Hi guys, I noticed some odd behavior regarding shader creation with python scripts.
The situation is as follows. I use the Treeview example made by Niklas Rosenstein to display a material/shader tree. And I have a simple test script for creating a material and inserting some shaders into it.
When I create the material manually, the Treeview is showing the correct hierarchy of the material with all its shaders and possible sub-shaders. But when I create it via script the Treeview is showing the fusion shader without its sub-shaders.
It seems almost as cinema does'nt get informed correctly about the new material and its shaders that is. Am I missing something here?
Cheers,
Sebastian
edit ( @ferdinand ) : I change the title to better reflect the subjects in the thread.
TL;DR
The script to create the aforementioned material:
import c4d
def main():
doc = c4d.documents.GetActiveDocument()
doc.StartUndo()
ao = c4d.BaseShader(c4d.Xambientocclusion)
color = c4d.BaseShader(c4d.Xcolor)
fresnel = c4d.BaseShader(c4d.Xfresnel)
fusion = c4d.BaseShader(c4d.Xfusion)
fusion[c4d.SLA_FUSION_USE_MASK] = True
fusion[c4d.SLA_FUSION_BLEND_CHANNEL] = ao
fusion[c4d.SLA_FUSION_MASK_CHANNEL] = color
fusion[c4d.SLA_FUSION_BASE_CHANNEL] = fresnel
fusion.InsertShader(ao)
fusion.InsertShader(color)
fusion.InsertShader(fresnel)
mat = c4d.BaseMaterial(c4d.Mmaterial)
mat[c4d.MATERIAL_COLOR_SHADER] = fusion
mat.InsertShader(fusion)
mat.Message(c4d.MSG_UPDATE)
mat.Update(preview=True, rttm=True)
doc.InsertMaterial(mat)
doc.AddUndo(c4d.UNDOTYPE_NEW, mat)
doc.EndUndo()
c4d.EventAdd()
if __name__=='__main__':
main()
The Treeview example code:
# Example of using the Cinema 4D Tree View GUI in Python.
import c4d
import os
import weakref
# Be sure to use a unique ID obtained from http://www.plugincafe.com/.
PLUGIN_ID = 9912399
PLUGIN_NAME = "Python TreeView Example"
PLUGIN_HELP = "Show the current scene hierarchy in a tree."
# Bit for the Checkbox in the GUI. Kind of a bad practice to use this
# but reduces complexity for this example.
BIT_CHECKED = 256
# TreeView Column IDs.
ID_CHECKBOX = 1
ID_ICON = 2
ID_TREEVIEW = 3
ID_TREEVIEW_TYPE = 4
ID_TREEVIEW_CHANNEL = 5
def get_next(node):
if isinstance(node, c4d.Material) and node.GetFirstShader():
return node.GetFirstShader()
if node.GetDown():
return node.GetDown()
while not node.GetNext() and node.GetUp():
node = node.GetUp()
return node.GetNext()
def iter_children(node):
"""Yields all descendants of ``node`` in a truly iterative fashion.
The passed node itself is yielded as the first node and the node graph is
being traversed in depth first fashion.
This will not fail even on the most complex scenes due to truly
hierarchical iteration. The lookup table to do this, is here solved with
a dictionary which yields favorable look-up times in especially larger
scenes but results in a more convoluted code. The look-up could
also be solved with a list and then searching in the form ``if node in
lookupTable`` in it, resulting in cleaner code but worse runtime metrics
due to the difference in lookup times between list and dict collections.
"""
if not node:
return
# The lookup dictionary and a terminal node which is required due to the
# fact that this is truly iterative, and we otherwise would leak into the
# ancestors and siblings of the input node. The terminal node could be
# set to a different node, for example ``node.GetUp()`` to also include
# siblings of the passed in node.
visisted = {}
terminator = node
while node:
# C4DAtom is not natively hashable, i.e., cannot be stored as a key
# in a dict, so we have to hash them by their unique id.
node_uuid = node.FindUniqueID(c4d.MAXON_CREATOR_ID)
if not node_uuid:
raise RuntimeError("Could not retrieve UUID for {}.".format(node))
# Yield the node when it has not been encountered before.
if not visisted.get(bytes(node_uuid)):
