Thanks @ferdinand, you answered my question brilliantly, as you always do.
Cheers
Latest posts made by danielsian
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RE: Flip spline in RSScalarRamp / Invert Gradient in RSRamp not possible in Node Material?
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RE: Adding nodes to existing material won't auto arrange the node editor
Hey guys, how is it going with this BUG?
Is it gonna be fixed soon?
Thanks -
Flip spline in RSScalarRamp / Invert Gradient in RSRamp not possible in Node Material?
Hi there,
In a ShaderGraph material I'm able to flip the spline in a Scalar Ramp node as well as invert the gradient in a Ramp node by using:Flip()
InvertKnots()
Do we have similar methods for the Maxon API?
Do I need to invert the knots and points one by one manually?
If so I'd appreciate any examples.Thanks a lot
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RE: How to group nodes in a Scaffold using Python
Hey @m_adam ,
Thanks for your help. It works now.
However, I'm wondering how I would have known that I needed to set the scaffold ID to the node. The documentation doesn't seem to explicitly mention this step. I might be wrong, but for someone without strong knowledge of the API, I'd never thought that way. I would rather added the selected nodes to a group, as this is what a scaffol is. Does that make sense?
As a side note, after adding the nodes to the scaffold group, they appear messy, actually the nodes are nicely arranged inside the group, but the scaffold is overlapping other nodes. This is likely related to the bug we discussed here: https://developers.maxon.net/forum/post/73446. Am I right?
Cheers
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How to group nodes in a Scaffold using Python
Hi, I've been searching for examples on how to add nodes to a scaffold group in Python, but there is nothing available and the documentation is not helping too much as well....
This is what I was trying to do, creating a material based on the example from github and adding a scaffold and then trying to move some nodes into it. But of course it is not working as this is just an attempt from a trial and error.
Any help would be appreciated.Thanks
import c4d import maxon doc: c4d.documents.BaseDocument def main(): urlTexRust: maxon.Url = maxon.Url(r"asset:///file_edb3eb584c0d905c") urlTexSketch: maxon.Url = maxon.Url(r"asset:///file_3b194acc5a745a2c") # The node asset IDs idTextureNode: maxon.Id = maxon.Id("com.redshift3d.redshift4c4d.nodes.core.texturesampler") idMixNode: maxon.Id = maxon.Id("com.redshift3d.redshift4c4d.nodes.core.rscolormix") idRsStandardMaterial: maxon.Id = maxon.Id("com.redshift3d.redshift4c4d.nodes.core.standardmaterial") # Instantiate a material, get its node material and the graph for the RS material space. material: c4d.BaseMaterial = c4d.BaseMaterial(c4d.Mmaterial) if not material: raise MemoryError(f"{material = }") nodeMaterial: c4d.NodeMaterial = material.GetNodeMaterialReference() graph: maxon.GraphModelRef = nodeMaterial.CreateDefaultGraph( maxon.Id("com.redshift3d.redshift4c4d.class.nodespace")) if graph.IsNullValue(): raise RuntimeError("Could not add RS graph to material.") # Get the Standard Material node result: list[maxon.GraphNode] = [] maxon.GraphModelHelper.FindNodesByAssetId(graph, idRsStandardMaterial, True, result) if len(result) < 1: raise RuntimeError("Could not find RS Standard node in material.") standardNode: maxon.GraphNode = result[0] with graph.BeginTransaction() as transaction: # Add two texture nodes and a blend node to the graph. rustTexNode: maxon.GraphNode = graph.AddChild(maxon.Id(), idTextureNode) sketchTexNode: maxon.GraphNode = graph.AddChild(maxon.Id(), idTextureNode) mixNode: maxon.GraphNode = graph.AddChild(maxon.Id(), idMixNode) mixAmount: maxon.GraphNode = mixNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.rscolormix.mixamount") mixAmount.SetDefaultValue(0.5) # Get the ports and set the values pathRustPort: maxon.GraphNode = rustTexNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.texturesampler.tex0").FindChild("path") pathSketchPort: maxon.GraphNode = sketchTexNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.texturesampler.tex0").FindChild("path") pathRustPort.SetDefaultValue(urlTexRust) pathSketchPort.SetDefaultValue(urlTexSketch) # Get the color output ports of the two texture nodes and the color blend node. rustTexColorOutPort: maxon.GraphNode = rustTexNode.GetOutputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.texturesampler.outcolor") sketchTexColorOutPort: maxon.GraphNode = sketchTexNode.GetOutputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.texturesampler.outcolor") mixColorOutPort: maxon.GraphNode = mixNode.GetOutputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.rscolormix.outcolor") # Get the ports mixInput1Port: maxon.GraphNode = mixNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.rscolormix.input1") mixInput2Port: maxon.GraphNode = mixNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.rscolormix.input2") stdBaseColorInPort: maxon.GraphNode = standardNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.standardmaterial.base_color") # Connect the nodes rustTexColorOutPort.Connect(mixInput1Port, modes=maxon.WIRE_MODE.NORMAL, reverse=False) sketchTexColorOutPort.Connect(mixInput2Port, modes=maxon.WIRE_MODE.NORMAL, reverse=False) mixColorOutPort.Connect(stdBaseColorInPort, modes=maxon.WIRE_MODE.NORMAL, reverse=False) transaction.Commit() # Find all the texture nodes tex_nodes = [] maxon.GraphModelHelper.FindNodesByAssetId(graph, idTextureNode, True, tex_nodes) ################################ # my attempt of grouping the texture nodes in a Scaffold # with graph.BeginTransaction() as transaction: scaffold = graph.AddChild(maxon.Id(), maxon.Id("net.maxon.node.scaffold")) graph.MoveToGroup(scaffold, maxon.Id("idOfMyGroup"), tex_nodes) transaction.Commit() # ################################ doc.InsertMaterial(material) doc.SetActiveMaterial(material) c4d.EventAdd() if __name__ == "__main__": main()
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RE: Adding nodes to existing material won't auto arrange the node editor
Thanks @Dunhou, I appreciate your reply confirms what seems to be a bug, and I wonder if @m_adam could confirm it based on the working code I provided, which demonstrates the issue in a simple way.
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Adding nodes to existing material won't auto arrange the node editor
Hi there, I'm adding nodes to an existing node material and I'm not being able to get a nice and organized result in the node editor, even after all connections are done.
However, if I create a material from scratch, then add the nodes and connect them the same way, the node editor finds an optimized way to organize the graph and the result is nice as expected.So, these are the 2 approaches and the result:
1- add and connect nodes within an existing material - the new nodes are overlapping each other
2- create the material and then add and connect the nodes within it - the new nodes are nicely organizedHow can I get a nice result with approach 1?
I used the example create_redshift_nodematerial_2024.py for the approach 2.
For the approach 1 I'm commenting the line:createRSMaterial()
import c4d import maxon doc: c4d.documents.BaseDocument # The active document. def createRSMaterial(): urlTexRust: maxon.Url = maxon.Url(r"asset:///file_edb3eb584c0d905c") urlTexSketch: maxon.Url = maxon.Url(r"asset:///file_3b194acc5a745a2c") # The node asset IDs idTextureNode: maxon.Id = maxon.Id("com.redshift3d.redshift4c4d.nodes.core.texturesampler") idMixNode: maxon.Id = maxon.Id("com.redshift3d.redshift4c4d.nodes.core.rscolormix") idRsStandardMaterial: maxon.Id = maxon.Id("com.redshift3d.redshift4c4d.nodes.core.standardmaterial") # Instantiate a material, get its node material and the graph for the RS material space. material: c4d.BaseMaterial = c4d.BaseMaterial(c4d.Mmaterial) if not material: raise MemoryError(f"{material = }") nodeMaterial: c4d.NodeMaterial = material.GetNodeMaterialReference() graph: maxon.GraphModelRef = nodeMaterial.CreateDefaultGraph( maxon.Id("com.redshift3d.redshift4c4d.class.nodespace")) if graph.IsNullValue(): raise RuntimeError("Could not add RS graph to material.") # Get the Standard Material node result: list[maxon.GraphNode] = [] maxon.GraphModelHelper.FindNodesByAssetId(graph, idRsStandardMaterial, True, result) if len(result) < 1: raise RuntimeError("Could not find RS Standard node in material.") standardNode: maxon.GraphNode = result[0] with graph.BeginTransaction() as transaction: # Add two texture nodes and a blend node to the graph. rustTexNode: maxon.GraphNode = graph.AddChild(maxon.Id(), idTextureNode) sketchTexNode: maxon.GraphNode = graph.AddChild(maxon.Id(), idTextureNode) mixNode: maxon.GraphNode = graph.AddChild(maxon.Id(), idMixNode) mixAmount: maxon.GraphNode = mixNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.rscolormix.mixamount") mixAmount.SetDefaultValue(0.5) # Get the ports and set the values pathRustPort: maxon.GraphNode = rustTexNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.texturesampler.tex0").FindChild("path") pathSketchPort: maxon.GraphNode = sketchTexNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.texturesampler.tex0").FindChild("path") pathRustPort.SetDefaultValue(urlTexRust) pathSketchPort.SetDefaultValue(urlTexSketch) # Get the color output ports of the two texture nodes and the color blend node. rustTexColorOutPort: maxon.GraphNode = rustTexNode.GetOutputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.texturesampler.outcolor") sketchTexColorOutPort: maxon.GraphNode = sketchTexNode.GetOutputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.texturesampler.outcolor") mixColorOutPort: maxon.GraphNode = mixNode.GetOutputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.rscolormix.outcolor") # Get the ports mixInput1Port: maxon.GraphNode = mixNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.rscolormix.input1") mixInput2Port: maxon.GraphNode = mixNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.rscolormix.input2") stdBaseColorInPort: maxon.GraphNode = standardNode.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.standardmaterial.base_color") # Connect the nodes rustTexColorOutPort.Connect(mixInput1Port, modes=maxon.WIRE_MODE.NORMAL, reverse=False) sketchTexColorOutPort.Connect(mixInput2Port, modes=maxon.WIRE_MODE.NORMAL, reverse=False) mixColorOutPort.Connect(stdBaseColorInPort, modes=maxon.WIRE_MODE.NORMAL, reverse=False) transaction.Commit() doc.InsertMaterial(material) doc.SetActiveMaterial(material) c4d.EventAdd() def main(): # create a RS material createRSMaterial() # Get the material material = doc.GetActiveMaterial() # Check if the material exists and is a node material if not material or not material.IsInstanceOf(c4d.Mmaterial): return # Get the node material nodeMaterial = material.GetNodeMaterialReference() nodespaceId = c4d.GetActiveNodeSpaceId() rsNodeSpaceId = maxon.Id("com.redshift3d.redshift4c4d.class.nodespace") if nodespaceId != rsNodeSpaceId: return # Get the graph try: graph = nodeMaterial.GetGraph(nodespaceId) except: return # Set the asset IDs idTextureNode = maxon.Id("com.redshift3d.redshift4c4d.nodes.core.texturesampler") idColorCorrection = maxon.Id("com.redshift3d.redshift4c4d.nodes.core.rscolorcorrection") # Find all the texture nodes tex_nodes = [] maxon.GraphModelHelper.FindNodesByAssetId(graph, idTextureNode, True, tex_nodes) if not tex_nodes: return for node in tex_nodes: for out_port in node.GetOutputs().GetChildren(): for dest_port, wires in out_port.GetConnections(maxon.PORT_DIR.OUTPUT, None, maxon.Wires.All(), maxon.WIRE_MODE.ALL): with graph.BeginTransaction() as transaction: # Remove existing connection maxon.GraphModelHelper.RemoveConnection(out_port, dest_port) # Create node colorCorrectionNode = graph.AddChild(maxon.Id(), idColorCorrection) # Get the ports cc_inPort = colorCorrectionNode.GetInputs().FindChild("com.redshift3d.redshift4c4d.nodes.core.rscolorcorrection.input") cc_outPort = colorCorrectionNode.GetOutputs().FindChild("com.redshift3d.redshift4c4d.nodes.core.rscolorcorrection.outcolor") # Connect the nodes cc_outPort.Connect(dest_port, modes=maxon.WIRE_MODE.NORMAL, reverse=False) out_port.Connect(cc_inPort, modes=maxon.WIRE_MODE.NORMAL, reverse=False) transaction.Commit() doc.InsertMaterial(material) c4d.EventAdd() if __name__ == "__main__": main()
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RE: Add normal button in a dialog that opens a dialog to select a folder
Thanks again for clarifying my question, @ferdinand
By reading your reply and watching the example you provided, I think a TreeView could be a good way to try.Instead of printing a list of filenames in a multiline edit text, it could instead feed a TreeView with the given folder being the parent and all files with subfolders as children, and so I could select the ones I need in order to perform another operation with those selected filenames.
Let me know please if this is something possible.
Cheers -
RE: Add normal button in a dialog that opens a dialog to select a folder
Thank you, @ferdinand, as always, very kind and helpful. You nailed it.
From your last example, when the button "Run" is pressed, the multiline edit text prints a list with the files from the given directory, and that is read-only.
Is there any way to have the same thing but with the ability to select some of the printed filenames from the list rather than only read them?I know this is probably another question not directly related to the main query, but I'm just taking advantage of the fact that you provided a very nice example that happens to be another problem I'm trying to solve.
I wonder if I could achieve what I've just described by using an InExcludeData list, with the files listed there? If so, could you suggest another example?