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

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    • 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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