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    changing Renderpath problem

    PYTHON Development
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    • 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.

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      • 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
        
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        • 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 😉

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          • 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?

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            • H
              Helper
              last edited by

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

              It is indeed. Could you provide an SSCCE?

              -Nik

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              • 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?^^

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                • 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

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                  • 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

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                    • 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

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                      • 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

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