Texture Tag Output
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Hello!
I've been trying to get the 'output' of a Texture Tag in a similar way to how the Shader Effector and the Displacer Deformer does.
Using the Displacer Deformer to explain what I mean. If the "Channel" parameter is set to "Color" instead of "Custom" I now feed the "Texture Tag" field a texture tag. The Displacer now using all the information from that texture tag to do its calculations, such as the shaders, the projection, and the PSR.
The Displacer is referencing the Texture Tag to calculate a greyscale value at a given position for each polygon point. Instead of using the Displacer though, I would want to be able to use in my own points with the Texture Tag and retrieve the greyscale value of those custom locations.
I'm not really sure where to start exploring this, I was looking at some things like ChannelData and VolumeData, but that didn't seem to be what I needed. Any help to point me in the right direction would be greatly appreciated!
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Hi d_schmidt and thanks for reaching us.
With regard to your request, what you actually need to do is to "sample" a BaseShader used somewhere in the material referred by the TextureTag.
The topic is indeed not too complex but requires some reading in order to get comfortable and proficient with the means provided in the API before dipping toes in sampling shaders.
I recommend:I also point you to this thread where sampling the color at meshes vertexes is shown using a Python script. Maybe it will simply help you to glue together the information got by reading the reference above.
Best, Riccardo.
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Hi Riccardo!
Sorry about the late response but I had to start working on something else for a few days. I went through all of your recommended links and the thread and I think I'm getting a better idea of how the Material, Texture Tag, and the UVWs interact and I'm able to get the shader color at UVW points of my choice.
I had a follow up question of how this process would work while using a different type of projection Spherical, Cylindrical, Cubic for example. The way I currently understand it is that the texture tag's matrix would be used to determine this, but I'm not sure how the matrix should come into play. It's possible I missed something in the links you provided but I would appreciate another push in the correct direction.
Dan
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Hi Dan, thanks for following up here.
With regard to your comment, the texture tag's matrix takes place when passed as 4th argument of the GenerateUVW(). This matrix is actually responsible for positioning the "virtual mapping gizmo" in space with respect to the object itself
To be more clear image you need you've a plane placed on the origin and laying on XZ. You need to create a flat mapping on it rotated by 45 degrees on
w
, stretched by 0.5 onu
and 2.0 onv
and shifted from the origin of a certain amount.Assuming you also have a material existing in the Material Manager running the script below will execute the task.
# Main function def main(): # check that an object is selected if op is None: return # get the active material activeMat = doc.GetActiveMaterial() if activeMat is None: return # instantiate a TextureTag texTag = c4d.TextureTag() if texTag is None: return # set the mapping type texTag[c4d.TEXTURETAG_PROJECTION] = c4d.TEXTURETAG_PROJECTION_FLAT # turn off tiling texTag[c4d.TEXTURETAG_TILE] = False # link to the active material texTag[c4d.TEXTURETAG_MATERIAL] = activeMat # apply some modification to the spatial position of the texturetag angleDeg = -90 # orient the virtual flat gizmo from xy-plane to xz-plane texTagMatrix = c4d.utils.RotAxisToMatrix(c4d.Vector(1,0,0), math.radians(angleDeg)) # rotate around the local Z-axis by 30degs angleDeg = 45 texTagMatrix = texTagMatrix * c4d.utils.RotAxisToMatrix(c4d.Vector(0,0,1), math.radians(angleDeg)) # stretch the texture by 0.5 on X-axis and 2 on Z-axis texTagMatrix.Scale(c4d.Vector(0.5,1,2)) # apply some offset to the texture texTagMatrix.off = c4d.Vector(50,0,-100) # generate the corresponding UVWTag using the mapping settings specific in the TextureTag uvwTag = c4d.utils.GenerateUVW(op, op.GetMg(), texTag, texTagMatrix) texTag[c4d.TEXTURETAG_PROJECTION] = 6 if op.GetTag(c4d.Tuvw) is None: op.InsertTag(uvwTag) if op.GetTag(c4d.Ttexture) is None: op.InsertTag(texTag) c4d.EventAdd() # Execute main() if __name__=='__main__': main()
In this context the TextureTag's matrix actually plays the role that can be seen by manipulating the mapping when an object is in Texture Mode
Best, Riccardo
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Hello.
