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    weird behavior in MaterialData Init() [SOLVED]

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    • H
      Helper
      last edited by

      On 01/07/2015 at 08:37, xxxxxxxx wrote:

      not global.

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      • H
        Helper
        last edited by

        On 02/07/2015 at 05:30, xxxxxxxx wrote:

        ???
        You don't want a global flag? Then, why not?
        You have no global data? Fine.
        But your problem are those repeated Init() calls, right?

        Regarding my suggestion of a flag as member variable. This could still work, if you correctly implement it in Read()/Write() and CopyTo().

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        • H
          Helper
          last edited by

          On 02/07/2015 at 09:23, xxxxxxxx wrote:

          I see, so descriptions can solve this? "trying to avoid overriding Read()/Write()"

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          • H
            Helper
            last edited by

            On 02/07/2015 at 17:45, xxxxxxxx wrote:

            to some extent, the problem is half solved, here is what I did:
            used CopyTo() , which solved how the buttons work "in the video, I have 2 buttons, one that sets the flag to TRUE and one sets it to FALSE"

            now the problem is: I want to set the flag to FALSE after the render, some code:

              
            		case MATPREVIEW_GENERATE_IMAGE:
            			{
            				MatPreviewGenerateImage* image = (MatPreviewGenerateImage* )data;
            				if (image->pDoc)
            				{
            					Int32					w = image->pDest->GetBw();
            					Int32					h = image->pDest->GetBh();
              
            					RenderData* rdata = image->pDoc->GetActiveRenderData();
            					BaseContainer bcRender = rdata->GetData();
              
            					bcRender.SetFloat(RDATA_XRES, w);
            					bcRender.SetFloat(RDATA_YRES, h);
            					bcRender.SetInt32(RDATA_ANTIALIASING, ANTI_GEOMETRY);
            					
            					image->pDest->Clear(0, 0, 0);
            					GePrint("m_update_preview = " + String::IntToString(m_update_preview));
            					if(image->bLowQuality)
            					{
            						bcRender.SetBool(RDATA_RENDERENGINE, RDATA_RENDERENGINE_PREVIEWSOFTWARE);
            						image->lResult = RenderDocument(image->pDoc, bcRender, nullptr, nullptr, image->pDest,
            															 RENDERFLAGS_EXTERNAL | RENDERFLAGS_PREVIEWRENDER, image->pThread);
            					}
            					else if(m_update_preview == TRUE)
            					{
            						((SevenPhotonsMaterial* )node)->m_update_preview = FALSE;
            						BaseVideoPost* myRenderer = BaseVideoPost::Alloc(ID_SEVENPHOTONS);
            						rdata->InsertVideoPost(myRenderer);
            						bcRender.SetInt32(RDATA_RENDERENGINE, ID_SEVENPHOTONS);
              
            						image->lResult = RenderDocument(image->pDoc, bcRender, nullptr, nullptr, image->pDest,
            															 RENDERFLAGS_EXTERNAL, image->pThread);
            					}
            				}
            				break;
            			}  
            		case MSG_DESCRIPTION_COMMAND:
            			{
            				DescriptionCommand* dc = (DescriptionCommand* )data;
            				if (dc->id[0].id == SEVENPHOTONS_MAT_PREVIEW_UPDATE)
            				{
            					m_update_preview = TRUE;
            					break;
            				}
            				else if (dc->id[0].id == SEVENPHOTONS_MAT_PREVIEW_UPDATE_STOP)
            				{
            					m_update_preview = FALSE;
            					break;
            				}
            			}
            

            so with the 2 commands, it works fine, but it doesn't change to FALSE in the MATPREVIEW_GENERATE_IMAGE message, any ideas?

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            • H
              Helper
              last edited by

              On 03/07/2015 at 05:45, xxxxxxxx wrote:

              Hm? My questions may be stupid...
              Are those cases in the same switch? Then why do you access m_update_preview directly in MSG_DESCRIPTION_COMMAND and via a node in MATPREVIEW_GENERATE_IMAGE?
              Otherwise without knowing your class layout it's difficult to tell. Maybe you are resetting the flag in a copy?

