Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    changing Renderpath problem

    PYTHON Development
    0
    22
    12.9k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H
      Helper
      last edited by

      On 14/03/2013 at 08:06, xxxxxxxx wrote:

      @Ferdinand: No, this is applies to string-literals only. A string that does already exist will not be
      processed for backslash-escaping again. So the string doesn't care if there is a \n or \r or any
      escape sequence when concatenating, just when being parsed by the Python parser. It is an
      annotation to the coder, not a runtime thingy.

      ref = r'Hello \nobody'
      string_a = ref + ', how are you?'
      string_b = '%s%s' % (ref, ', how are you?')
      string_c = '{0}{1}'.format(ref, ', how are you?')
        
      assert string_a == string_b == string_c
      

      @Amadeo: I agree with Ferdinand, it doesn't look like there should be a semantical difference
      in the code. Are you sure you didn't change anything else?

      Best,
      Niklas

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

        On 14/03/2013 at 08:22, xxxxxxxx wrote:

        [OK] rd = doc.GetActiveRenderData()
        [OK] print rd[[c4d.RDATA_PATH]]
        c:\nline\nline
        [OK] rd[[c4d.RDATA_PATH]] + 'abc'
        'c:\\nline\\nlineabc'
        

        c4d won't accept this path. so you have to force your ouput into raw again not
        sure if string.format does this by default.

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

          On 14/03/2013 at 08:26, xxxxxxxx wrote:

          I don't see why it won't accept this path. Looks valid to me.

          Btw, are the doubled brackets intended?

          [OK] print rd **[[** c4d.RDATA_PATH **]]** 
          
          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            On 14/03/2013 at 08:35, xxxxxxxx wrote:

            for brackets i don't know, haven't really seen them the console font is so tiny. the snippet is
            directly from the console, c4d put them there. for accepting the path - does c4d accept double 
            backlashes instead of single ones ? after __add__ the raw string is transformed into the 
            escaped form and rdata[pathblah] actually contains the double backlashes.

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

              On 14/03/2013 at 08:40, xxxxxxxx wrote:

              There are no double backslashes in the string. There are double-backslashes in the output because
              you didn't print the string. See Python's __repr__.

              Python 2.7.2 (default, Jun 12 2011, 15:08:59) [MSC v.1500 32 bit (Intel)] on win32
              Type "help", "copyright", "credits" or "license" for more information.
              \>>> str = 'C:\\nobody\\noway'
              \>>> str
              'C:\\nobody\\noway'
              \>>> print str
              C:\nobody\noway
              \>>> str + '\\notime'
              'C:\\nobody\\noway\\notime'
              \>>> print str + '\\notime'
              C:\nobody\noway\notime
              
              1 Reply Last reply Reply Quote 0
              • H
                Helper
                last edited by

                On 14/03/2013 at 09:55, xxxxxxxx wrote:

                ah ok, i didn't think of that, i stand corrected 😉

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

                  On 14/03/2013 at 09:56, xxxxxxxx wrote:

                  Hey Guys,

                  I checked again:

                  if i change

                  doc.GetActiveRenderData()

                  back to

                  doc.GetActiveRenderData().GetData()

                  and

                  documents.RenderDocument(doc, renderData.GetData(), renderBmp, c4d.RENDERFLAGS_EXTERNAL)

                  to

                  documents.RenderDocument(doc, renderData, renderBmp, c4d.RENDERFLAGS_EXTERNAL)

                  Thers no file output to disk anymore, just pictureviewer

                  Is that weird?

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

                    On 14/03/2013 at 10:00, xxxxxxxx wrote:

                    It is indeed. Could you provide an SSCCE?

                    -Nik

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

                      On 14/03/2013 at 10:12, xxxxxxxx wrote:

                      I read your link, but i'm not too sure what that's supposed to be ^^sorry

                      would it not be an option to simply send you the code? or the plugin? because i don't think it can be trimmed to far and i don't know how to make it work without all the parts. Does that even make sense?^^

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

                        On 14/03/2013 at 10:17, xxxxxxxx wrote:

                        SSCCE = Short Self Contained Correct Example

                        => Just paste some code that shows the problem and can be run right in the script
                        manager or in a Python plugin-file. 😉

                        You can also send it via PM if you don't want to make it public.

                        Best,
                        -Niklas

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

                          On 14/03/2013 at 10:28, xxxxxxxx wrote:

                          I'll get back to you tomorrow, is that ok?