Thank you for all of the help! Just to make sure I'm on the same page as you I ran your code with a Checkerboard shader and got this as a result.
I've been doing some tests but I'm not getting the results I was looking for with this code.
import c4d from c4d import gui def main(): currentUVWTag = op.GetTag(c4d.Tuvw) currentMaterial = op.GetTag(c4d.Ttexture).GetMaterial() shd = currentMaterial[c4d.MATERIAL_COLOR_SHADER] # init via InitRenderStruct() initRS = c4d.modules.render.InitRenderStruct() c4d.INITRENDERRESULT_OK == shd.InitRender(initRS) chanData = c4d.modules.render.ChannelData() pointcount = 10 checks=range(pointcount) # loop over the data in the UVW set to retrieve the color uvwdict = currentUVWTag.GetSlow(0) spot1 = uvwdict["a"] spot2 = uvwdict["c"] for y in checks: for x in checks: local = c4d.Vector(spot1.x+(spot2.x/pointcount*x),spot1.y+(spot2.y/pointcount*y),0) chanData.p = local col = shd.Sample(chanData) print local, "/", col shd.FreeRender() if __name__=='__main__': main()
The idea is using the UVW tag created by your code on a 1 polygon plane. Then using 'a' and 'c' I'm trying to browse the entire polygon, sampling it in a ten by ten grid. The results aren't what I expected though. I'm returning the location and the color, and I would think I would get getting some sort of 'empty' value where the shader isn't drawing, but it's always returning the color vector of the checkerboard. Do I need to be sampling the texture instead of the shader? Or am I doing something else wrong?
Dan
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Hi Dan, thanks for following up.
With regard to the code posted I think there are two things to check:
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the expression used to compute the linear interpolation is incorrect: it should rather be
spot1.x + (spot2.x - spot1.x) / pointcount*x
as well as fory
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beware of properly specifying the ChannelData::texflag and specify the correct TEX flag.
Last but not least, in Python you can only sample shaders being the BaseShader::Sample available. On C++ instead it's also possible sample BaseChannels via BaseChannel::Sample.
Best, Riccardo
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Thanks again, Riccardo. I really appreciate all of the help.
I noticed the sampling coordinate issue right before I checked back here, sorry about such a simple mistake.
If I had to redo the code in C++ that would be totally fine. BaseChannel::Sample would work to give me the end output once I pass it the correct UVW coordinate, right? Would there be a better way to get what the UVW coordinate would be at a given point in C++? I'm not seeing a simple way to pass the Texture Tag and there for the projection type to it. This seems like it's possibly pretty simply but I'm not properly understanding it.
Dan
Edit:
I want to clarify that I'm looking to accomplish something similar to how the displacer object in this example is able to use the linked texture tag(set to spherical projection, and using any movements of the texture) to correctly displace the plane. I want to be able to get the same data that I assume the Displacer is getting access to so that I can create my own custom outputs.
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Hi Dan, thanks for providing further details on it and sorry for coming late here.
Actually I spent some time to run some test and, in the end, I confirm that what you're looking for can be delivered also on Python if sampling shader is sufficient.
In my tests, I also found that BaseChannel::Sample() has the same behavior or BaseShader::Sample() and both are "somehow" actually agnostic to tiling.
