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    Open source wrapper for Octane/Redshift/Arnold/Vray/Corona in Cinema 4D.

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    • T
      thomas
      last edited by

      this looks amazing. Can't wait to see arnold / RS

      DunhouD 1 Reply Last reply Reply Quote 0
      • DunhouD
        Dunhou @ferdinand
        last edited by

        Hey @ferdinand , that's very honor to contribute to the community, and also thanks for your pin, that inspire me a lot too.

        And a little plan I want to take your advice, what do you think the next update I should post, should I edit the first post, or just update the links when redshift/arnold is ready, and reply to the topic to show the main changes? which is better for more read convinence?

        Cheers~
        DunHou

        https://boghma.com
        https://github.com/DunHouGo

        1 Reply Last reply Reply Quote 0
        • DunhouD
          Dunhou @thomas
          last edited by

          Hey @thomas , thanks for your like, redshift_helper is 80% for beta I think, I will try to post ASAP.

          Cheers~
          DunHou

          https://boghma.com
          https://github.com/DunHouGo

          1 Reply Last reply Reply Quote 1
          • DunhouD
            Dunhou
            last edited by

            Hi community!

            the renderEngine helper is beta now, I set version number to 1.0.0, it contains three renderer now:

            • Octane
            • Arnold ( MaterialHelper only support NodeGragh )
            • Redshift ( MaterialHelper only support NodeGragh )

            I personally not use Vray and Corona quite often, if anyone is a pro user of these , very welcome to add them to renderEngine

            You can modify the aovs/materials with renderEngine quickly and easliy . See the examples above this topic.

            Hope you can have fun with it, and any improvement and fix is very appreciated.

            Cheers~
            DunHou

            https://boghma.com
            https://github.com/DunHouGo

            1 Reply Last reply Reply Quote 2
            • T
              thomas
              last edited by

              @Dunhou is it possible to get in touch for you for freelance development? I couldn't find any email or socials.

              DunhouD 1 Reply Last reply Reply Quote 0
              • DunhouD
                Dunhou @thomas
                last edited by

                @thomas Hi, I had update my github readme file, and put my email on it😊

                Cheers~
                DunHou

                https://boghma.com
                https://github.com/DunHouGo

                1 Reply Last reply Reply Quote 0
                • DunhouD Dunhou referenced this topic on
                • DunhouD
                  Dunhou
                  last edited by

                  Hi community!

                  Th renderEngine library has been updated to the 1.0.4 version, there are some re-write functions and may not incompatible with older versions,see the main changes as follows:

                  • rename all node & material functions to Capitalize style.
                  • remove transaction in node_helper, use it in the final scripts.
                  • organize the functions in node_helper with comments ( node\port\wire\util )
                  • add some functions to check node or port info, like if it is connected , see the README.
                  • add a InserShader function to create a shader into a wire.
                  • re-write RemoveConnection in node_helper and support one argument(port) to remove connection.
                  • see the Version & Updates

                  Cheers~
                  DunHou

                  https://boghma.com
                  https://github.com/DunHouGo

                  1 Reply Last reply Reply Quote 2
                  • DunhouD Dunhou referenced this topic on
                  • DunhouD Dunhou referenced this topic on
                  • DunhouD
                    Dunhou
                    last edited by

                    Hi community!

                    Since my last post, I had some updates and fix to this library.

                    And the following picture shows the new node functions added to my Render Flow plugin based on the use of this library within few lines( just the node context ).

                    Have fun with it.

                    Cheers~
                    DunHou

                    all.gif

                    https://boghma.com
                    https://github.com/DunHouGo

                    gheyretG 1 Reply Last reply Reply Quote 3
                    • gheyretG
                      gheyret @Dunhou
                      last edited by

                      @Dunhou
                      It's realy cool and usefull, keep going bro 🍻

                      www.boghma.com

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

                        Wow ... good stuff
                        My c4d Programing slowed down this year, but this might be something I want to use some day ...

                        1 Reply Last reply Reply Quote 1
                        • czt_306C
                          czt_306
                          last edited by

                          amazing!

                          DunhouD 1 Reply Last reply Reply Quote 0
                          • DunhouD Dunhou referenced this topic on
                          • DunhouD
                            Dunhou @czt_306
                            last edited by Dunhou

                            Hi community!

                            New versions here!