yield node
visisted[bytes(node_uuid)] = True
# Attempt to get the first child of the node and hash it.
child = node.GetDown()
if child:
child_uuid = child.FindUniqueID(c4d.MAXON_CREATOR_ID)
if not child_uuid:
raise RuntimeError("Could not retrieve UUID for {}.".format(child))
# Walk the graph in a depth first fashion.
if child and not visisted.get(bytes(child_uuid)):
node = child
elif node == terminator:
break
elif node.GetNext():
node = node.GetNext()
else:
node = node.GetUp()
def iter_shader(shader):
for shd in iter_children(shader):
yield shd
def iter_baselist(node):
while node:
yield node
node = node.GetNext()
class Hierarchy(c4d.gui.TreeViewFunctions):
def __init__(self, dlg):
# Avoid a cyclic reference.
self._dlg = weakref.ref(dlg)
def GetShader(self, shader):
doc = c4d.documents.GetActiveDocument()
mat = doc.GetFirstMaterial()
return next(iter_shader(mat[shader]), None)
def GetFirst(self, root, userdata):
"""
Return the first element in the hierarchy. This can be any Python
object. With Cinema 4D nodes, it is easy to implement, but it could
as well be a Python integer which you can use as an index in a list.
Returns:
(any or None): The first element in the hierarchy or None.
"""
doc = c4d.documents.GetActiveDocument()
return doc.GetFirstMaterial()
def GetDown(self, root, userdata, node):
"""
Returns:
(any or None): The child element going from *node* or None.
"""
if isinstance(node, c4d.Material):
return node.GetFirstShader()
return node.GetDown()
def GetNext(self, root, userdata, node):
"""
Returns:
(any or None): The next element going from *node* or None.
"""
return node.GetNext()
def GetPred(self, root, userdata, node):
"""
Returns:
(any or None): The previous element going from *node* or None.
"""
return node.GetPred()
def GetName(self, root, userdata, node):
"""
Returns:
(str): The name to display for *node*.
"""
return node.GetName()
def Open(self, root, userdata, node, opened):
"""
Called when the user opens or closes the children of *obj* in
the Tree View.
"""
doc = c4d.documents.GetActiveDocument()
doc.StartUndo()
doc.AddUndo(c4d.UNDOTYPE_CHANGE_SELECTION, node)
if opened:
node.SetBit(c4d.BIT_OFOLD)
else:
node.DelBit(c4d.BIT_OFOLD)
doc.EndUndo()
c4d.EventAdd()
def IsOpened(self, root, userdata, node):
"""
Returns:
(bool): True if *obj* is opened (expaneded), False if it is
closed (collapsed).
"""
return node.GetBit(c4d.BIT_OFOLD)
def DeletePressed(self, root, userdata):
"""
Called when the user right-click Deletes or presses the Delete key.
Should delete all selected elements.
"""
def delete_recursive(node):
if node is None:
return
if node.GetBit(c4d.BIT_ACTIVE) == True:
doc.AddUndo(c4d.UNDOTYPE_DELETE, node)
node.Remove()
return
for child in node.GetChildren():
delete_recursive(child)
doc = c4d.documents.GetActiveDocument()
doc.StartUndo()
for mat in doc.GetMaterials():
delete_recursive(mat)
doc.EndUndo()
c4d.EventAdd()
def Deselect(self, doc):
for mat in iter_baselist(doc.GetFirstMaterial()):
doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, mat)
mat.DelBit(c4d.BIT_ACTIVE)
for shader in iter_children(mat.GetFirstShader()):
doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, shader)
shader.DelBit(c4d.BIT_ACTIVE)
def Select(self, root, userdata, node, mode):
"""
Called when the user selects an element.
"""
doc = c4d.documents.GetActiveDocument()
doc.StartUndo()
doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, node)
if mode == c4d.SELECTION_NEW:
self.Deselect(doc)
node.SetBit(c4d.BIT_ACTIVE)
elif mode == c4d.SELECTION_ADD:
node.SetBit(c4d.BIT_ACTIVE)
elif mode == c4d.SELECTION_SUB:
node.DelBit(c4d.BIT_ACTIVE)
doc.EndUndo()
c4d.EventAdd()
def IsSelected(self, root, userdata, node):
"""
Returns:
(bool): True if *obj* is selected, False if not.
