Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login
    1. Maxon Developers Forum
    2. wuzelwazel
    3. Best
    W
    • Profile
    • Following 0
    • Followers 0
    • Topics 12
    • Posts 42
    • Best 10
    • Controversial 0
    • Groups 0

    Best posts made by wuzelwazel

    • C++ Shader Plug-In Best Practices

      Hello there,

      I've taken my first leap into the C++ SDK and experienced some early triumphs and defeats. I'm working slowly on a shader starting from the Xbitmapdistortion SDK example. I have the SDK documentation open in about 20 tabs but still feel unsure about how I'm approaching what I'd like to accomplish.

      I'm hoping to write a bare bones Ptex shader. I don't need to deal with most of the issues that surround Ptex as my only goal is to get a shader that I can bake into UDIMs 😁 I figured I'd start the effort by generating per-polygon UV coordinates. It took me a while but I came up with a working solution which exists mostly in the Output method of my young shader:

      Vector PtexData::Output(BaseShader* chn, ChannelData* cd)
      {
      	if (cd->vd == nullptr) // It took me a while to realize I needed this here :)
      		return Vector(0.0);
      
      	RayPolyWeight weight;
      	RayHitID hit = cd->vd->lhit;
      	Int32 faceid = hit.GetPolygon();
      	/* I'm not currently using the faceid, but I will need it to index into the sub-images
      	of the Ptex file; is this a bad idea? Is there another way?*/
      
      	cd->vd->GetWeights(hit, cd->vd->p, &weight);
      
      	Vector coord = Vector(weight.wa + weight.wb, weight.wb + weight.wc, 0.0);
      
      	return coord;
      }
      

      poly_uvw.png

      So first off I suppose I'm wondering: have I done anything horribly wrong or inefficient in the above code? That leads me to my next question: what is the best practice for loading an external texture (in this case Ptex)? I was not planning to build a Ptex file handler but instead to 'brute force' this and load the required Ptex images into a PtexCache in my InitRender() and use Ptex's getPixel() method to 'sample' directly using the coordinates I've generated. I have several concerns with this approach (do I need to consider MIP levels? even if my only goal is to bake the shader?). Unfortunately I don't even know enough to know whether they're valid concerns or not 🀷

      Does anyone have a suggestion for an acceptable (not necessarily best) approach for doing this?

      Finally, could anyone recommend additional avenues for getting up to speed on modern C++ more generally (this is the first time I've touched C++ since 2001) and the Cinema 4D SDK in particular?

      posted in Cinema 4D SDK c++ r21 sdk windows
      W
      wuzelwazel
    • Ptex Shader Progress

      I've managed to stumble my way through to a working (debug) prototype of a Ptex Shader. It "works" but I've been developing it with a very specific purpose in mind: converting the Moana dataset Ptex files to UDIMs. As a result, and due in large part to my inexperience with C++ and the SDK, this prototype is missing pretty much all of the features it would require to be a production ready shader 😁 I'm not doing proper error checking and it's quite possible I've written a memory leak or two in here 🀷

      Most telling: the plug-in is crashing when I switch the build to release. Debug is working, but I am unfortunately clueless when it comes to debugging πŸ™

      isMountainA.jpg
      isLavaRocks1.jpg

      This Ptex shader doesn't work under several conditions that would need to be addressed if I were working on this for other people to use in production:

      • Doesn't work if the mesh has been subdivided (no correction for the change to polygon indices and coordinates)
      • Similarly doesn't work as an input for sub-polygon displacement
      • Only reads .ptex files whose filenames match objects that the shader is being evaluated on
      • Only works on Windows
      • Only works with a Debug build
      • Not designed as a general purpose shader, specifically built to work with the Moana dataset

      With all of those caveats out of the way, I've uploaded the source to Google Drive in the hopes that folks will point out the idiotic things I've done so that I can improve and also so that someone more capable might pick this up and carry it through to a real shader 😁

      P.S. For anyone working on Windows that doesn't yet know: I highly recommend picking up vcpkg. If I'd had to build Ptex from scratch I don't think I'd even have gotten this far.

      posted in General Talk c++ windows r21
      W
      wuzelwazel
    • RE: Make Deformer Affect Objects Outside Hierarchy?

      @bentraje I'm not sure that this will address your desired use case, but if I ever need to apply the same deformer to objects in different hierarchies I'll turn to the Surface deformer.

      posted in Cinema 4D SDK
      W
      wuzelwazel
    • RE: Ptex Shader Progress

      @kbar said in Ptex Shader Progress:

      I had planned on doing this again and converting the OBJ files to C4D files in the process, to make them smaller and faster to load. Which is what you are doing with Redshift proxies I believe?

