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    VPBuffers

    SDK Help
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 22/06/2007 at 10:53, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9.6+ 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Hi All,

      there is a way to get the array of VPBuffer if i set the render of each light and the array of the VPBuffer for all objects ID when i set multipass rendering?

      Here some code:

      LONG buffercount = 11;
      VPBuffer **myVpBuffers = (VPBuffer** ) GeAlloc (buffercount * sizeof(VPBuffer* ));
      for (LONG iBuf = VPBUFFER_RGBA; iBuf < VPBUFFER_ATMOSPHERE_MUL; iBuf++) {
           myVpBuffers[iBuf] = render->GetBuffer(iBuf,0);
      }

      so myVpBufferrs _will be null if corrispondent multipass is not set.

      But will be good to get the pointer to the lights and Id 🙂

      thanks in advance
      Renato

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 23/06/2007 at 08:52, xxxxxxxx wrote:

        Any help?

        Cheers
        Renato

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 25/06/2007 at 11:16, xxxxxxxx wrote:

          😞

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 29/06/2007 at 10:43, xxxxxxxx wrote:

            Maybe that my question is wrong?

            Cheers
            Renato

            1 Reply Last reply Reply Quote 0
            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 02/07/2007 at 03:17, xxxxxxxx wrote:

              sorry, I can't quite follow you here. you only get a shdow, diffuse and specular pass for each light and an alpha pass for each object id. do you want access to these passes?

              cheers,
              Matthias

              1 Reply Last reply Reply Quote 0
              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 02/07/2007 at 16:41, xxxxxxxx wrote:

                Sure.. 🙂

                Cheers
                Renato

                1 Reply Last reply Reply Quote 0
                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 29/07/2007 at 19:04, xxxxxxxx wrote:

                  Quote: Originally posted by Matthias Bober on 02 July 2007
                  >
                  > * * *
                  >
                  > sorry, I can't quite follow you here. you only get a shdow, diffuse and specular pass for each light and an alpha pass for each object id. do you want access to these passes?
                  >
                  > cheers,
                  > Matthias
                  >
                  >
                  >
                  >
                  > * * *

                  Please!
                  28 days 😞

                  1 Reply Last reply Reply Quote 0
                  • H
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 30/07/2007 at 01:36, xxxxxxxx wrote:

                    Hi Renato,

                    Please ask your questions in a way I can follow you. What is it you want to achieve? From your last reply I was assuming the problem has been resolved. We both are not native English spekaers so please try to word your questions are bit more clearly.

                    cheers,
                    Matthias

                    1 Reply Last reply Reply Quote 0
                    • H
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 30/07/2007 at 04:33, xxxxxxxx wrote:

                      Hello Matthias,

                      what i need is get all vpbuffer in the best way.
                      I'm getting now the basic vpbuffer from render.. but seem that is better to get all them from Multipass..

                      Any suggestions?

                      Cheers
                      Renato

                      1 Reply Last reply Reply Quote 0
                      • H
                        Helper
                        last edited by

                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                        On 31/07/2007 at 02:41, xxxxxxxx wrote:

                        I am not sure but could you not get all the information from the Multipass structure found in the PixelPost structure?

                        cheers,
                        Matthias

                        1 Reply Last reply Reply Quote 0
                        • H
                          Helper
                          last edited by

                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                          On 31/07/2007 at 07:35, xxxxxxxx wrote:

                          Do you need the passes after or during rendering?

                          cheers,
                          Matthias

                          1 Reply Last reply Reply Quote 0
                          • H
                            Helper
                            last edited by

                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                            On 31/07/2007 at 08:16, xxxxxxxx wrote:

                            i need to find all the VPBuffer opened by multipass. So i can fire pixels from vray to them 🙂
                            So i need them in Execute..

                            Cheers
                            Renato

                            1 Reply Last reply Reply Quote 0
                            • H
                              Helper
                              last edited by

                              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                              On 22/08/2007 at 19:11, xxxxxxxx wrote:

                              Hi all,

                              Here the scene that i've examined:

                              i wrote this piece of code looking for the separate light pass:

                                
                              LONG *remapVpBuffers = (LONG* ) GeAlloc (sizeof(LONG)*33);  
                                        String *remapStrings = (String* ) GeAlloc (sizeof(String)*33);  
                                