What should be evaluated before hand is if we're sampling the "first" tile or its repetition and this can be done via a simple helper function that, for the sole UVW case (you can extend the cases by looking at the ShdProjectPoint here), looks like as:TEX_EPSILON = 0.0001 def TestUVW(texdata, uvw): # check texdata if texdata is None or uvw is None: return False # update the UVW value by evaluting TextureTag offset/tiles if texdata["proj"] == c4d.P_UVW: uvw.x = (uvw.x - texdata["ox"]) * texdata["invLenx"]; uvw.y = (uvw.y - texdata["oy"]) * texdata["invLeny"]; # if tiling simply return if texdata["texflag"] & c4d.TEX_TILE: return True # return True only if UV coord are referring to the first tile, False otherwise return (uvw.x >= -TEX_EPSILON and uvw.x <= 1.0+TEX_EPSILON) and (uvw.y >= -TEX_EPSILON and uvw.y <= 1.0+TEX_EPSILON) return false
Given that, the whole code to sample an object where UVW mapping and a non-tiling TextureTag are assigned looks as:
import c4d TEX_EPSILON = 0.0001 def TestUVW(texdata, uvw): # check texdata if texdata is None or uvw is None: return False # update the UVW value by evaluting TextureTag offset/tiles if texdata["proj"] == c4d.P_UVW: uvw.x = (uvw.x - texdata["ox"]) * texdata["invLenx"]; uvw.y = (uvw.y - texdata["oy"]) * texdata["invLeny"]; # if tiling simply return if texdata["texflag"] & c4d.TEX_TILE: return True # return True only if UV coord are referring to the first tile, False otherwise return (uvw.x >= -TEX_EPSILON and uvw.x <= 1.0+TEX_EPSILON) and (uvw.y >= -TEX_EPSILON and uvw.y <= 1.0+TEX_EPSILON) return false # Main function def main(): if op is None: return # get the current TextureTag / Material / UVWTag currentTextureTag = op.GetTag(c4d.Ttexture) currentMaterial = currentTextureTag[c4d.TEXTURETAG_MATERIAL] currentUVWTag = op.GetTag(c4d.Tuvw) # get the shader associated to the color slot shd = currentMaterial[c4d.MATERIAL_COLOR_SHADER] # init via InitRenderStruct() initRS = c4d.modules.render.InitRenderStruct() c4d.INITRENDERRESULT_OK == shd.InitRender(initRS) # init the ChannelData chanData = c4d.modules.render.ChannelData() chanData.n = c4d.Vector(0.0, 0.0, 1.0) chanData.d = c4d.Vector(0.01,0.01,0.01) chanData.scale = 1.0 # prepare the data for testing the UVW texdata = { "proj" : currentTextureTag[c4d.TEXTURETAG_PROJECTION], "ox" : currentTextureTag[c4d.TEXTURETAG_OFFSETX], "oy" : currentTextureTag[c4d.TEXTURETAG_OFFSETY], "invLenx" : currentTextureTag[c4d.TEXTURETAG_TILESX], "invLeny" : currentTextureTag[c4d.TEXTURETAG_TILESY], "texflag" : 0 } # check the tiling state if currentTextureTag[c4d.TEXTURETAG_TILE]: texdata["texflag"] = texdata["texflag"] & TEX_TILE points = op.GetAllPoints() polygons = op.GetAllPolygons() pointcount = 10 # loop over the data in the UVW set to retrieve the color uvwdict = currentUVWTag.GetSlow(0) spot1 = uvwdict["a"] spot2 = uvwdict["c"] print polygons[0] point1 = points[polygons[0].a] print point1 point2 = points[polygons[0].c] print point2 for i in xrange(pointcount+1): for j in xrange(pointcount+1): col = c4d.Vector(-1) localUVW = c4d.Vector (spot1.x + (spot2.x-spot1.x) / pointcount * i, spot1.y + (spot2.y - spot1.y) / pointcount * j, 0) localPOS = c4d.Vector (point1.x + (point2.x-point1.x) / pointcount * i, 0, point1.z + (point2.z - point1.z) / pointcount * j) if (TestUVW(texdata, localUVW)): chanData.p = localUVW col = shd.Sample(chanData) print i, ",", j, " / ", localPOS, " / ", localUVW, "/", col # free the allocated resources shd.FreeRender() # Execute main() if __name__=='__main__': main()
For all the points hitting the mapping with the shader, the color is returned, whilst for the remaining points
(-1, -1, -1)
is returned.Best, Riccardo
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Hi Riccardo!
No worries about the wait, I really appreciate all of the help you've been giving me. I'm going over the code you provided and working to implement one of the other projections to make sure I properly understand it.
With the code you provided I'm confused about the handling of tiling. Why is it necessary to implement return True if it is tiling? Would just taking the modulo of the uvw.x and uvw.y not work? In my few tests it seems to do the job.
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Hi Dan,
the approach I depicted is just one of the many viable and shouldn't be deemed as "the" approach. I'm simply returning
True
to avoid checking for the passed uvw being in the "1st" tile.But, again, feel free to experiment and if you find a better approach just share your code for the sake of our community growth.