"""
return node.GetBit(c4d.BIT_ACTIVE)
def DoubleClick(self, root, userdata, node, col, mouseinfo):
"""
Called when the user double-clicks on an entry in the TreeView.
Returns:
(bool): True if the double-click was handled, False if the
default action should kick in. The default action will invoke
the rename procedure for the object, causing `SetName()` to be
called.
"""
if col == ID_TREEVIEW:
return False
else:
return True
def IsResizeColAllowed(self, root, userdata, lColID):
if lColID > 2:
return True
return False
def IsTristate(self, root, userdata):
return False
def GetDragType(self, root, userdata, node):
"""
Returns:
(int): The drag datatype.
"""
return c4d.NOTOK
# def DragStart(self, root, userdata, node):
# """
# Returns:
# (int): Bitmask specifying options for the drag, whether it is
# allowed, etc.
# """
# return c4d.TREEVIEW_DRAGSTART_ALLOW | c4d.TREEVIEW_DRAGSTART_SELECT
def GetId(self, root, userdata, node):
"""
Return a unique ID for the element in the TreeView.
"""
return node.GetUniqueID()
def SetName(self, root, userdata, node, name):
"""
Called when the user renames the element. `DoubleClick()` must return
False for this to work.
"""
doc = c4d.documents.GetActiveDocument()
doc.StartUndo()
doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, node)
node.SetName(name)
doc.EndUndo()
c4d.EventAdd()
def DrawCell(self, root, userdata, node, col, drawinfo, bgColor):
"""
Called for a cell with layout type `c4d.LV_USER` or `c4d.LV_USERTREE`
to draw the contents of a cell.
"""
if col == ID_ICON:
icon = node.GetIcon()
drawinfo["frame"].DrawBitmap(
icon["bmp"], drawinfo["xpos"], drawinfo["ypos"],
16, 16, icon["x"], icon["y"], icon["w"], icon["h"], c4d.BMP_ALLOWALPHA)
if col == ID_TREEVIEW_TYPE:
name = node.GetTypeName()
geUserArea = drawinfo["frame"]
w = geUserArea.DrawGetTextWidth(name)
h = geUserArea.DrawGetFontHeight()
xpos = drawinfo["xpos"]
ypos = drawinfo["ypos"] + drawinfo["height"]
drawinfo["frame"].DrawText(name, xpos, ypos - h * 1.1)
if col == ID_TREEVIEW_CHANNEL:
if isinstance(node, c4d.Material):
return
if node == self.GetShader(c4d.MATERIAL_COLOR_SHADER):
name = "Color"
elif node == self.GetShader(c4d.MATERIAL_LUMINANCE_SHADER):
name = "Luminance"
elif node == self.GetShader(c4d.MATERIAL_DIFFUSION_SHADER):
name = "Diffusion"
else:
name = ""
if name != "":
geUserArea = drawinfo["frame"]
w = geUserArea.DrawGetTextWidth(name)
h = geUserArea.DrawGetFontHeight()
xpos = drawinfo["xpos"]
ypos = drawinfo["ypos"] + drawinfo["height"]
drawinfo["frame"].DrawText(name, xpos, ypos - h * 1.1)
def SetCheck(self, root, userdata, node, column, checked, msg):
"""
Called when the user clicks on a checkbox for an object in a
`c4d.LV_CHECKBOX` column.
"""
if checked:
node.SetBit(BIT_CHECKED)
else:
node.DelBit(BIT_CHECKED)
def checked_collect(op):
if op is None:
return
elif isinstance(op, c4d.documents.BaseDocument):
for obj in op.GetObjects():
for x in checked_collect(obj):
yield x
else:
if op.GetBit(BIT_CHECKED):
yield op
for child in op.GetChildren():
for x in checked_collect(child):
yield x
status = ', '.join(obj.GetName() for obj in checked_collect(node.GetDocument()))
self._dlg().SetString(1001, "Checked: " + status)
self._dlg()._treegui.Refresh()
def IsChecked(self, root, userdata, node, column):
"""
Returns:
(int): Status of the checkbox in the specified *column* for *obj*.
