The Cache while rendering
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 28/06/2011 at 07:03, xxxxxxxx wrote:
User Information:
Cinema 4D Version:
Platform:
Language(s) : C++ ; PYTHON ;---------
Hi,I am confused about what's going on with an object's cache when rendering.
I made up a python tag which prints me the state of the cache of a cloner.Rendering an animation, i see in the console, that GetCache() returns None (or NULL in C++), but that the Object itself now is the Cache.
But, rendering a single Frame, GetCache() returns also None, but the Object I recieve is the Object itself. O.o.
I hope you understand what I mean.
Thanks !
Niklas -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 28/06/2011 at 12:51, xxxxxxxx wrote:
Ok, so different one:
Can please somebody explain me how a Generator Object is handled when rendering ? How does the "rendered document" then look like ? Because I need to modify the Cache of an Object, but it doesn't work when rendering.
Thanks !
Niklas -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 28/06/2011 at 12:53, xxxxxxxx wrote:
Isn't everything Polygonized when sent to render?
Cheers
Lennart -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 28/06/2011 at 12:57, xxxxxxxx wrote:
Hm yes I think so. But the polygonized object then carries my Python tag.
So, imagine a cloner
- Cloner # clones 3 times Cube Sphere
Using GetCache() i get the following hierarchy:
- Null Cube 0 Sphere 0 Cube 1
Everything is well, until I want to render a single frame.
Then using GetCache() returns None. I printed the Name of the Object (original it was a cloner) carrieng my Python tag and I recieve "Null", so it's a null Object.But when rendering an animation, it does work using GetCache()..
Thanks,
Niklas -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 28/06/2011 at 13:06, xxxxxxxx wrote:
Mhm, wait. Checked it out with a cube, seems like I can't get the cache of a cube while rendering ?! O_o
import c4d print op.GetOrigin().GetTypeName(), print op.GetOrigin().GetCache().GetTypeName() def main() : pass
I am so confused, you can't believe ! xD
I already modified the Cache whiel rendering, but I forgot what was the difference to now ! .. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 29/06/2011 at 17:29, xxxxxxxx wrote:
Just chill man and don't be confused get help with all friends and solved your problems.
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 29/06/2011 at 21:06, xxxxxxxx wrote:
Remember that the cache may not be built when you get it. Check out the threads here about caches and the documentation to see when and what is available when. It is confusing but not insurmountable.
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 09/03/2012 at 15:04, xxxxxxxx wrote:
Hi kuroyume,
Is it possible to get the cache while rendering from C++ (Within TagData::Execute, ObjectData::GetVirtualObjects or ObjectData::Execute) ?
Thank you!
NiklasEdit: Man, I really didn't know that. Setting the Priority to Generators does the magic trick. Thanks to Lennart (tcastudios).
https://developers.maxon.net/forum/topic/6272/6658_no-attributes (first page, last post)