Create & save image of the Editor viewport?

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On 22/11/2009 at 13:37, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   10-11.5 
Platform:   Windows  ;   Mac OSX  ; 
Language(s) :     C++  ;

---------
Hi,

is it possible to create an image of the current editor view from within a CommandData plugin or a GeDialog? Editor display would be enough.

Thanks for any hints!

Cheers,
Jack

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On 22/11/2009 at 14:27, xxxxxxxx wrote:

Hi, check out RenderDocument with the PREVIEW flag. Hope this helps. Bye.

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On 22/11/2009 at 16:33, xxxxxxxx wrote:

It helps about 50% :-P

I get a nice rendering of the scene, but I want to get a view of the editor. In my case most users will not want to wait for a long time, so I want to give them the chance to use a simple view from the OpenGL or Software shaded editor view, if their scene is very complex.

RenderDocument always creates a rendering, except the user creates a render setting for an editor rendering.

Cheers,
Jack

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On 22/11/2009 at 16:43, xxxxxxxx wrote:

RenderDocument always creates a rendering, except the user creates a render setting for an editor rendering.

Its strange that the preview flag does not work. Try this: This will work definitley:

  
RenderData *rdata = /*recieve the renderdata*/;   
[...]   
BaseContainer bc = rdata->GetData();   
bc.SetLong(RDATA_RENDERENGINE, RDATA_RENDERENGINE_PREVIEWSOFTWARE);   
/* pass bc to RenderDocument */   

Hope this helps. Bye :)

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On 22/11/2009 at 17:09, xxxxxxxx wrote:

OK, that helps in R11.5 (didn't try in R11.0). Better than nothing, thanks!
But how can I make it work in R10?

RDATA_RENDERENGINE and RDATA_RENDERENGINE_PREVIEWSOFTWARE are not defined in the R10 SDK.

And another question: How do I use the Parameter "ProgressHook* pr" of the RenderDocument() function to show the rendering progress?

Cheers,
Jack

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On 23/11/2009 at 01:14, xxxxxxxx wrote:

RDATA_RENDERENGINE and RDATA_RENDERENGINE_PREVIEWSOFTWARE are not defined in the R10 SDK.

Ah, you compile for R10, right. In this case, you have to split the code because in R10 the constants are different. Open the RenderData page in the R10 SDK documentation. Otherwise drag the attribute from the RenderSettings to the Console to get the ID Name.

And another question: How do I use the Parameter "ProgressHook* pr" of the RenderDocument() function to show the rendering progress?

Just pass a function as callback. When you open the index page of the documentation, look for "ProgressHook" so you get this information:

typedef ProgressHook(Real p, void* private_data)

In this case just create a function with these arguments like:

void YourFunction(Real p, void* private_data)

Now you can pass "YourFunction" to RenderDocument. Bye

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On 23/11/2009 at 03:03, xxxxxxxx wrote:

Hm OK, it seems that setting the render engine (in R11/R11.5) or setting the RENDERASEDITOR property to 1 (in R10) does not help. Because all Cinema versions just output a black image if I do that :-( There is obviously more one has to do to make it work,but it's not documented.

I guess I'll kick the image support out for now, and maybe add it later. Still, it would be interesting if somebody (Matthias? Come on :) ) could find out about that.

Cheers,
Jack

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On 23/11/2009 at 03:49, xxxxxxxx wrote:

Could you post a piece of your code?

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On 23/11/2009 at 03:56, xxxxxxxx wrote:

Of course, here it is (for R11) :

  
// Create Filename   
Filename ifn = Filename(settings->GetString(IDC_CDOC_FILENAME));   
ifn.SetFile("image");   
ifn.SetSuffix("jpg");   
  
LONG x = 320;   
LONG y = 240;   
  
// Allocate & init bitmap   
BaseBitmap *bmp = BaseBitmap::Alloc();   
if (!bmp) goto ErrorHandling;   
bmp->Init(x, y);   
  
// Get Render Data   
rd = doc->GetActiveRenderData();   
if (!rd) goto ErrorHandling;   
  
// Get Copy from & modify Render Data   
BaseContainer rdc = rd->GetData();   
rdc.SetLong(RDATA_XRES, x);   
rdc.SetLong(RDATA_YRES, y);   
rdc.SetLong(RDATA_RENDERENGINE, RDATA_RENDERENGINE_PREVIEWSOFTWARE);   
  
// Render image   
if (RenderDocument(doc, rdc, NULL, NULL, bmp, 0/*RENDERFLAG_PREVIEWRENDER*/, NULL) == RAY_OK) {   
     BaseContainer imgdata;   
     imgdata.SetLong(JPGSAVER_QUALITY, 90);   
     imgdata.SetLong(IMAGESAVER_DPI, 96);   
     LONG Result = bmp->Save(ifn, FILTER_JPG, &imgdata;, 0);   
     if (Result != IMAGE_OK)   
          GeOutString(GeLoadString(IDS_RENDERIMAGE_ERRORMSG), GEMB_OK);   
}   

If I don't set the RDATA_RENDERENGINE parameter, it renders out fine. But if I set it, only a black image is output.

Cheers,
Jack

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On 23/11/2009 at 06:02, xxxxxxxx wrote:

Hmm.. thats strange, Your code seems to be fine. Maybe Matthias has a suggestion?

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On 23/11/2009 at 06:04, xxxxxxxx wrote:

I hope he does :)

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On 23/11/2009 at 08:45, xxxxxxxx wrote:

You have to set the  RENDERFLAG_EXTERNAL flag in RenderDocument.

cheers,
Matthias

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On 23/11/2009 at 08:52, xxxxxxxx wrote:

YES! That's it.
Didn't think of that.
Thanks a lot!

Cheers,
Jack