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              • H
                Helper
                last edited by

                On 03/07/2015 at 07:47, xxxxxxxx wrote:

                not via a node
                this: ((SevenPhotonsMaterial* )node)->m_update_preview = FALSE;
                is the same as this: m_update_preview = FALSE;
                it is a class member.
                what I wanted to achieve is: when I hit update button,it renders "only once" //this one didn't work,
                as it is perma updating, that's why I tried setting the flag to false once it enters "old singleton style"
                when I hit cancel button,it breaks any rendering. //I achieved this

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                • H
                  Helper
                  last edited by

                  On 06/07/2015 at 09:01, xxxxxxxx wrote:

                  Hi Mohamed,

                  the reason you can't reset the flag is indeed, that you are working on a copy. MATPREVIEW_GENERATE_IMAGE is send to a clone of your material for rendering purposes.

                  That being said, I have to say, I have no solution, yet. I'm currently looking into MATPREVIEW_GET_DIRTY_COUNT and MATPREVIEW_COPY_USERDATA, if these might offer a solution. I will also discuss your case with the rest of the team tomorrow.

                  I'm sorry, this thread is taking so long and I still can't offer a solution. But I'm still optimistic, we'll find a solution.

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

                    On 23/07/2015 at 08:21, xxxxxxxx wrote:

                    Hi Mohamed,

                    finally I found the time to play around with this. Sorry, it took so long.
                    As said before, the problem is, that MATPREVIEW_GENERATE_IMAGE is send to a clone of your material. So you can't reset the flag, because you only reset it in the clone, not the original material.

                    My admittedly quite hacky approach is to have a BaseLink member (_linkOrig) in the material. Plus another boolean member (_flagRequestPreview) storing the "render request" flag.

                    In Init() I initialize as follows:

                    _linkOrig->SetLink(nullptr);
                    _flagRequestPreview = true; // assuming that a first initial preview is always wanted
                    

                    When the material is copied (CopyTo()), I set the link. Either to the source material (if not previously set) or to the stored link. Like so:

                    MaterialPreviewExample* sdata = static_cast<MaterialPreviewExample*>(snode->GetNodeData());
                    BaseList2D* bl2d = sdata->_linkOrig->GetLink(snode->GetDocument());
                    if (bl2d)
                      static_cast<MaterialPreviewExample*>(dest)->_linkOriginalMaterial->SetLink(bl2d);
                    else
                      static_cast<MaterialPreviewExample*>(dest)->_linkOriginalMaterial->SetLink(snode);
                    

                    In MSG_DESCRIPTION_COMMAND I do basically the same as you, simply setting _flagRequestPreview. Of course one could use a checkbox instead of two buttons, but that may be a matter of taste.

                    Then on MATPREVIEW_GENERATE_IMAGE I simply evaluate the link and use/reset the flag of the original material. Like so:

                    BaseList2D* bl2d = _linkOrig->GetLink(node->GetDocument());
                    if (!bl2d)
                      bl2d = _linkOrig->ForceGetLink();  // this will be the most probable path, as preview is rendered in another document
                      
                    Bool flagRender;
                      
                    if (bl2d)
                    {
                      MaterialPreviewExample* dOrig = static_cast<MaterialPreviewExample*>(bl2d->GetNodeData());
                      flagRender = dOrig->_flagRequestPreview;
                      dOrig->_flagRequestPreview = false;
                    }
                    else
                    {
                      flagRender = _flagRequestPreview;
                      _flagRequestPreview = false;
                    }
                    // Here: flagRender is true, only once after the button got pushed
                    

                    As I said, it's a bit hacky. But as it is only used for rendering of previews, I think, it should work ok.
                    Let me know, what you think.

                    Another option would be the use of message MATPREVIEW_PREPARE_SCENE. As far as I can see, this message is still send to the original material. But if you get this message, heavily depends on your preview implementation.

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                    • H
                      Helper
                      last edited by

                      On 23/07/2015 at 09:01, xxxxxxxx wrote:

                      Hi Andreas,

                      thanks a lot for the help
                      I will check them tonight and see , most probably the link approach looks good "I will need that link for other stuff later 😄

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                      • H
                        Helper
                        last edited by

                        On 23/07/2015 at 22:18, xxxxxxxx wrote:

                        it works very well, thanks Andreas
                        you can consider this solved.

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