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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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();  
                              }  
                         }  
                    
                    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 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);  
                        
                        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 29/08/2007 at 08:49, xxxxxxxx wrote:

                          Hello Philip,

                          where:
                          LONG subcnt = layer->GetLayerCount();

                          subcnt always is -1 so the internal cycle go in loop forewer.

                          What's mean that GetLayerCount() return -1 ?

                          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 29/08/2007 at 11:08, xxxxxxxx wrote:

                            But Philip did this in his loop:

                            for (j=0;j<subcnt || subcnt==-1;j++)
                            

                            Probably explicitly to avoid the infinite loop. No idea about what -1 represents here though.

                            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 29/08/2007 at 11:35, xxxxxxxx wrote:

                              Hello dear Robert,

                              but when the subcnt == -1.. it loop

                              🙂
                              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 29/08/2007 at 12:29, xxxxxxxx wrote:

                                Are you sure of your types (LONG)? In actuality, all that is needed is:

                                for (j = 0; j < subcnt; ++j)
                                

                                Since -1L is less than 0L, the loop should exit immediately. But if ULONG is used, -1L is of course 4 billion.

                                All else failing, just check for -1 on subcnt and avoid the loop altogether:

                                LONG subcnt = layer->GetLayerCount();  
                                if (subcnt < 0)     continue;  
                                for (j=0; j!=subcnt; ++j)  
                                ...
                                
                                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 30/08/2007 at 01:54, xxxxxxxx wrote:

                                  My excuses... one line of source code was missing!

                                    
                                       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();  
                                                 if (subcnt==-1) break;       
                                            }  
                                       }  
                                  
                                  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 30/08/2007 at 11:10, xxxxxxxx wrote:

                                    Hello Philip,

                                    ok now 🙂 but the objectID are the only buffers not detected with this way 😞

                                    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 30/08/2007 at 14:25, xxxxxxxx wrote:

                                      To retrieve the alpha channels use:

                                        
                                      cnt = b3d->GetAlphaLayerCount();  
                                      for (i=0; i<cnt; i++)  
                                      {  
                                           B3dBitmap *layer = b3d->GetAlphaLayerNum(i);  
                                           if (!layer) continue;  
                                        
                                           id = sublayer->GetParameter(MPB_USERID).GetLong();  
                                           if (!id) continue;  
                                        
                                           ...  
                                      }  
                                      
                                      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 30/08/2007 at 14:26, xxxxxxxx wrote:

                                        Ah.. thanks.. i forgot that ObjectID are in fact alpha channels 🙂

                                        Thanks a lot
                                        Renato

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