                            I had change the name from renderEngine to Renderer, and also changed the main structure. see more in the very first of this topic. (renderEngine had been move to versions folder, if you still interested.)

                            This version is way more organized and user-friendly, you can use few lines of code to do something normal work, find an example below:

                            Cheers~
                            DunHou


                            Result:

                            e7eb47f4-f118-45d7-9101-bb610a25921b-image.png

                            Code:

                            import c4d
                            import maxon
                            from Renderer import Redshift, EasyTransaction, TextureHelper
                            
                            tex_helper: TextureHelper = TextureHelper()
                            disp: maxon.Url = tex_helper.GetAssetUrl("file_fa9c42774dd05049")
                            
                            def HowToUse():
                            
                                material: c4d.BaseMaterial = Redshift.Material("MyMaterial")
                            
                                with EasyTransaction(material) as tr:
                            
                                    tr.AddDisplacementTree(filepath = disp, shadername = "DISP")
                            
                                    tr.InsertMaterial()
                            
                            if __name__ == '__main__':
                                HowToUse()
                            

                            https://boghma.com
                            https://github.com/DunHouGo

                            DunhouD 1 Reply Last reply Reply Quote 2
                            • DunhouD
                              Dunhou @Dunhou
                              last edited by

                              Hi community!

                              Here is a little example of how we modify aovs in Octane, find more examples in the top.

                              Have fun with it😊

                              Cheers~
                              DunHou

                              Result:

                              a25ad801-72c0-4e10-9572-e4e20541d0e3-image.png

                              Codes:

                              import c4d
                              import maxon
                              import Renderer
                              from Renderer import Octane
                              from pprint import pprint
                              
                              # How to create and modify octane aovs
                              def modify_octane_aov():
                              
                                  # Get the doc host the aovs, in this case th active doc
                                  doc: c4d.documents.BaseDocument = c4d.documents.GetActiveDocument()
                                  # Set Octane AOVHelper instance
                                  aov_helper = Octane.AOV(doc)
                                  
                                  # Create a Octane aov item
                                  # the id can find from Renderer.constants.octane_id.py or in octane folder
                                  # If #name is None, defulat to type.
                                  diff_aov = aov_helper.create_aov_shader(aov_type = Octane.RNDAOV_DIFFUSE)
                              
                                  # Add the DIFFUSE aov we just created to the Octane aov system
                                  aov_helper.add_aov(diff_aov)
                                  
                                  # Add some aovs
                                  aov_helper.add_aov(aov_helper.create_aov_shader(aov_type = Octane.RNDAOV_POST,aov_name = 'POST'))
                                  aov_helper.add_aov(aov_helper.create_aov_shader(Octane.RNDAOV_DIF_D))
                                  aov_helper.add_aov(aov_helper.create_aov_shader(Octane.RNDAOV_DIF_I))
                                  aov_helper.add_aov(aov_helper.create_aov_shader(Octane.RNDAOV_REFL_D))
                                  aov_helper.add_aov(aov_helper.create_aov_shader(Octane.RNDAOV_REFL_I))
                                  aov_helper.add_aov(aov_helper.create_aov_shader(Octane.RNDAOV_WIRE))
                                  aov_helper.add_aov(aov_helper.create_aov_shader(Octane.RNDAOV_OBJECT_LAYER_COLOR))
                                  aov_helper.add_aov(aov_helper.create_aov_shader(Octane.RNDAOV_VOLUME))
                                  
                                  # Remove last aov: volume
                                  aov_helper.remove_last_aov()
                                  
                                  # Remove specified aov: wire
                                  aov_helper.remove_aov_type(aov_type = Octane.RNDAOV_WIRE)
                                  
                                  # Add 2 custom aovs with id 1 and 2
                                  aov_helper.add_custom_aov(customID = 1)
                                  aov_helper.add_custom_aov(customID = 2)
                                  
                                  # Get the custom aov with id 2
                                  custom2 = aov_helper.get_custom_aov(customID = 2)
                                  if custom2:
                                      print(f'We find a Custom AOV with id 2 Named{custom2.GetName()}')
                                      
                                  # Print current aov info
                                  aov_helper.print_aov()
                              
                              
                              if __name__ == '__main__':
                                  Renderer.ClearConsole()
                                  modify_octane_aov()
                              

                              https://boghma.com
                              https://github.com/DunHouGo

                              DunhouD 1 Reply Last reply Reply Quote 0
                              • DunhouD
                                Dunhou @Dunhou
                                last edited by

                                Hi community!

