresso node

    Cinema 4D SDK
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    • r_giganteR
      r_gigante
      last edited by

      Hi @Passion3D, thanks for reaching out us.

      With regard to your request, please consider that you can access the currently active document using the doc instance already existing in the Xpresso Python node. From this instance you can retrive the active RenderData using BaseDocument::GetActiveRenderData and from here retrieve the first BaseVideoPost using RenderData::GetFirstVideoPost().
      Given the first BaseVideoPost, you can iterate over the videoposts until you find the right one and then change the parameter by accessing by reference its BaseContainer via BaseList2D::GetDataInstance().

      The code below attempts to modify the Filter Size of the ProRender videopost given the FilterDriver as Float parameter of the Xpresso Python Node.

      import c4d
      
      def main():
          # check doc
          if doc is None:
              return
      
          # get the active RenderData
          activeRD = doc.GetActiveRenderData()
          if activeRD is None:
              return
      
          # get the first BaseVideoPost
          firstVP = activeRD.GetFirstVideoPost()
      
          # check and eventually make the change
          if firstVP.IsInstanceOf(1037639):
              firstVP.GetDataInstance()[c4d.VP_GPURENDERER_FILTERSIZE_OFFLINE] = FilterDriver
      
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      • ferdinandF
        ferdinand
        last edited by

        Hi,

        I am a bit confused. If you have the plugin id, I do not quite understand what exactly the problem is. You will have to get the plugin instance with c4d.plugins.FindPlugin(PLUGIN_ID) and then change the parameter on the returned node.

        For the case that you misspoke and actually meant that you know the symbol of the parameter and not the id of the plugin, here you can learn how to find out the plugin id for any node in Cinema 4D. The link is an example for an entry in the preferences dialog, but it will work exactly the same for a VideoPost plugin. You can of course also just grep the plugin folder, but since Vray has probably more than one plugin id (i.e. consists of multiple plugins), inspecting the node type in question in the console is probably a bit faster than grep.

        Cheers,
        zipit

        MAXON SDK Specialist
        developers.maxon.net

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

          @zipit said in Change a rendering parameter in python xpresso node:

          Hi,
          I am a bit confused. If you have the plugin id, I do not quite understand what exactly the problem is.

          You're right @zipit, nothing to get confused about it was just me taking a different mind path. Your proposed approach is indeed correct and also more effective. Thanks for pointing it out!

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          • Passion3DP
            Passion3D
            last edited by

            Thanks to both of you 😉 I'll test all this tomorrow and let you know the result.

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            • Passion3DP
              Passion3D
              last edited by

              What's wrong in my code?

              import c4d
              
              def main():
                  # check doc
                  if doc is None:
                      return
              
                  # get the active RenderData
                  activeRD = doc.GetActiveRenderData()
                  if activeRD is None:
                      return
              
                  # get the first BaseVideoPost (Active Render)
                  firstVP = activeRD.GetFirstVideoPost()
                  if firstVP is None:
                      return
                  shader = firstVP[c4d.VP_VRAYBRIDGE_ENVIRONMENT_BACKGROUNDTEX]
                  if shader == None:
                      shader = c4d.BaseShader(c4d.Xbitmap)
                      firstVP.GetDataInstance()[c4d.VP_VRAYBRIDGE_ENVIRONMENT_BACKGROUNDTEX] = shader
                  shader[c4d.BITMAPSHADER_FILENAME] = "approaching_storm_4k.hdr"
                  c4d.EventAdd()
              
              if __name__=='__main__':
                  main()
              
              
              CairynC P 2 Replies Last reply Reply Quote 0
              • CairynC
                Cairyn @Passion3D
                last edited by

                This post is deleted!
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                • P
                  PluginStudent @Passion3D
                  last edited by

                  Shader creation requires inserting the shader using InsertShader().

                  E.g. Python Generator - Adding Shaders to Deformer Objects.

                  1 Reply Last reply Reply Quote 0
                  • Passion3DP
                    Passion3D
                    last edited by

                    This post is deleted!
                    1 Reply Last reply Reply Quote 0
                    • Passion3DP
                      Passion3D
                      last edited by

                      @PluginStudent
                      Your link is about the creation of a material (and that I already know how to do), not a render parameter.

                      But I have tound the solution.

                          shader = firstVP[c4d.VP_VRAYBRIDGE_ENVIRONMENT_BACKGROUNDTEX]
                          if shader == None:
                              shader = c4d.BaseList2D(c4d.Xbitmap)
                              firstVP.InsertShader(shader)
                              firstVP.GetDataInstance()[c4d.VP_VRAYBRIDGE_ENVIRONMENT_BACKGROUNDTEX] = shader
                          shader[c4d.BITMAPSHADER_FILENAME] = "approaching_storm_4k.hdr"
                      
                      

                      Other question, how to remove it? I don't have found "DeleteShader" or "RemoveShader"🤔

                      CairynC 1 Reply Last reply Reply Quote 0
                      • CairynC
                        Cairyn @Passion3D
                        last edited by

                        @Passion3D The link is about a deformer, not a material. InsertShader() is a function of the class BaseList2D, which is a quite common base class; from what I gather you need to use InsertShader() with all classes that use a shader, whether it's material, render parameter, deformer or whatever.

                        In GeListNode (one class up from BaseList2D) you will find the method Remove(), which can be applied to a shader, no need for a specific "RemoveShader".

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                        • Passion3DP
                          Passion3D
                          last edited by Passion3D

                          @Cairyn Thanks, all work fine for this module 👍

                          1 Reply Last reply Reply Quote 0
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