Best, Riccardo
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Hi again, Riccardo!
If I figure it out I'll be sure to post it.
I've been trying to get some of the other projection types to work but I've been having trouble with them. So I went to Flat Projection since it seems like the simplest one on the list.
case P_FLAT: case P_SPATIAL: { Vector d = p * tdp->im; uv->x = (d.x*0.5-tdp->ox)*lenxinv; uv->y = -(d.y*0.5+tdp->oy)*lenyinv; break; }
Modifying your code with it though isn't giving me the sort of outputs I would be expecting.
import c4d import math TEX_EPSILON = 0.0001 def TestUVW(texdata, uvw): # check texdata if texdata is None or uvw is None: return False # update the UVW value by evaluting TextureTag offset/tiles if texdata["proj"] == c4d.P_UVW: uvw.x = (uvw.x - texdata["ox"]) * texdata["invLenx"]; uvw.y = (uvw.y - texdata["oy"]) * texdata["invLeny"]; # if tiling simply return if texdata["texflag"] & c4d.TEX_TILE: return True # return True only if UV coord are referring to the first tile, False otherwise return (uvw.x >= -TEX_EPSILON and uvw.x <= 1.0+TEX_EPSILON) and (uvw.y >= -TEX_EPSILON and uvw.y <= 1.0+TEX_EPSILON) return false #code I added def TestFlat(texdata,p): d = p * texdata["im"] uv = c4d.Vector() uv.x = (d.x*.5-texdata["ox"])*texdata["invLenx"] uv.y = -(d.y*.5+texdata["oy"])*texdata["invLeny"] return uv # Main function def main(): if op is None: return # get the current TextureTag / Material / UVWTag currentTextureTag = op.GetTag(c4d.Ttexture) currentMaterial = currentTextureTag[c4d.TEXTURETAG_MATERIAL] currentUVWTag = op.GetTag(c4d.Tuvw) # get the shader associated to the color slot shd = currentMaterial[c4d.MATERIAL_COLOR_SHADER] # init via InitRenderStruct() initRS = c4d.modules.render.InitRenderStruct() c4d.INITRENDERRESULT_OK == shd.InitRender(initRS) # init the ChannelData chanData = c4d.modules.render.ChannelData() chanData.n = c4d.Vector(0.0, 0.0, 1.0) chanData.d = c4d.Vector(0.01,0.01,0.01) chanData.scale = 1.0 # prepare the data for testing the UVW invlenx = 0 invleny =0 if currentTextureTag[c4d.TEXTURETAG_LENGTHX] !=0: invlenx = 1.0/currentTextureTag[c4d.TEXTURETAG_LENGTHX] if currentTextureTag[c4d.TEXTURETAG_LENGTHY] !=0: invleny = 1.0/currentTextureTag[c4d.TEXTURETAG_LENGTHY] texdata = { "proj" : currentTextureTag[c4d.TEXTURETAG_PROJECTION], "ox" : currentTextureTag[c4d.TEXTURETAG_OFFSETX], "oy" : currentTextureTag[c4d.TEXTURETAG_OFFSETY], "invLenx" : invlenx,#currentTextureTag[c4d.TEXTURETAG_TILESX], "invLeny" : invleny,#currentTextureTag[c4d.TEXTURETAG_TILESY], "texflag" : 0, "lenx" : currentTextureTag[c4d.TEXTURETAG_LENGTHX], "leny" : currentTextureTag[c4d.TEXTURETAG_LENGTHY], "im":~currentTextureTag.GetMl() } # check the tiling state if currentTextureTag[c4d.TEXTURETAG_TILE]: texdata["texflag"] = texdata["texflag"] & c4d.TEX_TILE points = op.GetAllPoints() polygons = op.GetAllPolygons() pointcount = 10 # loop over the data in the UVW set to retrieve the color uvwdict = currentUVWTag.GetSlow(0) spot1 = uvwdict["a"] spot2 = uvwdict["c"] point1 = points[polygons[0].a] point2 = points[polygons[0].c] check = c4d.Vector() for i in xrange(pointcount+1): for j in xrange(pointcount+1): col = c4d.Vector(-1) localUVW = c4d.Vector (spot1.x + (spot2.x-spot1.x) / pointcount * i, spot1.y + (spot2.y - spot1.y) / pointcount * j, 0) localPOS = c4d.Vector (point1.x + (point2.x-point1.x) / pointcount * i, 0, point1.z + (point2.z - point1.z) / pointcount * j) if texdata["proj"] == c4d.TEXTURETAG_PROJECTION_UVW: if (TestUVW(texdata, localUVW)): chanData.p = localUVW col = shd.Sample(chanData) if texdata["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT: flatprojection = TestFlat(texdata,localUVW) chanData.p = flatprojection col = shd.Sample(chanData) print i, ",", j, " / ", localPOS, " / ", localUVW, "/",flatprojection,"/", col # free the allocated resources shd.FreeRender() # Execute main() if __name__=='__main__': main()
I took texdata["im"] to mean the inverted matrix of the Texture Tag because of the documentation saying "The inverse of the texture projection matrix. " Because of the default scale of 100 on the texture tag it was making everything really tiny, so I started to use GetNormalized on texdata["im"]. Even in that case it wasn't outputting what I was expecting.