                                Here is a little example of how we modify scene objects in Arnold, find more examples in the top.

                                We want:

                                • Add a Arnold Sky with hdr
                                • Add a gobo light with a node-base gobo material, and a IES light
                                • Add a cube and add a custom mask to the driver
                                • Add a Scatter with custom instance shapes
                                • Auto export proxy with a BaseObject and load back the ass file (need to save project first)

                                Have fun with it😊

                                Cheers~
                                DunHou

                                Results:

                                63288895-1f52-49f3-8a3e-5a691c394d8f-image.png
                                8cfd5b22-0bbe-42f5-b949-86aa3d19591a-image.png

                                Codes:

                                import c4d
                                import maxon
                                import Renderer
                                from Renderer import Arnold, TextureHelper
                                from pprint import pprint
                                
                                # Create a TextureHelper instance
                                tex_helper: TextureHelper = TextureHelper()
                                
                                # How to create and modify arnold scene
                                def modify_arnold_scene():
                                
                                    # Get the doc host the scene, in this case th active doc
                                    doc: c4d.documents.BaseDocument = c4d.documents.GetActiveDocument()
                                    # Set arnold SceneHelper instance
                                    scene_helper = Arnold.Scene(doc)
                                    
                                    ### == Light == ###
                                    # Add a rig of hdr and rgb backdrop
                                    hdr_url: str =  tex_helper.GetAssetStr(maxon.Id("file_d21cf4cfdec8c636"))
                                    scene_helper.add_dome_rig(texture_path = hdr_url, rgb = c4d.Vector(0,0,0))
                                    
                                    # Add a light object and and some modify tags
                                    gobo_url: maxon.Url = tex_helper.GetAssetUrl("file_66b116a34a150e7e")
                                    gobo_light = scene_helper.add_gobo(texture_path = str(gobo_url), intensity=2, exposure=0)
                                    scene_helper.add_light_modifier(light = gobo_light, gsg_link = True, rand_color = True)
                                    
                                    # Add a IES light
                                    ies_url: str = tex_helper.GetAssetStr("file_6f300f2ba077da4a")
                                    ies = scene_helper.add_ies(texture_path = ies_url, intensity=1, exposure=0)
                                    
                                    ### == Tag == ###
                                    # Add a Cude object and an arnold tag with mask_name
                                    cube = c4d.BaseObject(c4d.Ocube)
                                    scene_helper.add_mask_tag(node=cube, mask_name='My Mask 01')
                                    doc.InsertObject(cube)
                                        
                                    ### == Object == ###
                                    # Add a scatter obejct with some children and count 12345
                                    generate_object = c4d.BaseObject(c4d.Oplane)
                                    doc.InsertObject(generate_object)
                                    scatter_A = c4d.BaseObject(c4d.Oplatonic)
                                    scatter_B = c4d.BaseObject(c4d.Ooiltank)
                                    doc.InsertObject(scatter_A)
                                    doc.InsertObject(scatter_B)
                                    scatters: list[c4d.BaseObject] = [scatter_A, scatter_B]
                                    scene_helper.add_scatter(generator_node=generate_object, scatter_nodes=scatters, count=12345)
                                    
                                    # Add a object and set auto proxy
                                    the_object = c4d.BaseObject(c4d.Oplane)
                                    doc.InsertObject(the_object)
                                    the_object.SetName("Original Object")
                                    scene_helper.auto_proxy(nodes=the_object,remove_objects=False)
                                
                                if __name__ == '__main__':
                                    Renderer.ClearConsole()
                                    modify_arnold_scene()
                                    c4d.EventAdd()
                                

                                https://boghma.com
                                https://github.com/DunHouGo

                                DunhouD 1 Reply Last reply Reply Quote 0
                                • DunhouD
                                  Dunhou @Dunhou
                                  last edited by Dunhou

                                  Hi community!

                                  Another little update, as we didn't have DataDescriptionDatabaseInterface as @ferdinand said in How can we get the default port of a GraphNode?

                                  I add a ConverterPorts to Renderer, we can use this to get the "default " port of a node until the DataDescriptionDatabaseInterface is valid in python.

