Navigation

    • Register
    • Login
    • Search
    1. Home
    2. Aaron
    A

    Aaron

    @Aaron

    1
    Reputation
    12
    Posts
    86
    Profile views
    0
    Followers
    0
    Following
    Joined Last Online

    • Profile
    • More
      • Following
      • Followers
      • Topics
      • Posts
      • Best
      • Groups
    Aaron Follow

    Best posts made by Aaron

    RE: C4D hangs when call BaseShader->Edit() for the message MSG_DESCRIPTION_CHECKUPDATE

    Ok, I will. Just need to remove all not-needed things

    posted in Cinema 4D SDK •

    Latest posts made by Aaron

    RE: Save Project with Assets not updating the maxon::Url of node textures in R26 and 2023

    Hi @Manuel, thanks a lot! It's very good that things work in 2023.1.2, I will check it. Also there was an issue in S26.000
    Btw I am on beta forum too and I can duplicate a topic there.
    Will return to the topic on Tuesday because need to travel 🙂

    posted in Cinema 4D SDK •
    RE: Save Project with Assets not updating the maxon::Url of node textures in R26 and 2023

    @Deyan thank you, in our case nodespace nodes (e.g. bitmap) didn't require too much message handling. All I did was making node layout in Resource Editor, and then describing this layout data access inside the code and the parse it. Message handling was used in the previous material system using BaseMaterial / BaseShader concept.

    @Manuel thanks for investigation! This is my screenshot from bitmap layout in resource editor. Url type is used. But I have opened it in R25. Still can't open resource editor in 2023 even removing the option you mentioned.
    cinema_3rdparty_bitmap_asset_issue.jpg

    How can I include Import Data node for tests? Btw, it can be easy to test it with CentiLeo plugin, I mean the nodespace & bitmap. No registration is required https://centileo.com/download/

    posted in Cinema 4D SDK •
    RE: Save Project with Assets not updating the maxon::Url of node textures in R26 and 2023

    @Manuel Hi Manuel, I am Kirill from CentiLeo project. I have written a question here because it seems there is more life on the public forum and the nodes api is now public.
    The issue performs as I have described. So there is a custom bitmap that is described with ImageTupple for Cinema inside

    MAXON_METHOD maxon::Result<void> NodeSpaceExample::Init(maxon::DataDictionary spaceData)
    {
    ..
    }
    

    Then when I try to save "Project with Assets" I get the new project file where the filenames defined as maxon::Url in the resource editor are not updated to local file paths such as tex/texturename.jpg and they remain old in attrib manager. But in fact the files are copied to the specified project folder together with images. Only manual change can fix them. Also the asset inspector doesn't change the filenames.
    The node structure was defined in the resource editor of the older Cinema R21.
    The issue is on R26 and still on R2023. It works well for older Cinema versions.
    I thought there is some new property appeared on resource editor that prevents from Url modification (something like ownership or perfmission) or maybe some little API feature that intervene into the process.
    The other issue is that I still can't open resource editor in R2023. Cinema was launched with a cmd line

    "C:\Program Files\Maxon Cinema 4D 2023\Cinema 4D.exe" g_applicationRepositoryWritable=true g_descriptionEditorDeveloperMode=true
    

    edit resource not working.jpg

    posted in Cinema 4D SDK •
    Save Project with Assets not updating the maxon::Url of node textures in R26 and 2023

    Hello colleagues,
    There is a custom node space and there is a bitmap node with a the filepath of the type Url. The image drag&drop to nodes area is working from windows expolrer, everyting his working except for "Save project with Assets".
    So the bitmap files are copied to the specified location, but the file strings are not updated in the custom bitmap node. None of them.
    This code links C4D logic with the custom file path as described in the C++ API:

    spaceData.Set(maxon::nodes::NODESPACE::IMAGENODEASSETID, mynodes::NODE::BITMAP::GetId()) iferr_return;
    	maxon::nodes::NODESPACE::ImageNodePortTuple imageTuple; 
    	imageTuple.first = maxon::NodePath::Create(maxon::ToSingletonBlock<maxon::InternedId>(mynodes::NODE::BITMAP::RESULT)) iferr_return;
    	imageTuple.second = maxon::NodePath::Create(maxon::ToSingletonBlock<maxon::InternedId>(mynodes::NODE::BITMAP::FILENAME)) iferr_return;
    	imageTuple.third = maxon::NodePath::Create(maxon::ToSingletonBlock<maxon::InternedId>(mynodes::NODE::BITMAP::FRAME_START)) iferr_return;
    	imageTuple.fourth = maxon::NodePath::Create(maxon::ToSingletonBlock<maxon::InternedId>(mynodes::NODE::BITMAP::FRAME_END)) iferr_return;
    	spaceData.Set(maxon::nodes::NODESPACE::IMAGENODEPORTS, std::move(imageTuple)) iferr_return; 
    

