Setting Gradient Interpolation for Sketch and Toon

On 02/05/2014 at 22:35, xxxxxxxx wrote:

I am building a plugin that renders using Sketch and Toon, I am writing a bit that checks is S&T is enabled, if not turns it on and sets the settings to what I need them to be.

My problem is I want to set the Gradient Interpolation on the Shading tab to 'Smooth Knot'

I have absolutely no idea how to get/set this value..

I don't suppose anyone here knows do they?

On 03/05/2014 at 01:24, xxxxxxxx wrote:

Hi Anadin,

it´s written in the SDK like:

Gradient.SetData( id , data )
Sets a data item from the gradient container.
To be more specific, with:

You can get the interpolation id

I´m not sure if this helps?


On 04/05/2014 at 00:49, xxxxxxxx wrote:

Ooh that looks interesting, didn't think to search for a generic gradient - I think you are on to something but I can't figure out how to use it..

import c4d
from c4d import gui
#Welcome to the world of Python

XRes = 1024
YRes = 768
OutputPath = '/Users/user/Desktop/test.png'

def main() :    
    print "Setting RenderData"
    #Get the current documents render settings
    RenderData = doc.GetActiveRenderData()
    print "RenderData : " + str(RenderData)
    #Store a copy of those settings
    RenderDataBackup = RenderData.GetClone()
    #Access the basedraw of the render view (filters etc.)
    BaseDraw = doc.GetActiveBaseDraw()
    #Basic Settings
    RenderData[c4d.RDATA_AUTOLIGHT] = False
    RenderData[c4d.RDATA_SAVEIMAGE] = True
    RenderData[c4d.RDATA_ALPHACHANNEL] = True
    RenderData[c4d.RDATA_STRAIGHTALPHA] = True
    RenderData[c4d.RDATA_XRES] = float(XRes)
    RenderData[c4d.RDATA_YRES] = float(YRes)
    RenderData[c4d.RDATA_FORMAT] = 1023671
    RenderData[c4d.RDATA_MULTIPASS_SAVEIMAGE] = False
    #Actual Output
    RenderData[c4d.RDATA_PATH] = OutputPath

#Add Sketch And Toon if it's not there and required and set up the defaults

if c4d.modules.CheckSketch() : #if Sketch and Toon is installed && it is wanted. set it up and use it (Do the check)
        rd = doc.GetActiveRenderData() # Get the current renderdata
        vp = rd.GetFirstVideoPost() # Get the first Video Post in the Renderdata object
        if vp == None:
            SketchEffect = c4d.BaseList2D(1011015) # set a baseList2D with the ID of Sketch and Toon
            rd.InsertVideoPost(SketchEffect) #insert the S&T video post
            vp = rd.GetFirstVideoPost()

BrowseRD(vp, True) #Run the Function

if vp.GetName() == "Sketch and Toon": #if S&T was found, the rdata name var should be "Sketch and Toon"...
            SketchEffect = vp #Set the "SketchEffect" variable to the current S&T

else: #if not, set the "SketchEffect" to a NEW S&T videopost
            SketchEffect = c4d.BaseList2D(1011015) # set a baseList2D with the ID of Sketch and Toon
            rd.InsertVideoPost(SketchEffect) #insert the S&T video post

        SketchEffect[c4d.OUTLINEMAT_SHADING_OBJECT_MODEL] = 1

#Remove Sketch Tags and Replace?
    #Make Sketch Mat?
def BrowseRD(rd, children) : #function that scrolls through the video post effects to find S&T
    if not rd: return
    if rd.GetName() == "Sketch and Toon":
        print("S&T Vido Post is Present...")
    BrowseRD(rd.GetNext(), children)
    if children:
      BrowseRD(rd.GetDown(), children)

if __name__=='__main__':

On 04/05/2014 at 08:45, xxxxxxxx wrote:

get it,set it and write it back to your effect

print gradient.GetData(c4d.GRADIENT_INTERPOLATION),"ID"  
print gradient.GetData(c4d.GRADIENT_INTERPOLATION),"ID2"  

cheers martin

On 08/05/2014 at 05:08, xxxxxxxx wrote:

aha! thanks so much Martin