                                  Note: It can only provide the str data of the port and it's not 100% rigorous

                                  Cheers~
                                  DunHou


                                  Result:

                                  ef6aaffd-aa4f-4def-9b4e-e626bda37c51-image.png

                                  Codes:

                                  import c4d
                                  from Renderer import Redshift,EasyTransaction,ClearConsole
                                  
                                  def ConvertTest():
                                  
                                      material: c4d.BaseMaterial = c4d.documents.GetActiveDocument().GetActiveMaterial()
                                  
                                      with EasyTransaction(material) as tr: 
                                  
                                          nodes = tr.GetActiveNodes()
                                          
                                          for node in nodes:
                                              print(f"Node: {tr.GetName(node)}")
                                              print(f"Default Input: {tr.GetConvertInput(node)}")
                                              print(f"Default Output: {tr.GetConvertOutput(node)}")
                                              print("-"*10)
                                          
                                  if __name__ == '__main__':
                                      ClearConsole()
                                      ConvertTest()
                                  

                                  https://boghma.com
                                  https://github.com/DunHouGo

                                  DunhouD 1 Reply Last reply Reply Quote 0
                                  • DunhouD
                                    Dunhou @Dunhou
                                    last edited by

                                    Hi community!

                                    I had add a basic support to V-Ray and Corona to fit the basic PBR usage, no Scene and AOV yet (AOV seems I can not get them in python, if someone knows where it stores, please let me know that).

                                    Cheers~
                                    DunHou

                                    https://boghma.com
                                    https://github.com/DunHouGo

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

                                      Hi regarding Vray, I once wrote this plugin that have the duty to create ObjectId passes.
                                      I did not try it since age, but previously Vray AOV where stored within a branch on the Render Engine.

                                      I don't have vray installed currently, but I guess if you compile the C++ SDK, with the help of the C++ SDK Active Object Example it should be trivial to inspect a Vray scene and find these AOV.

                                      Cheers,
                                      Maxime

                                      MAXON SDK Specialist

                                      Development Blog, MAXON Registered Developer

                                      DunhouD 1 Reply Last reply Reply Quote 1
                                      • DunhouD
                                        Dunhou @m_adam
                                        last edited by Dunhou

                                        Hi community!

                                        Thanks for @m_adam prompt, I had add a AOV to Vray as same as other renderers, see a basic example here, hope it can help 😊

                                        Cheer~
                                        DunHou


                                        Result:

                                        3b1dfcb9-efb4-4dcc-a65f-a4800c3b9517-image.png

                                        Code:

                                        import c4d
                                        import Renderer
                                        from Renderer import Vray
                                        
                                        def modify_vray_aov():
                                        
                                            # Set Vray AOVHelper instance
                                            doc = c4d.documents.GetActiveDocument()
                                            vp: c4d.documents.BaseVideoPost = Renderer.GetVideoPost(doc, Renderer.ID_VRAY)    
                                            aov_helper = Vray.AOV(vp)
                                        
                                            # Add the DIFFUSE aov
                                            diff_aov = aov_helper.create_aov_shader(aov_type = Vray.VRAY_AOV_DIFFUSE)
                                            aov_helper.add_aov(diff_aov)
                                        
                                            # Add some aovs
                                            aov_helper.add_aov(aov_helper.create_aov_shader(aov_type = Vray.VRAY_AOV_BACKGROUND, aov_name = 'BG'))
                                            aov_helper.add_aov(aov_helper.create_aov_shader(Vray.VRAY_AOV_SPECULAR))
                                            aov_helper.add_aov(aov_helper.create_aov_shader(Vray.VRAY_AOV_REFLECTION))
                                            aov_helper.add_aov(aov_helper.create_aov_shader(Vray.VRAY_AOV_SHADOW))
                                            aov_helper.add_aov(aov_helper.create_aov_shader(Vray.VRAY_AOV_LIGHT_MIX))
                                        
                                            # Remove last aov
                                            aov_helper.remove_last_aov()
                                        
                                            # Remove specified aov: diffuse
                                            aov_helper.remove_aov_type(aov_type = Vray.VRAY_AOV_DIFFUSE[0])
                                        
                                            # Print current aov info
                                            aov_helper.print_aov()
                                        
                                            c4d.EventAdd()
                                        
                                        if __name__ == '__main__':
                                            Renderer.ClearConsole()
                                            modify_vray_aov()
                                        

                                        https://boghma.com
                                        https://github.com/DunHouGo

                                        DunhouD 1 Reply Last reply Reply Quote 1
                                        • DunhouD
                                          Dunhou @Dunhou
                                          last edited by

                                          Hi again,

                                          Also another Corona AOV example here .