"""
val = node.GetBit(BIT_CHECKED)
if val == True:
return c4d.LV_CHECKBOX_CHECKED | c4d.LV_CHECKBOX_ENABLED
else:
return c4d.LV_CHECKBOX_ENABLED
def HeaderClick(self, root, userdata, column, channel, is_double_click, mouseX, mouseY, ua):
"""
Called when the TreeView header was clicked.
Returns:
(bool): True if the event was handled, False if not.
"""
c4d.gui.MessageDialog("You clicked on the '%i' header." % (column))
return True
def AcceptDragObject(self, root, userdata, node, dragtype, dragobject):
"""
Called when a drag & drop operation hovers over the TreeView to check
if the drag can be accepted.
Returns:
(int, bool)
"""
# if dragtype != c4d.DRAGTYPE_ATOMARRAY:
# return 0
# return c4d.INSERT_BEFORE | c4d.INSERT_AFTER | c4d.INSERT_UNDER, True
return 0
def GenerateDragArray(self, root, userdata, node):
"""
Return:
(list of c4d.BaseList2D): Generate a list of objects that can be
dragged from the TreeView for the `c4d.DRAGTYPE_ATOMARRAY` type.
"""
if node.GetBit(c4d.BIT_ACTIVE):
return [node, ]
def InsertObject(self, root, userdata, node, dragtype, dragobject, insertmode, bCopy):
"""
Called when a drag is dropped on the TreeView.
"""
if dragtype != c4d.DRAGTYPE_ATOMARRAY:
return # Shouldnt happen, we catched that in AcceptDragObject
for op in dragobject:
op.Remove()
if insertmode == c4d.INSERT_BEFORE:
op.InsertBefore(node)
elif insertmode == c4d.INSERT_AFTER:
op.InsertAfter(node)
elif insertmode == c4d.INSERT_UNDER:
op.InsertUnder(node)
return
def GetColumnWidth(self, root, userdata, node, col, area):
"""Measures the width of cells.
Although this function is called #GetColumnWidth and has a #col, it is
not only executed by column but by cell. So, when there is a column
with items requiring the width 5, 10, and 15, then there is no need
for evaluating all items. Each item can return its ideal width and
Cinema 4D will then pick the largest value.
Args:
root (any): The root node of the tree view.
userdata (any): The user data of the tree view.
obj (any): The item for the current cell.
col (int): The index of the column #obj is contained in.
area (GeUserArea): An already initialized GeUserArea to measure
the width of strings.
Returns:
TYPE: Description
"""
# The default width of a column is 80 units.
width = 80
# Replace the width with the text width. area is a prepopulated
# user area which has already setup all the font stuff, we can
# measure right away.
if col == ID_ICON:
return 5
if col == ID_TREEVIEW:
return area.DrawGetTextWidth(node.GetName()) + 5
if col in (ID_TREEVIEW_TYPE, ID_TREEVIEW_CHANNEL):
return area.DrawGetTextWidth(node.GetTypeName()) + 5
return width
def IsMoveColAllowed(self, root, userdata, lColID):
# The user is allowed to move all columns.
# TREEVIEW_MOVE_COLUMN must be set in the container of AddCustomGui.
return False
def GetColors(self, root, userdata, node, pNormal, pSelected):
"""
Retrieve colors for the TreeView elements.
Returns:
(int or c4d.Vector, int or c4d.Vector): The colors for the normal
and selected state of the element.
"""
usecolor = node[c4d.ID_BASEOBJECT_USECOLOR]
if usecolor == c4d.ID_BASEOBJECT_USECOLOR_ALWAYS:
pNormal = node[c4d.ID_BASEOBJECT_COLOR]
return pNormal, pSelected
# Context menu entry for "Hello World!"
ID_HELLOWORLD = 355435345
def CreateContextMenu(self, root, userdata, node, lColumn, bc):
"""
User clicked with the right mouse button on an entry so
we can here enhance the menu
"""
bc.SetString(self.ID_HELLOWORLD, "Set Original Name")
def ContextMenuCall(self, root, userdata, node, lColumn, lCommand):
"""
The user executes an entry of the context menu.
Returns:
(bool): True if the event was handled, False if not.
"""
if lCommand == self.ID_HELLOWORLD:
doc = c4d.documents.GetActiveDocument()
doc.StartUndo()
doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, node)
node.SetName(node.GetTypeName())
doc.EndUndo()
c4d.EventAdd()
return True
return False
def SelectionChanged(self, root, userdata):
"""
Called when the selected elements in the TreeView changed.