I modified your output to show what TestFlat() was returning and what was actually being sampled.
print i, ",", j, " / ", localPOS, " / ", localUVW, "/",flatprojection,"/", col
Given a normal flat texture I thought that flatprojection would go from vector(.25,0,0) to vector(.75,1,0), but it's actually going from vector(0,-.5,0) to vector(.5,0,0). The latter seems consistent with the code I wrote, but that doesn't seem to be what give the correct output.
Here is my current setup, with a simple gradient texture and a one polygon 200x200 plane.
Am I still missing something? Am I wrong about what matrix texdata["im"] is supposed to be? The flat projection could is simple enough that I don't see many places where I could have made a mistake.
Dan
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Hi Dan, thanks for following up and sorry for coming late here.
With regard to your new post, there are a few points to clarify:
- the snippet found in the TexData page in our documentation should be used to compute the UV value for a certain point not for testing a point being inside or outside first tile;
That said, you are supposed i would suggest to write the coder above as:
# return the UV of a certain point when flat projection is used def ComputeFlatMapping(mappingInfo, p): uv = c4d.Vector() # check projection being set to flat if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT: d = p * mappingInfo["im"] uv.x = (d.x * .5 - mappingInfo["ox"]) * mappingInfo["invLenx"] + 0.5 uv.y = (d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5 return uv
and later on in the code do something like:
# compute the UV value at two vertexes if currentTextureTag[c4d.TEXTURETAG_PROJECTION] == c4d.TEXTURETAG_PROJECTION_UVW: spot1 = uvwdict["a"] spot2 = uvwdict["c"] else: # non UVW cases should be generated on the fly during the sampling loop spot1 = 0 spot2 = 0
The whole code should then look like (I've cleaned and reorganized a few items there):
import c4d import math TEX_EPSILON = 0.0001 # test if a given uv value-set is inside first tile (0-1) or outside it def TestTiling(mappingInfo, uvw): # check passed arguments if mappingInfo is None or uvw is None: return False # update the UVW value by evaluating TextureTag offset/tiles if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_UVW: uvw.x = (uvw.x - mappingInfo["ox"]) * mappingInfo["invLenx"] uvw.y = (uvw.y - mappingInfo["oy"]) * mappingInfo["invLeny"] # if tiling simply return if mappingInfo["texflag"] & c4d.TEX_TILE: return True # return True only if UV coord are referring to the first tile, False otherwise return (uvw.x >= -TEX_EPSILON and uvw.x <= 1.0+TEX_EPSILON) and (uvw.y >= -TEX_EPSILON and uvw.y <= 1.0+TEX_EPSILON) # return the UV of a certain point when flat projection is used def ComputeFlatMapping(mappingInfo, p): uv = c4d.Vector() # check projection being set to flat if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT: d = p * mappingInfo["im"] uv.x = (d.x * .5 - mappingInfo["ox"]) * mappingInfo["invLenx"] + 0.5 uv.y = (d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5 return uv # Main function def main(): if op is None: return # get the current TextureTag / Material / UVWTag currentTextureTag = op.GetTag(c4d.Ttexture) currentMaterial = currentTextureTag[c4d.TEXTURETAG_MATERIAL] mappingInfo = { "proj" : currentTextureTag[c4d.TEXTURETAG_PROJECTION], "ox" : currentTextureTag[c4d.TEXTURETAG_OFFSETX], "oy" : currentTextureTag[c4d.TEXTURETAG_OFFSETY], "invLenx" : currentTextureTag[c4d.TEXTURETAG_TILESX], "invLeny" : currentTextureTag[c4d.TEXTURETAG_TILESY], "texflag" : 