Hi all,
Apologies for the delay, but only had time to revisit this issue this week.
So I found the solution and thought about posting here for other people. It's probably not the best one, but it works for me and I'm happy with the final results.
Like to thank Niklas, Scott and Riccardo for helping with this, as a lot of the information came from them, which I just adapted.
So this is developed to render with Octane, but you can change to whatever render settings you need.
"""
The script is a blend of techniques that I found to be working at the end.
It starts by getting all of the polygon object in the scene, iterating through each object and soloing it in a layer.
Creates the objects, camera, materials and render settings for the environment.
Focus the object first before calculating if all of the object is in the scene.
Because the camera has a target tag connected to a moving null that sits under each object is rendering, the position reaches a conclusion when object is inside the camera frame.
I didn't want to create a new thread to run the script as I prefer the user not be using cinema and let it run. We can't afford to have Cinema crashing at the same time.
"""
import c4d
def get_op(op, name):
while op:
if op.GetName() == name:
return op
get_op(op.GetDown(), name)
op = op.GetNext()
def get_mat(op, name):
while op:
if op.GetName() == name:
return op
get_op(op.GetDown(), name)
op = op.GetNext()
def get_op_type(op, name, lst):
while op:
if op.GetTypeName() == name:
lst.append(op)
get_op_type(op.GetDown(), name, lst)
op = op.GetNext()
return lst
def get_vp(op, name):
while op:
if op.GetName() == name:
return op
op = op.GetNext()
def create_obj(op_type, name):
op = c4d.BaseObject(op_type)
op.SetName(name)
doc.InsertObject(op)
return op
def create_render(doc):
rd = c4d.documents.RenderData()
doc.InsertRenderData(rd)
doc.SetActiveRenderData(rd)
rd.SetName('Temp_BP')
rd[c4d.RDATA_RENDERENGINE] = 1029525
oct_render_vp = c4d.documents.BaseVideoPost(1029525)
rd.InsertVideoPost(oct_render_vp)
rd[c4d.RDATA_XRES] = 540
rd[c4d.RDATA_YRES] = 540
rd[c4d.RDATA_LOCKRATIO] = True
rd[c4d.RDATA_FILMASPECT] = 1.0
rd[c4d.RDATA_FRAMESEQUENCE] = 1
rd[c4d.RDATA_FRAMERATE] = 24
# Save
rd[c4d.RDATA_GLOBALSAVE] = True
rd[c4d.RDATA_SAVEIMAGE] = True
rd[c4d.RDATA_FORMAT] = c4d.FILTER_PNG
rd[c4d.RDATA_NAMEFORMAT] = 6
rd[c4d.RDATA_FORMATDEPTH] = 1
# Octane Renderer
oct_render_vp[c4d.SET_PASSES_ENABLED] = False
oct_render_vp[c4d.VP_UPDATE_MATERIALS_MODE] = False
oct_render_vp[1013] = 0
oct_render_vp[c4d.VP_BUFFER_TYPE] = 2
oct_render_vp[c4d.VP_KERNEL_ENABLE] = True
oct_render_vp[c4d.SET_DIRECT_MAXSAMPLES] = 1000
oct_render_vp[c4d.SET_DIRECT_SPECDEPTH] = 3
oct_render_vp[c4d.SET_DIRECT_AODIST] = 0.3
oct_render_vp[c4d.SET_DIRECT_ALPHACHAN] = True
oct_render_vp[c4d.SET_DIRECT_KEEPENV] = False
oct_render_vp[c4d.SET_DIRECT_ADAPTIVE_SAMPLING] = True
oct_render_vp[c4d.SET_DIRECT_ASAMP_EXP_EXPOSURE] = 1.0
# Watermark
watermark_vp = c4d.documents.BaseVideoPost(1025462)
rd.InsertVideoPostLast(watermark_vp)
watermark_vp[c4d.VP_WATERMARK_TEXT_ENABLE] = True
watermark_vp[c4d.VP_WATERMARK_TEXT_SHOWLABELS] = False
watermark_vp[c4d.VP_WATERMARK_TEXT_RENDERTIME] = False
watermark_vp[c4d.VP_WATERMARK_TEXT_DATE] = False
watermark_vp[c4d.VP_WATERMARK_TEXT_BG_OPACITY] = 1.0
rd.Message(c4d.MSG_UPDATE)
return (rd, watermark_vp)
def TestPointInFrame(pt, frame):
return pt.x > frame['cl'] and pt.x < frame['cr'] and pt.y > frame['ct'] and pt.y < frame['cb']
def CheckIfInView(cam, obj, doc):
# Get the current BaseDraw
bd = doc.GetActiveBaseDraw()
safeFrame = bd.GetSafeFrame()
# Get the active object bouding box center and radius
box = [c4d.Vector() for x in xrange(8)]