                          Thanks a lot,

                          Aurel

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

                            On 15/03/2013 at 01:15, xxxxxxxx wrote:

                            Hey NiklasR,

                            Here is what i belive to be a SSCCE:

                              
                              
                            import c4d  
                            from c4d import gui, plugins, documents  
                            import os  
                              
                            if __name__=='__main__':  
                                  doc = c4d.documents.GetActiveDocument()  
                                  renderData = doc.GetActiveRenderData()  
                                  xResolution = int(round(renderData[c4d.RDATA_XRES]))  
                                  yResolution = int(round(renderData[c4d.RDATA_YRES]))  
                                  pathChange = False  
                              
                                  if renderData[c4d.RDATA_PATH] != "":  
                                      storedPath = renderData[c4d.RDATA_PATH]  
                                      renderData[c4d.RDATA_PATH] =r'{0}_{1}'.format(renderData[c4d.RDATA_PATH], "extension")  
                                      c4d.EventAdd()  
                                      pathChange = True  
                              
                                  renderBmp = c4d.bitmaps.BaseBitmap()  
                                  renderBmp.Init(x=xResolution, y=yResolution, depth=32, )  
                              
                                  result = documents.RenderDocument(doc, renderData.GetData(), renderBmp, c4d.RENDERFLAGS_EXTERNAL)  
                                  if pathChange == True:  
                                      renderData[c4d.RDATA_PATH] = storedPath  
                                  if result==c4d.RENDERRESULT_OK:  
                                      c4d.bitmaps.ShowBitmap(renderBmp)     # show image in pictureViewer  
                              
                            

                            Just create a new scene, save the renderoutput in some folder. If you run this script, the rendered file will actually be output to the folder. If you move the .GetData() to doc.GetActiveRenderData().GetData() and remove it from renderData.GetData(), theres no more file output.

                            Aurel

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

                              On 15/03/2013 at 06:21, xxxxxxxx wrote:

                              Hi Amadeo,

                              yes that is perfect, thanks.

                              I'm also very confused, I can reproduce the behavior you describe. I don't see what is wrong
                              in your code, mine works (see below). Anyway, you could still just save the image by hand. The
                              script below is doing this as well so you will end up with two images when the Save parameter
                              is checked in the render-data.

                              import os
                              import c4d
                                
                              def main() :
                                  rdata = doc.GetActiveRenderData().GetData()
                               **    # rdata[c4d.RDATA_SAVEIMAGE] = False**
                                  xres = int(round(rdata[c4d.RDATA_XRES]))
                                  yres = int(round(rdata[c4d.RDATA_YRES]))
                                
                                  path = rdata[c4d.RDATA_PATH]
                                  if not path:
                                      c4d.gui.MessageDialog("no save-path specified")
                                      return
                                
                                  dirname = os.path.dirname(path)
                                  if not os.path.exists(dirname) :
                                      os.makedirs(dirname)
                                  elif not os.path.isdir(dirname) :
                                      c4d.gui.MessageDialog("destination directory can not be created.")
                                      return
                                
                                  path = '%s_extension' % path
                               **    # rdata[c4d.RDATA_PATH] = path**
                                  fileformat = rdata[c4d.RDATA_FORMAT]
                                
                                  bmp = c4d.bitmaps.BaseBitmap()
                                  if bmp.Init(xres, yres, 32) != c4d.IMAGERESULT_OK:
                                      c4d.gui.MessageDialog("could not allocated bitmap for render.")
                                      return
                                
                                  result = c4d.documents.RenderDocument(doc, rdata, bmp, c4d.RENDERFLAGS_EXTERNAL)
                                  if result != c4d.RENDERRESULT_OK:
                                      c4d.gui.MessageDialog("rendering was not successful, see console.")
                                      print "rendering failed with error-code", result
                                      return
                                
                                  result = bmp.Save(path, fileformat)
                                
                                  if result != c4d.IMAGERESULT_OK:
                                      c4d.gui.MessageDialog("rendered bitmap could not be saved, see console.")
                                      print "saving bitmap failed with error-code", result
                                
                              main()
                              

                              It seems to be the setting of the RDATA_PATH, because when you uncomment the red line,
                              the RenderDocument() function does not save automatically anymore.

                              Best,
                              -Niklas

                              1 Reply Last reply Reply Quote 0
                              • First post
                                Last post