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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!

      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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