0, "lenx" : currentTextureTag[c4d.TEXTURETAG_LENGTHX], "leny" : currentTextureTag[c4d.TEXTURETAG_LENGTHY], "im":~currentTextureTag.GetMl() } # check the tiling state if currentTextureTag[c4d.TEXTURETAG_TILE] == 1: print "here tiling" mappingInfo["texflag"] = mappingInfo["texflag"] | c4d.TEX_TILE points = op.GetAllPoints() polygons = op.GetAllPolygons() intermediatePointsCnt = 10 point1 = points[polygons[0].a] point2 = points[polygons[0].c] # get the first UVWTag currentUVWTag = op.GetTag(c4d.Tuvw) if currentUVWTag is None: return # access the tag values uvwdict = currentUVWTag.GetSlow(0) # compute the UV value at two vertexes if currentTextureTag[c4d.TEXTURETAG_PROJECTION] == c4d.TEXTURETAG_PROJECTION_UVW: spot1 = uvwdict["a"] spot2 = uvwdict["c"] else: # non UVW cases should be generated on the fly during the sampling loop spot1 = 0 spot2 = 0 # get the shader associated to the color slot shd = currentMaterial[c4d.MATERIAL_COLOR_SHADER] # init via InitRenderStruct() initRS = c4d.modules.render.InitRenderStruct() c4d.INITRENDERRESULT_OK == shd.InitRender(initRS) # init the ChannelData chanData = c4d.modules.render.ChannelData() chanData.n = c4d.Vector(0.0, 0.0, 1.0) chanData.d = c4d.Vector(0.01,0.01,0.01) chanData.scale = 1.0 for j in xrange(intermediatePointsCnt + 1): for i in xrange(intermediatePointsCnt + 1): col = c4d.Vector(-1) localPOS = c4d.Vector (point1.x + (point2.x - point1.x) / intermediatePointsCnt * i, 0, point1.z + (point2.z - point1.z) / intermediatePointsCnt * j) localUVW = c4d.Vector (spot1.x + (spot2.x - spot1.x) / intermediatePointsCnt * i, spot1.y + (spot2.y - spot1.y) / intermediatePointsCnt * j, 0) # if theoretical projection is used recompute the UVW for the sampled point if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT: localUVW = ComputeFlatMapping(mappingInfo, localPOS) if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_UVW or mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT: if (TestTiling(mappingInfo, localUVW)): chanData.p = localUVW col = shd.Sample(chanData) print localPOS, "/", localUVW, "/",col # free the allocated resources shd.FreeRender() # Execute main() if __name__=='__main__': main()
For the sake of completeness, please find also attached to the test scene used to verify the code .
Hoping this helps you to further aim in the desired direction, give best.
Riccardo
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Hi again Riccardo, sorry about another late response but I was finally able to go through your code again. I see where I when wrong in understanding where the Flat projection stuff would take over.
Going through your code I saw a few things that didn't make sense to me and I just want to make sure I went about them in the right way.
if currentTextureTag[c4d.TEXTURETAG_PROJECTION] == c4d.TEXTURETAG_PROJECTION_UVW: spot1 = uvwdict["a"] spot2 = uvwdict["c"] else: # non UVW cases should be generated on the fly during the sampling loop spot1 = 0#These need to be swapped to c4d.Vector(0), since later on it's looking for a vector. spot2 = 0
And then the second one:
def ComputeFlatMapping(mappingInfo, p): uv = c4d.Vector() # check projection being set to flat if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT: d = p * mappingInfo["im"] uv.x = (d.x * .5 - mappingInfo["ox"]) * mappingInfo["invLenx"] + 0.5 uv.y = (d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5 # this needs to be changed to "-(d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5" return uv
Without changing it to minus in your checkerboard example doesn't seem to return the correct color samples. I was getting Vector(0,0,0) when I should have been getting Vector(1,1,1) and vice versa from what I could tell.