points = [c4d.Vector() for x in xrange(8)]
rd = obj.GetRad()
mp = obj.GetMp()
# Build the active object bouding box
box[0] = c4d.Vector()
box[0].x = mp.x - rd.x
box[0].y = mp.y - rd.y
box[0].z = mp.z - rd.z
box[0] *= obj.GetMgn()
box[1] = c4d.Vector()
box[1].x = mp.x - rd.x
box[1].y = mp.y + rd.y
box[1].z = mp.y - rd.z
box[1] *= obj.GetMgn()
box[2] = c4d.Vector()
box[2].x = mp.x + rd.x
box[2].y = mp.y - rd.y
box[2].z = mp.y - rd.z
box[2] *= obj.GetMgn()
box[3] = c4d.Vector()
box[3].x = mp.x + rd.x
box[3].y = mp.y + rd.y
box[3].z = mp.y - rd.z
box[3] *= obj.GetMgn()
box[4] = c4d.Vector()
box[4].x = mp.x + rd.x
box[4].y = mp.y - rd.y
box[4].z = mp.z + rd.z
box[4] *= obj.GetMgn()
box[5] = c4d.Vector()
box[5].x = mp.x + rd.x
box[5].y = mp.y + rd.y
box[5].z = mp.y + rd.z
box[5] *= obj.GetMgn()
box[6] = c4d.Vector()
box[6].x = mp.x - rd.x
box[6].y = mp.y - rd.y
box[6].z = mp.y + rd.z
box[6] *= obj.GetMgn()
box[7] = c4d.Vector()
box[7].x = mp.x - rd.x
box[7].y = mp.y + rd.y
box[7].z = mp.y + rd.z
box[7] *= obj.GetMgn()
# Calculate bouding box coordinates in screen space
for i in xrange(len(box)):
points[i] = bd.WS(box[i])
# Test if the current object is completely visible in the rendered safe frame
for i in xrange(len(points)):
visible = TestPointInFrame(points[i], safeFrame)
if not visible:
break
return visible
def escaped_pressed(bc=None):
if bc is None:
bc = c4d.BaseContainer()
c4d.gui.GetInputEvent(c4d.BFM_INPUT_KEYBOARD, bc)
return bc[c4d.BFM_INPUT_CHANNEL] == c4d.KEY_ESC
def main():
doc = c4d.documents.GetActiveDocument()
first_obj = doc.GetFirstObject()
first_mat = doc.GetFirstMaterial()
sku_layer = first_obj.GetLayerObject(doc)
objs_lst = get_op_type(first_obj, 'Polygon', [])
count_total = len(objs_lst)
rs, water_vp = create_render(doc)
cam = get_op(first_obj, 'Temp_Cam')
bg = get_op(first_obj, 'BG')
mat = get_mat(first_mat, 'BG_Mat')
trg_null = get_mat(first_mat, 'Cam_Target')
if cam == None:
cam = create_obj(c4d.Ocamera, 'Temp_Cam')
oct_cam_tag = cam.MakeTag(1029524) # Octane Camera tag
oct_cam_tag[c4d.OCTANECAMERA_ENABLE_IMAGER] = True
oct_cam_tag[c4d.OCTANECAMERA_PREMALPHA] = True
trg_tag = cam.MakeTag(c4d.Ttargetexpression)
if trg_null == None:
trg_null = create_obj(c4d.Onull, 'Cam_Target')
trg_tag[c4d.TARGETEXPRESSIONTAG_LINK] = trg_null
if bg == None:
bg = create_obj(c4d.Obackground, 'BG')
tex_tag = bg.MakeTag(c4d.Ttexture)
if mat == None:
mat = c4d.BaseMaterial(1029501)
mat.SetName('BG_Mat')
shader = c4d.BaseList2D(1011100)
shader[c4d.SLA_GRADIENT_TYPE] = 2002 # Type 2D - Diagonal
grad = shader[c4d.SLA_GRADIENT_GRADIENT]
grad.FlushKnots()
k1 = grad.InsertKnot(col=c4d.Vector(0.5, 0.5, 0.5), pos=0.25, index = 0)
k2 = grad.InsertKnot(col=c4d.Vector(0.25, 0.25, 0.25), pos=0.75, index= 1)
shader[c4d.SLA_GRADIENT_GRADIENT] = grad
mat[c4d.OCT_MATERIAL_DIFFUSE_LINK] = shader
mat.InsertShader(shader)
mat.Message(c4d.MSG_UPDATE) # Update the material changes
mat.Update(True, True) # Update the material's icon image
doc.InsertMaterial(mat)
tex_tag.SetMaterial(mat)
bd = doc.GetActiveBaseDraw()
bd.SetSceneCamera(cam)
root_layer = doc.GetLayerObjectRoot()
child_layer = root_layer.GetDown()
layer = None
while child_layer:
if child_layer.GetName() == 'Temp_Layer':
layer = child_layer
break
child_layer = child_layer.GetNext()
if not layer:
layer = c4d.documents.LayerObject()
layer.SetName('Temp_Layer')
layer.InsertUnder(root_layer)
cam.SetLayerObject(layer)
bg.SetLayerObject(layer)
hdri = get_op(first_obj, 'HDRI')
hdri.SetLayerObject(layer)
subd_lst = get_op_type(first_obj, 'Subdivision Surface', [])
for subd in subd_lst:
subd.SetLayerObject(layer)
if not objs_lst:
c4d.gui.MessageDialog('No polygon objects in the scene!')
