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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/08/2009 at 07:39, xxxxxxxx wrote:
User Information: Cinema 4D Version: R11 Platform: Windows ; Mac OSX ; Language(s) : C.O.F.F.E.E ;
--------- Hello I'm trying to do several renderings with different settings. A minimal example looks like:
> \> for (i = 0; i < 2; i++) { \> renderdata()#RDATA_PATH = new(Filename, stradd("foobar", tostring(i)) ); \> CallCommand(12099); \> } \>
\> for (i = 0; i < 2; i++) { \> renderdata()#RDATA_PATH = new(Filename, stradd("foobar", tostring(i)) ); \> CallCommand(12099); \> } \>
The problem with this code is, that CallCommand() is non-blocking, so each new CallCommand() will interrupt the current rendering (or more precisely, prompt the user).
Is there a way to wait for the rendering to finish before calling CallCommand() again?
On 06/08/2009 at 07:41, xxxxxxxx wrote:
Unfortunatly not possible in COFFEE.
cheers, Matthias
On 06/08/2009 at 13:02, xxxxxxxx wrote:
foobar23: I wrote you how to solve on cgtalk
On 10/08/2009 at 06:54, xxxxxxxx wrote:
Quote: Originally posted by Matthias Bober on 06 August 2009 > > * * * > > Unfortunatly not possible in COFFEE. > > > * * *
So I guess it will be possible with C++, right?
On 10/08/2009 at 11:29, xxxxxxxx wrote:
Yes, there is a function called "RenderDocument".
On 12/08/2009 at 09:34, xxxxxxxx wrote:
Quote: Originally posted by Shawni on 10 August 2009 > > * * * > > Yes, there is a function called "RenderDocument". > > > * * *
Have you managed to use RenderDocument to produce (and actually save to disk) images with alpha transparency? I was not really successful on this:(
On 12/08/2009 at 10:44, xxxxxxxx wrote:
Take a MultipassBitmap instead of a BaseBitmap. This should work fine.
On 13/08/2009 at 01:23, xxxxxxxx wrote:
Quote: Originally posted by Shawni on 12 August 2009 > > * * * > > Take a MultipassBitmap instead of a BaseBitmap. This should work fine. > > > * * *
Oh, nice, thanks for the hint. I somehow missed that.