Swapping uv.y to the minus seemed to fix that.
Then I tried a new test with a new material, each quarter of it being a different color. Even with my 'fix' I was getting incorrect outputs.
What I'm getting as an output:
Vector(-300, 0, 200) / Vector(0.793, 0.803, 0) / Vector(1, 0, 0) Vector(-400, 0, 300) / Vector(0.086, 0.803, 0) / Vector(0, 0, 0) Vector(-300, 0, 300) / Vector(0.44, 0.45, 0) / Vector(0, 0, 0) Vector(-200, 0, 300) / Vector(0.793, 0.096, 0) / Vector(1, 0, 0) Vector(-300, 0, 400) / Vector(0.086, 0.096, 0) / Vector(0, 0, 0)
When I expect to get:
Vector(-300, 0, 200) / Vector(0.793, 0.803, 0) / Vector(1, 0, 0) Vector(-400, 0, 300) / Vector(0.086, 0.803, 0) / Vector(0, 0, 0) Vector(-300, 0, 300) / Vector(0.44, 0.45, 0) / Vector(1, 1, 1) Vector(-200, 0, 300) / Vector(0.793, 0.096, 0) / Vector(0, 0, 1) Vector(-300, 0, 400) / Vector(0.086, 0.096, 0) / Vector(1, 1, 1)
After all of that I still have one more question: where the end +.5 came from for the last bit of code. They are missing from the TexData example, but from what I can tell it needs them to function correctly.
/*TexData example for Flat Projection*/ Vector d = p * tdp->im; uv->x = (d.x*0.5-tdp->ox)*lenxinv; uv->y = -(d.y*0.5+tdp->oy)*lenyinv; /* as opposed to your code*/ uv.x = (d.x * .5 - mappingInfo["ox"]) * mappingInfo["invLenx"] + 0.5 uv.y = (d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5
I'm just worried in doing the other projection types that there will be an unknown variable that I don't know that I need to add.
Again, thank you so much for all of your help, Riccardo.
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Hi Dan, thanks for following up.
Here are my considerations based on your comments:
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Without changing it to minus in your checkerboard example doesn't seem to return the correct color samples. I was getting Vector(0,0,0) when I should have been getting Vector(1,1,1) and vice versa from what I could tell.
I think it's a bug in how the Layer shader in your scene is sampled.
Using a grandient-only shader (new scene) makes the script generating consistent results
In this case the "relevant" values are:
Vector(-300, 0, 200) / Vector(0.793, 0.803, 0) / Vector(1, 0, 0) Vector(-400, 0, 300) / Vector(0.086, 0.803, 0) / Vector(0, 1, 0) Vector(-300, 0, 300) / Vector(0.44, 0.45, 0) / Vector(0, 0, 1) Vector(-200, 0, 300) / Vector(0.793, 0.096, 0) / Vector(1, 1, 1) Vector(-300, 0, 400) / Vector(0.086, 0.096, 0) / Vector(0, 0, 1)
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Swapping uv.y to the minus seemed to fix that.
I agree, my bad there! Correct code should look like:
def ComputeFlatMapping(mappingInfo, p): uv = c4d.Vector() # check projection being set to flat if mappingInfo["proj"] == c4d.TEXTURETAG_PROJECTION_FLAT: d = p * mappingInfo["im"] uv.x = (d.x * .5 - mappingInfo["ox"]) * mappingInfo["invLenx"] + 0.5 uv.y = -(d.y * .5 + mappingInfo["oy"]) * mappingInfo["invLeny"] + 0.5 return uv
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After all of that I still have one more question: where the end +.5 came from for the last bit of code. They are missing from the TexData example, but from what I can tell it needs them to function correctly.
Here I've just debugged the values returned by the code responsible for generating UV values and I found that the values were missing a +0.5 shift.
Best, Riccardo
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Hi Riccardo,
Thanks for the first response. My bad with not catching that it was a layer shader bug, I figured I had done something wrong with the sampling. I'll start looking into the other projection samplings.
Dan