c4d.StatusSetText('No polygon objects in the scene!')
return False
for count, obj in enumerate(objs_lst[:10], start=1):
rad_x = obj.GetRad().x * 2
rad_y = obj.GetRad().y * 2
rad_z = obj.GetRad().z * 2
water_vp[c4d.VP_WATERMARK_TEXT_CUSTOM_TEXT] = 'Dimensions(cm): (H){0:.2f} x (W){1:.2f} x (D){2:.2f}'.format(rad_x, rad_y, rad_z)
trg_null.Remove()
trg_null.InsertUnder(obj)
doc.SetActiveObject(obj)
obj.SetLayerObject(layer)
obj.SetRenderMode(c4d.MODE_ON)
layer_data = layer.GetLayerData(doc)
layer_data['solo'] = True
layer.SetLayerData(doc,layer_data)
doc.ChangeNBit(c4d.NBIT_SOLO_LAYER, c4d.NBITCONTROL_SET)
c4d.CallCommand(12151)
doc.SetActiveObject(None)
cam.Message(c4d.MSG_UPDATE)
scaleFactor = c4d.Vector(15, 15, cam.GetMg().off.z) # <---- Change the vector values for camera position.
scaleFactor = scaleFactor.__mul__(0.05)
stopped = False
c4d.StatusSetSpin()
while not CheckIfInView(cam, obj, doc):
camMg = cam.GetMg()
camMgOff = camMg.off
camMgOff += scaleFactor
camMg.off = camMgOff
cam.SetMg(camMg)
c4d.DrawViews(c4d.DRAWFLAGS_NO_THREAD | c4d.DRAWFLAGS_FORCEFULLREDRAW)
stopped = escaped_pressed()
if stopped:
break
render_set = doc.GetFirstRenderData()
parent_name = obj.GetUp().GetName()
obj_name = '{0}_{1}_{2}'.format(doc.GetDocumentName().split('.')[0], parent_name, obj.GetName())
render_set[c4d.RDATA_PATH] = '../Renders/{0}'.format(obj_name) # <----- Make sure to correct File Path
rs = render_set.GetData()
x_res = int(rs[c4d.RDATA_XRES])
y_res = int(rs[c4d.RDATA_YRES])
bmp = c4d.bitmaps.BaseBitmap()
bmp.Init(x=x_res, y=y_res, depth=24)
c4d.documents.RenderDocument(doc, rs, bmp, c4d.RENDERFLAGS_EXTERNAL)
bd.Message(c4d.MSG_CHANGE)
obj.SetRenderMode(c4d.MODE_UNDEF)
obj.SetLayerObject(sku_layer)
cam.SetAbsPos(c4d.Vector(0))
c4d.StatusClear()
print('{0} / {1} - {2} - Render Done!'.format(count, count_total, obj.GetName()))
c4d.StatusSetText('{0} / {1} - {2} - Render Done!'.format(count, count_total, obj.GetName()))
layer.Remove()
doc.ChangeNBit(c4d.NBIT_SOLO_LAYER, c4d.NBITCONTROL_CLEAR)
cam.Remove()
trg_null.Remove()
bg.Remove()
mat.Remove()
doc.GetFirstRenderData().Remove()
for subd in subd_lst:
subd.SetLayerObject(sku_layer)
c4d.EventAdd()
c4d.gui.MessageDialog('Renders Done!')
c4d.StatusSetText('Renders Done!')
main()
Hope this helps and please let me know if we can make this better . (Which I'm sure we can!)
Thank you!
Andre