    Also the Asset Inspector relink doesn't actually change the file strings on the node.
    This functionality is not working in R26 and 2023.
    But it is working in R21-R25 nicely! The bitmap related code is the same.
    I also can't open the Resource Editor in 2023.1.3. I am using the options to launch the Cinema:

    "C:\Program Files\Maxon Cinema 4D 2023\Cinema 4D.exe" g_applicationRepositoryWritable=true g_developerNodeEditorFunctions=true g_descriptionEditorDeveloperMode=true
    

    Then click Resource Edit in the node editor and nothing happens.
    Cinema version is 2023.1.3. The compiled SDK for node space was 2023.0.0.

    Please help me to fix this

    posted in Cinema 4D SDK •
    RE: C4D hangs when call BaseShader->Edit() for the message MSG_DESCRIPTION_CHECKUPDATE

    Ok, I will. Just need to remove all not-needed things

    posted in Cinema 4D SDK •
    C4D hangs when call BaseShader->Edit() for the message MSG_DESCRIPTION_CHECKUPDATE

    Hello!
    There is a problem. There is a bitmap button in material description. After click it sends a message MSG_DESCRIPTION_CHECKUPDATE. Inside this message there is a call to base shader -> Edit(). I just want to show the properties of shader in attribute manager instead of material properties. And C4D R20 demo hangs.
    If the button is not bitmap (but a usual one) then it sends a message MSG_DESCRIPTION_COMMAND which calls base shader->Edit() and we get no any hang.
    One thing: if there is no GetDDescription there is no hang after Edit() call. But GetDDescription is used to make bitmap buttons and other staff. Even basic GetDDescription with checks for null input vars and just LoadDescription is enough to make the hang.
    StopAllThreads() befor calling shader->Edit doesn't help to avoid the problem.

    posted in Cinema 4D SDK •
    RE: Node-Based Materials

    My guess is there will be no any SDK for long time because it didn't happen yet for the first R20 release. This looks a bit strange. But this is the choice of Maxon. Would be interesting just to know what Maxon developers think about it.

    posted in Cinema 4D SDK •
    RE: Cinema 4D R20.059 bug with many RegisterShaderPlugin() calls

    Hi Riccardo, I think the issue is solved because there is no any issue. Some not good methods of software distribution just confused us.
    Btw, what benefits different parameters of SetPluginPriority() give to us? For example the xdll has several plugins like materials, shader, tags and renderer. Even some icons with plugin ids. What priority is better to use in this case? I see https://developers.maxon.net/docs/Cinema4DCPPSDK/html/page_manual_module_functions.html
    For example, what is C4DPL_INIT_PRIORITY_ADVANCEDRENDER:

    1. Does it give higher thread priority during some PV rendering task?
    2. Or does it just load the plugin before other renderers and give the chance to lock system resources before others?
    posted in Cinema 4D SDK •
    RE: Node-Based Materials

    Hi, Maxime! Also another node-related question: will you ever make the SDK access for custom material and shader plugins operating inside node based GUI?

    posted in Cinema 4D SDK •
    RE: Cinema 4D R20.059 bug with many RegisterShaderPlugin() calls

    Hi Riccardo, thank you for help! Do you have any other shader plugin in the plugins/ folder?
    I had 2 reports about a problem of not launching Cinema R20 after update to 059. Originally I thought that the problem was the large 80MB size of resulting CentiLeo renderer xdll64 (my plugin) where I statically linked all dependencies. One user hasn't replied on further questions about the problem but the other one has helped to investigate.
    For example when plugins folder had:

    1. only Octane 4 demo - Cinema was launching,
    2. only Arnold 5.3 GPU beta - not launching,
    3. only our CentiLeo - not launching,
    4. only Octane and CentiLeo - Cinema was launching.
    5. when c4dsdkplugins were combined there - also different results.

    And that second user has also told that his Cinema 4D R20 version is a cracked pack from cgpersia which he has updated to 059 with usual C4D updater. So this can be the easy explanation of a problem. It's strange that before update things were ok. However I don't know how the cracks are working and what has influenced. At least the factors that I have found like different number of plugins and plugin priority seem not logical for me.

    posted in Cinema 4D SDK •