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

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    • 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
                                      • DunhouD
                                        Dunhou
                                        last edited by

                                        Hi community!

                                        Add Basic CentiLeo Material support, also with ConvertPorts data, This a "new" GPU Renderer and in active development. I am very interested in it.

                                        Not add AOV due to still being in the early stages of development, waiting for this.

                                        Cheers~
                                        DunHou

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

                                        1 Reply Last reply Reply Quote 1
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