                                        remapVpBuffers[0]      = VPBUFFER_RGBA;  
                                        remapVpBuffers[1]      = VPBUFFER_AMBIENT;  
                                        remapVpBuffers[2]      = VPBUFFER_DIFFUSE;  
                                        remapVpBuffers[3]      = VPBUFFER_SPECULAR;  
                                        remapVpBuffers[4]      = VPBUFFER_SHADOW;  
                                        remapVpBuffers[5]      = VPBUFFER_REFLECTION;  
                                        remapVpBuffers[6]      = VPBUFFER_TRANSPARENCY;  
                                        remapVpBuffers[7]      = VPBUFFER_RADIOSITY;  
                                        remapVpBuffers[8]      = VPBUFFER_CAUSTICS;  
                                        remapVpBuffers[9]      = VPBUFFER_ATMOSPHERE;  
                                        remapVpBuffers[10]      = VPBUFFER_ATMOSPHERE_MUL;  
                                        remapVpBuffers[11]      = VPBUFFER_ALLPOSTEFFECTS;  
                                        remapVpBuffers[12]      = VPBUFFER_IMAGEBUILDING_PASS;  
                                        remapVpBuffers[13]      = VPBUFFER_DEPTH;  
                                        remapVpBuffers[14]      = VPBUFFER_MAT_COLOR;  
                                        remapVpBuffers[15]      = VPBUFFER_MAT_DIFFUSION;  
                                        remapVpBuffers[16]      = VPBUFFER_MAT_LUMINANCE;  
                                        remapVpBuffers[17]      = VPBUFFER_MAT_TRANSPARENCY;  
                                        remapVpBuffers[18]      = VPBUFFER_MAT_REFLECTION;  
                                        remapVpBuffers[19]      = VPBUFFER_MAT_ENVIRONMENT;  
                                        remapVpBuffers[20]      = VPBUFFER_MAT_SPECULAR;  
                                        remapVpBuffers[21]      = VPBUFFER_MAT_SPECULARCOLOR;  
                                        remapVpBuffers[22]      = VPBUFFER_ILLUMINATION;  
                                        remapVpBuffers[23]      = VPBUFFER_OBJECTBUFFER;  
                                        remapVpBuffers[24]      = VPBUFFER_POSTEFFECT;  
                                        remapVpBuffers[25]      = VPBUFFER_POSTEFFECT_MUL;  
                                        remapVpBuffers[26]      = VPBUFFER_AMBIENTOCCLUSION;  
                                        remapVpBuffers[27]      = VPBUFFER_MAT_NORMAL;  
                                        remapVpBuffers[28]      = VPBUFFER_MAT_UV;  
                                        remapVpBuffers[29]      = VPBUFFER_MOTIONVECTOR;  
                                        remapVpBuffers[30]      = VPBUFFER_BLEND;  
                                        remapVpBuffers[31]      = VPBUFFER_LIGHTBLEND;  
                                        remapVpBuffers[32]      = VPBUFFER_ALPHA;  
                                
                                        remapStrings[0]      = "VPBUFFER_RGBA";  
                                        remapStrings[1]      = "VPBUFFER_AMBIENT";  
                                        remapStrings[2]      = "VPBUFFER_DIFFUSE";  
                                        remapStrings[3]      = "VPBUFFER_SPECULAR";  
                                        remapStrings[4]      = "VPBUFFER_SHADOW";  
                                        remapStrings[5]      = "VPBUFFER_REFLECTION";  
                                        remapStrings[6]      = "VPBUFFER_TRANSPARENCY";  
                                        remapStrings[7]      = "VPBUFFER_RADIOSITY";  
                                        remapStrings[8]      = "VPBUFFER_CAUSTICS";  
                                        remapStrings[9]      = "VPBUFFER_ATMOSPHERE";  
                                        remapStrings[10]      = "VPBUFFER_ATMOSPHERE_MUL";  
                                        remapStrings[11]      = "VPBUFFER_ALLPOSTEFFECTS";  
                                        remapStrings[12]      = "VPBUFFER_IMAGEBUILDING_PASS";  
                                        remapStrings[13]      = "VPBUFFER_DEPTH";  
                                        remapStrings[14]      = "VPBUFFER_MAT_COLOR";  
                                        remapStrings[15]      = "VPBUFFER_MAT_DIFFUSION";  
                                        remapStrings[16]      = "VPBUFFER_MAT_LUMINANCE";  
                                        remapStrings[17]      = "VPBUFFER_MAT_TRANSPARENCY";  
                                        remapStrings[18]      = "VPBUFFER_MAT_REFLECTION";  
                                        remapStrings[19]      = "VPBUFFER_MAT_ENVIRONMENT";  
                                        remapStrings[20]      = "VPBUFFER_MAT_SPECULAR";  
                                        remapStrings[21]      = "VPBUFFER_MAT_SPECULARCOLOR";  
                                        remapStrings[22]      = "VPBUFFER_ILLUMINATION";  
                                        remapStrings[23]      = "VPBUFFER_OBJECTBUFFER";  
                                        remapStrings[24]      = "VPBUFFER_POSTEFFECT";  
                                        remapStrings[25]      = "VPBUFFER_POSTEFFECT_MUL";  
                                        remapStrings[26]      = "VPBUFFER_AMBIENTOCCLUSION";  
                                        remapStrings[27]      = "VPBUFFER_MAT_NORMAL";  
                                        remapStrings[28]      = "VPBUFFER_MAT_UV";  
                                        remapStrings[29]      = "VPBUFFER_MOTIONVECTOR";  
                                        remapStrings[30]      = "VPBUFFER_BLEND";  
                                        remapStrings[31]      = "VPBUFFER_LIGHTBLEND";  
                                        remapStrings[32]      = "VPBUFFER_ALPHA";  
                                
