Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

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

    General Talk
    programming learning-resource
    7
    23
    21.9k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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
                                    • First post
                                      Last post