      Yes, the Redshift Proxies work as a sort of reference so the main c4d file would be quite small. In addition the display of each proxy can be simplified to either reduce or eliminate the viewport being bogged down with drawing faces. Of course, when everything is just a bounding box the scene doesn't look like much before rendering!

      The other benefit of the proxy is specific to Redshift in that the mesh will not need to be processed before the BVH is constructed and rendering can begin.

      posted in General Talk
      W
      wuzelwazel
    • RE: Bend Deformer Using C++

      The only thing I can think of would be to Clone a light onto a Matrix and apply the bend to the Matrix object. The resulting positions and rotations of the Matrix should follow the bend but you will not get any deformation of the lights. They will still be flat lights but they should be distributed along the bend.

      posted in Cinema 4D SDK
      W
      wuzelwazel
    • RE: Make Deformer Affect Objects Outside Hierarchy?

      @bentraje it does, but it essentially behaves as an instance of another deformer. So the deformation is defined in one hierarchy location but can also be re-applied in any arbitrary location.

      Like I said, that might not be what you're after, but it's helped me in certain situations.

      posted in Cinema 4D SDK
      W
      wuzelwazel
    • RE: Make Deformer Affect Objects Outside Hierarchy?

      @bentraje Apologies, I was perhaps a bit misleading in my description of the Surface Deformer. It actually behaves more like an 'instance' of the entire deformer stack that's affecting another object.

      c4d194_deformer_affect_outside_hierarchy_v002.c4d

      posted in Cinema 4D SDK
      W
      wuzelwazel
    • RE: OBJ loading polygon order

      @kbar I was able to load OBJs from the Moana dataset in R20 using Python and the ids did align with the Ptex face indices. My method was fairly naïve: loop from face 0 up to the ptex file's faceCount and assume they align ☺

      hibiscus.png
      rs_moana_bonsai_solo.png

      Unfortunately I was using OpenImageIO bindings that I built myself and some of the Ptex files were coming in horribly corrupted. I posted about it to the oiio mailing list but got no responses. I found that solid color tiles might be the cause of the OIIO corruption of the Ptex files and posted an example here: https://drive.google.com/open?id=1z4N3xru0_TPRxVRDoCaQ7ODAUliJRfjM

      In the above case the corrupted tiles should be solid white.

      Eventually I gave up on solving this through Python + OpenImageIO. I'm trying to pick C++ back up to tackle Ptex but I haven't touched it in 20 years and it's slow going ☹ I finally managed to get Visual Studio to build the SDK examples πŸ˜‰

      At any rate, I don't think there's an issue with the OBJ polygon ids in R20.

      posted in Cinema 4D SDK
      W
      wuzelwazel
    • RE: Generating Splines from JSON Data

      Here are my results after 35 minutes of processing:

      Cinema_4D_2020-06-21_17-15-13.png

      Much better than the 12 hours and 0 results I got from my previous attempt πŸ˜‚

      It looks like there are 5,183,087 segments. I have them split across 519 spline objects. The scene's viewport navigation is still fairly responsive, about 25fps when all the splines are visible. Higher if I zoom into a section.

      I'd still like to improve the method if anyone can provide more information on how I might use SetAllPoints for the splines here.

      posted in Cinema 4D SDK
      W
      wuzelwazel
    • Python API OpenGL Information

      I wanted to try making a small python control panel to monitor viewport OpenGL memory usage. I was also going to explore methods to force a reduction in VRAM usage.

      However, I've noticed several pieces that seem to be missing or non-functional in the Python API and was hoping I could get some info on them.

      First it seems that several of the flags returned by c4d.GeGetSystemInfo() are missing from the python API. The only ones that appear to exist are c4d.SYSTEMINFO_NOGUI and c4d.SYSTEMINFO_OSX. I was hoping that c4d.SYSTEMINFO_OPENGL would be in there.

      Second and more importantly I can't seem to get any information that's useful in my case from c4d.storage.GeGetMemoryStat(). The BaseContainer returned seems to only have values for c4d.C4D_MEMORY_STAT_MEMORY_INUSE and c4d.C4D_MEMORY_STAT_MEMORY_PEAK. All of the other keys return 0 or the keys don't exist in the BaseContainer at all. The latter is the case for c4d.C4D_MEMORY_STAT_OPENGL_USED and c4d.C4D_MEMORY_STAT_OPENGL_ALLOCATED which are the ones I was hoping for.

      posted in Cinema 4D SDK r23 python
      W
      wuzelwazel