                                        GePrint ("************************************************");  
                                        VPBuffer *Buffer=NULL;  
                                        for (LONG lb=0; lb<33; lb++){  
                                             for (LONG subId = 0; subId<50; subId++) {  
                                                  Buffer = render->GetBuffer(remapVpBuffers[lb],subId);  
                                                  if (Buffer) {  
                                                       GePrint("Buf: " + remapStrings[lb]+ "   SubId: " + LongToString(subId));  
                                                       if (lb == 0) break;  
                                                  }  
                                             }  
                                        }  
                                
                              gefree etc.etc.etc..  
                                
                                
                              

                              Now..why all others lights layers are not in the list?

                              Thanks all
                              Renato

                              1 Reply Last reply Reply Quote 0
                              • H
                                Helper
                                last edited by

                                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                On 24/08/2007 at 17:33, xxxxxxxx wrote:

                                😞

                                1 Reply Last reply Reply Quote 0
                                • H
                                  Helper
                                  last edited by

                                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                  On 25/08/2007 at 11:34, xxxxxxxx wrote:

                                  Matthias won't be back until tomorrow so hold tight! 🙂

                                  1 Reply Last reply Reply Quote 0
                                  • H
                                    Helper
                                    last edited by

                                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                    On 25/08/2007 at 13:46, xxxxxxxx wrote:

                                    Thanks Robert 🙂

                                    Can't you help me on this?

                                    Cheers
                                    Renato

                                    1 Reply Last reply Reply Quote 0
                                    • H
                                      Helper
                                      last edited by

                                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                      On 25/08/2007 at 14:36, xxxxxxxx wrote:

                                      I don't know anything about VPBuffers.

                                      1 Reply Last reply Reply Quote 0
                                      • H
                                        Helper
                                        last edited by

                                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                        On 27/08/2007 at 03:17, xxxxxxxx wrote:

                                        Here's how to browse through a multipass bitmap. For lights there is an inner loop that retrieves the data.

                                        The main bitmap should be checked with bmp->IsMultipassBitmap() first and then casted into a (MultipassBitmap* )

                                          
                                             LONG j,i,id;  
                                             LONG cnt = b3d->GetLayerCount();  
                                          
                                             for (i=0; i<cnt; i++)  
                                             {  
                                                  MultipassBitmap *sublayer,*layer = b3d->GetLayerNum(i);  
                                                  if (!layer) continue;  
                                          
                                                  LONG subcnt = layer->GetLayerCount();  
                                          
                                                  for (j=0;j<subcnt || subcnt==-1;j++)  
                                                  {  
                                                       if (subcnt>0)  
                                                            sublayer   = layer->GetLayerNum(j);  
                                                       else   
                                                            sublayer = layer;  
                                          
                                                       if (!sublayer) continue;  
                                          
                                                       id = sublayer->GetParameter(MPB_USERID).GetLong();  
                                                  }  
                                             }  
                                        
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                                        • H
                                          Helper
                                          last edited by

                                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                          On 27/08/2007 at 10:47, xxxxxxxx wrote:

                                          Thanks Philip,

                                          but what do you mean about main bitmap?

                                          do i need to get it from Multipass::VPBitmap[0]?

                                          Cheers
                                          Renato

                                          1 Reply Last reply Reply Quote 0
                                          • H
                                            Helper
                                            last edited by

                                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                            On 28/08/2007 at 12:26, xxxxxxxx wrote:

                                            You can retrieve the main bitmap by calling

                                              
                                            MultipassBitmap *mpb = (MultipassBitmap* )renderinstance->GetBuffer(NOTOK,0);  
                                            
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