Thank you for your reply.
I take it this also means its not possible to manually convert node ourselves?
Latest posts made by ECHekman
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RE: Compiling material nodegraph to shaders
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Compiling material nodegraph to shaders
I am looking into supporting cinema4d nodegraph materials into our pathtracer plugin.
I looked through the documentation, but found very little about the material node system on the technical side.Would it be possible to compile or translate material nodegraphs into GLSL shaders?
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BaseLink crash and tracking PolygonObjects/InstanceObjects in cache
Im trying to dynamically track all the objects in the active BaseDocument, including the cached InstanceObjects and BaseObjects that are created by cloner objects.
I have a function that scrapes the BaseDocument contents and keeps a list of all the relevant objects as BaseLinks. This list is updated every time there is a change in the BaseDocument.This is working very well with most scenes, and I can track all the InstanceObjects and (cached/deformed)PolygonObjects in the scene.
However, I found that in certain scenes, BaseLink::GetLink will crash on PolygonObjects taken from some cloner cache's. I suspect it has something to do with mograph cache?I also found that pointers to these PolygonObjects that crash GetLink, will work initially, but then suddenly stop working and return 0 on GetType.
Am i doing something wrong here? Or did i find a bug? Are there better ways to do what im trying to do?
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Tracking object lifetime in a scene
Im working on a rendering plugin, and im looking for the best way to track the lifetime of various objects in the scene.
Currently im looking at Meshes (PolygonObject), Materials and Textures.What would be the best way to check if objects have been removed and added to a scene?
According to the documentation I should not use pointers, but baselinks. But I cannot compare baselinks with eachother.
I have also read that the various ID functions are not always unique for all objects.