                                          Finally preliminarily implemented using this library to approximate the operation of the renderer in Cinema 4D .

                                          The learning process was very enjoyable, hope you also have fun with it ✌

                                          Cheers~
                                          DunHou


                                          Result:

                                          3a357d30-a82d-4905-94ca-b914295cb296-image.png

                                          Code:

                                          import c4d
                                          import Renderer
                                          from Renderer import Corona
                                          
                                          def modify_corona_aov():
                                          
                                              # Get the doc host the aovs, in this case th active doc vp
                                              doc: c4d.documents.BaseDocument = c4d.documents.GetActiveDocument()
                                              vp: c4d.documents.BaseVideoPost = Renderer.GetVideoPost(doc, Renderer.ID_CORONA)
                                              # Set Corona AOVHelper instance
                                              aov_helper = Corona.AOV(vp)
                                          
                                              # turn on the mutipass
                                              aov_helper.enable_mutipass(True)
                                              
                                              # Add the DIFFUSE aov
                                              diff_aov = aov_helper.create_aov_shader(aov_type = Corona.CORONA_MULTIPASS_TYPE_ALBEDO)    
                                              aov_helper.add_aov(diff_aov)
                                          
                                              # Add some aovs
                                              aov_helper.add_aov(aov_helper.create_aov_shader(aov_type = Corona.CORONA_MULTIPASS_TYPE_EMISSION, aov_name = 'emmision aov'))
                                              aov_helper.add_aov(aov_helper.create_aov_shader(Corona.CORONA_MULTIPASS_TYPE_REFLECT))
                                              aov_helper.add_aov(aov_helper.create_aov_shader(Corona.CORONA_MULTIPASS_TYPE_REFRACT))
                                              aov_helper.add_aov(aov_helper.create_aov_shader(Corona.CORONA_MULTIPASS_TYPE_TRANSLUCENCY))
                                              aov_helper.add_aov(aov_helper.create_aov_shader(Corona.CORONA_MULTIPASS_TYPE_ZDEPTH))
                                          
                                              # Remove last aov: volume
                                              aov_helper.remove_last_aov()
                                          
                                              # Remove specified aov: wire
                                              aov_helper.remove_aov_type(aov_type = Corona.CORONA_MULTIPASS_TYPE_TRANSLUCENCY)
                                          
                                              # Print current aov info
                                              aov_helper.print_aov()
                                          
                                              Corona.AovManager()
                                          
                                          if __name__ == '__main__':
                                              Renderer.ClearConsole()
                                              modify_aorona_aov()
                                              c4d.EventAdd()
                                          

                                          https://boghma.com
                                          https://github.com/DunHouGo

                                          1 Reply Last reply Reply Quote 0
                                          • DunhouD
                                            Dunhou
                                            last edited by

                                            Hi community!

                                            New Updates here :

                                            • Fix some Octane and Corona functions (base on layer)
                                            • Add MaterialMaker and PBRPackage

                                            PBRPackage means a suite of pbr textures, like a stone texture pack form PolyHaven or Megascan, you can provide the folder and the name to get the slot they should be:

                                            • we have a texture pack named Rock Stone 01
                                            • this package had some textures in D:/myTextures ,like Rock Stone 01_albedo.jpg/Rock Stone 01_Normal.png/Rock Stone 01_disp.exr.
                                            • we can provide the folder like D:/myTextures and its name like Rock Stone 01
                                            • then we get textures in a dictionary
                                            data = {"diffuse": Rock Stone 01_albedo.jpg,
                                                          "normal": Rock Stone 01_Normal.jpg,
                                                          "displacement": Rock Stone 01_disp.jpg,
                                                          etc...
                                            }
                                            

                                            Material Maker can easily add pbr materials from a package, and also you can use it with individuals textures.

                                            But all of this build with this library, so only node materials on Redshift/Arnold/Vray, Octane and Corona is supported by thier own logics.

                                            Cheers~
                                            DunHou

                                            https://boghma.com
                                            https://github.com/DunHouGo

                                            1 Reply Last reply Reply Quote 0
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