"""
print("The selection changed")
def Scrolled(self, root, userdata, h, v, x, y):
"""
Called when the TreeView is scrolled.
"""
self._dlg().SetString(1002, ("H: %i V: %i X: %i Y: %i" % (h, v, x, y)))
class TestDialog(c4d.gui.GeDialog):
_treegui = None
def CreateLayout(self):
# Create the TreeView GUI.
customgui = c4d.BaseContainer()
customgui.SetBool(c4d.TREEVIEW_BORDER, True)
customgui.SetBool(c4d.TREEVIEW_HAS_HEADER, True)
customgui.SetBool(c4d.TREEVIEW_HIDE_LINES, False)
customgui.SetBool(c4d.TREEVIEW_MOVE_COLUMN, True)
customgui.SetBool(c4d.TREEVIEW_RESIZE_HEADER, True)
customgui.SetBool(c4d.TREEVIEW_FIXED_LAYOUT, True)
customgui.SetBool(c4d.TREEVIEW_ALTERNATE_BG, True)
self._treegui = self.AddCustomGui(
1000, c4d.CUSTOMGUI_TREEVIEW, "", c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT,
300, 300, customgui)
if not self._treegui:
print("[ERROR]: Could not create TreeView")
return False
self.AddMultiLineEditText(1001, c4d.BFH_SCALEFIT | c4d.BFV_SCALE | c4d.BFV_BOTTOM, 0, 40)
self.AddEditText(1002, c4d.BFH_SCALEFIT, 0, 25)
return True
def CoreMessage(self, id, msg):
if id == c4d.EVMSG_CHANGE:
# Update the treeview on each change in the document.
self._treegui.Refresh()
return True
def InitValues(self):
# Initialize the column layout for the TreeView.
layout = c4d.BaseContainer()
layout.SetLong(ID_CHECKBOX, c4d.LV_CHECKBOX)
layout.SetLong(ID_ICON, c4d.LV_USER)
layout.SetLong(ID_TREEVIEW, c4d.LV_TREE)
layout.SetLong(ID_TREEVIEW_TYPE, c4d.LV_USER)
layout.SetLong(ID_TREEVIEW_CHANNEL, c4d.LV_USER)
self._treegui.SetLayout(5, layout)
# Set the header titles.
self._treegui.SetHeaderText(ID_CHECKBOX, "Check")
self._treegui.SetHeaderText(ID_ICON, "Icon")
self._treegui.SetHeaderText(ID_TREEVIEW, "Name")
self._treegui.SetHeaderText(ID_TREEVIEW_TYPE, "Type")
self._treegui.SetHeaderText(ID_TREEVIEW_CHANNEL, "Channel")
self._treegui.Refresh()
# Don't need to store the hierarchy, due to SetRoot()
root = doc = c4d.documents.GetActiveDocument()
data_model = Hierarchy(self)
self._treegui.SetRoot(root, data_model, None)
self.SetString(1002, "Scroll values")
return True
class MenuCommand(c4d.plugins.CommandData):
dialog = None
def Execute(self, doc):
"""
Just create the dialog when the user clicked on the entry
in the plugins menu to open it
"""
if self.dialog is None:
self.dialog = TestDialog()
return self.dialog.Open(
c4d.DLG_TYPE_ASYNC, PLUGIN_ID, defaulth=600, defaultw=600)
def RestoreLayout(self, sec_ref):
"""
Same for this method. Just allocate it when the dialog is needed.
"""
if self.dialog is None:
self.dialog = TestDialog()
return self.dialog.Restore(PLUGIN_ID, secret=sec_ref)
def main():
# c4d.plugins.RegisterCommandPlugin(
# PLUGIN_ID, PLUGIN_NAME, 0, None, PLUGIN_HELP, MenuCommand())
global dialog
dialog = TestDialog()
dialog.Open(c4d.DLG_TYPE_ASYNC, defaulth=600, defaultw=600)
if __name__ == "__main__":
main()
Re: Shader created by script does not get recognized by Treeview
Forgot to provide a screenshot that shows the difference. So here it is. It is taken in R26 but it makes no difference to R20.