Coding a shader in COFFEE



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 09/06/2003 at 15:05, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   8.100 
    Platform:    Mac  ;  
    Language(s) :   C.O.F.F.E.E  ;

    ---------
    I still have trouble coding a shader that actually works effectively in COFFEE :-(
    Is there anyone out there with a correct code structure for a COFFEE shader? It could be something really simple (even just returning a single color) but it had to include a dialog. The dialog could just be a simple color selector.
    Anyone? Please? Thank you.

    Rui Batista

    p.s. If anyone can help me, please send it to my mail: rui_mac@yahoo.com or rui_mac@ruimac.com



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 09/06/2003 at 22:50, xxxxxxxx wrote:

    Hi,

    for the shader structure & general stuff about interfaces, check:

    Gui Demo

    However, IMO the best suite of examples for interfaces is the one of H.G. Seibs:
    Tutorial suite

    Hope this helps

    Kabe



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 10/06/2003 at 04:15, xxxxxxxx wrote:

    Yes, specially the first one. But is deals with no dialogs. I already have two shaders done and I use resedit for creating the dialogs. My main problem is the refreshing of the thumbnail sphere. And, if I press Edit before the shader refreshes I get freezes. Thank you for the help Kabe :-)

    Rui Batista

    p.s. Even so, if anyone has a working shader, in COFFEE that could send me the "inner-guts" (the code that calculates the returned RGB can be deleted, I don't want to pribe on your code ;-), I would be soooooo much thankful.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 11/06/2003 at 14:00, xxxxxxxx wrote:

    I don't have any such code handy. Seeing that Arndt's pre-C++ Translucent shader seems to have the same problem, and that Arndt got it confirmed as a C4D bug, you shouldn't get your hopes up. (I guess you could contact him on FC for details.)
    Hopefully it will be fixed in the future. Until then you can force a redraw by clicking on the shader and have to instruct your users not to click edit at this time.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 11/06/2003 at 14:20, xxxxxxxx wrote:

    This raises another question:

    How can I determine, if the shader is called from the shader preview?

    Thanks

    Kabe



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 13/06/2003 at 04:23, xxxxxxxx wrote:

    Hi Rui,
    yes I had the same problem with COFFEE shaders (crashing when interrupting preview calculations). This seems to be a generall COFFEE problem with more complex shaders that take longer to calculate. I spoke to Maxon people about this a couple of times, but they seem not to be able to track this down. After the transition to C++ I haven't noticed any similar bugs with the same shader code again, so this must be a COFFEE thread thingy or something. Unfortunately it seems you will not be able to get around this problem in COFFEE with actual C4D versions. Maybe a future update will resolve this. It's definitely a know issue at Maxon.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 13/06/2003 at 04:57, xxxxxxxx wrote:

    The problem is that my plug-in does all calculations while editing the settings and then saves the RGB (will return a single color always) inside the settings container. So, the calculation of the color itself is really fast. Actually, the Output code is just:

      
    {  
    if(!rd)return NULL;  
    return settings->GetData(4);  
    }  
    

    But my problem is that it sometimes just hangs when I click OK in the dialog. This is a shader that returns CMYK colors. The calculation is quite complex but it is all done inside the dialog.
    Would you be willing to take a look at the code? If you ahve the time of course. I could send it through FC.
    Thank you very much for you info, Ardnt.

    Rui Batista



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 13/06/2003 at 05:25, xxxxxxxx wrote:

    Sure, Rui,
    I will have a look.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 13/06/2003 at 06:22, xxxxxxxx wrote:

    Thank you. I will send it over on FC :-)

    Rui Batista



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 15/06/2003 at 04:20, xxxxxxxx wrote:

    Quote: Originally posted by Kabe on 11 June 2003
    >
    > * * *
    >
    > This raises another question:
    >
    > How can I determine, if the shader is called from the shader preview?
    >
    >
    > Thanks
    >
    > Kabe
    >
    >
    > * * *

    I don't know if you can rely on this, but it seems that the volume data field (vd) of the channel data (cd) structure is NULL when you are rendering a preview.

    Cheers - Steve



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 15/06/2003 at 06:36, xxxxxxxx wrote:

    You can't rely on vd being null in the render preview.

    Testing against NULL works fine for the 2d preview on the right side (texture preview). However, the shader preview on the left does have vd!

    Thanks anyway

    Kabe


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