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    Best posts made by AndreAnjos

    RE: Frame selected objects correctly in camera

    Hi all,

    Apologies for the delay, but only had time to revisit this issue this week.
    So I found the solution and thought about posting here for other people. It's probably not the best one, but it works for me and I'm happy with the final results.

    Like to thank Niklas, Scott and Riccardo for helping with this, as a lot of the information came from them, which I just adapted.
    So this is developed to render with Octane, but you can change to whatever render settings you need.

    """
    The script is a blend of techniques that I found to be working at the end.
    It starts by getting all of the polygon object in the scene, iterating through each object and soloing it in a layer.
    Creates the objects, camera, materials and render settings for the environment.
    Focus the object first before calculating if all of the object is in the scene.
    Because the camera has a target tag connected to a moving null that sits under each object is rendering, the position reaches a conclusion when object is inside the camera frame.
    I didn't want to create a new thread to run the script as I prefer the user not be using cinema and let it run. We can't afford to have Cinema crashing at the same time.
    """
    
    import c4d
    
    def get_op(op, name):
    
        while op:
            if op.GetName() == name:
    
                return op
    
            get_op(op.GetDown(), name)
            op = op.GetNext()
            
    def get_mat(op, name):
    
        while op:
            if op.GetName() == name:
    
                return op
    
            get_op(op.GetDown(), name)
            op = op.GetNext()
            
    def get_op_type(op, name, lst):
    
        while op:
            if op.GetTypeName() == name:
    
                lst.append(op)
    
            get_op_type(op.GetDown(), name, lst)
            op = op.GetNext()
    
        return lst
            
    def get_vp(op, name):
    
        while op:
            if op.GetName() == name:
    
                return op
    
            op = op.GetNext()
            
    def create_obj(op_type, name):
        
        op = c4d.BaseObject(op_type)
        op.SetName(name)
        doc.InsertObject(op)
        
        return op
    
    def create_render(doc):
        
        rd = c4d.documents.RenderData()
        doc.InsertRenderData(rd)
        doc.SetActiveRenderData(rd) 
        rd.SetName('Temp_BP')
        rd[c4d.RDATA_RENDERENGINE] = 1029525
        oct_render_vp = c4d.documents.BaseVideoPost(1029525)
        rd.InsertVideoPost(oct_render_vp)
        rd[c4d.RDATA_XRES] = 540
        rd[c4d.RDATA_YRES] = 540
        rd[c4d.RDATA_LOCKRATIO] = True
        rd[c4d.RDATA_FILMASPECT] = 1.0
        rd[c4d.RDATA_FRAMESEQUENCE] = 1
        rd[c4d.RDATA_FRAMERATE] = 24
    
        # Save
        rd[c4d.RDATA_GLOBALSAVE] = True
        rd[c4d.RDATA_SAVEIMAGE] = True
        rd[c4d.RDATA_FORMAT] = c4d.FILTER_PNG
        rd[c4d.RDATA_NAMEFORMAT] = 6
        rd[c4d.RDATA_FORMATDEPTH] = 1
        
        # Octane Renderer
        oct_render_vp[c4d.SET_PASSES_ENABLED] = False
        oct_render_vp[c4d.VP_UPDATE_MATERIALS_MODE] = False
        oct_render_vp[1013] = 0
        oct_render_vp[c4d.VP_BUFFER_TYPE] = 2
        
        oct_render_vp[c4d.VP_KERNEL_ENABLE] = True
        oct_render_vp[c4d.SET_DIRECT_MAXSAMPLES] = 1000
        oct_render_vp[c4d.SET_DIRECT_SPECDEPTH] = 3
        oct_render_vp[c4d.SET_DIRECT_AODIST] = 0.3
        oct_render_vp[c4d.SET_DIRECT_ALPHACHAN] = True
        oct_render_vp[c4d.SET_DIRECT_KEEPENV] = False
        oct_render_vp[c4d.SET_DIRECT_ADAPTIVE_SAMPLING] = True
        oct_render_vp[c4d.SET_DIRECT_ASAMP_EXP_EXPOSURE] = 1.0
        
        # Watermark
        watermark_vp = c4d.documents.BaseVideoPost(1025462)
        rd.InsertVideoPostLast(watermark_vp)
        watermark_vp[c4d.VP_WATERMARK_TEXT_ENABLE] = True
        watermark_vp[c4d.VP_WATERMARK_TEXT_SHOWLABELS] = False
        watermark_vp[c4d.VP_WATERMARK_TEXT_RENDERTIME] = False
        watermark_vp[c4d.VP_WATERMARK_TEXT_DATE] = False
        watermark_vp[c4d.VP_WATERMARK_TEXT_BG_OPACITY] = 1.0
        
        rd.Message(c4d.MSG_UPDATE)
        
        return (rd, watermark_vp)
    
    def TestPointInFrame(pt, frame):
        
        return pt.x > frame['cl'] and pt.x < frame['cr'] and pt.y > frame['ct'] and pt.y < frame['cb']  
        
    def CheckIfInView(cam, obj, doc):
        # Get the current BaseDraw  
        bd = doc.GetActiveBaseDraw()  
        safeFrame = bd.GetSafeFrame()  
            
        # Get the active object bouding box center and radius  
        
        box = [c4d.Vector() for x in xrange(8)]  
        points = [c4d.Vector() for x in xrange(8)]          
        
        
        rd = obj.GetRad()  
        mp = obj.GetMp()  
        
        # Build the active object bouding box  
        
        box[0] = c4d.Vector()  
        box[0].x = mp.x - rd.x  
        box[0].y = mp.y - rd.y  
        box[0].z = mp.z - rd.z  
        box[0] *= obj.GetMgn()  
        
        box[1] = c4d.Vector()  
        box[1].x = mp.x - rd.x  
        box[1].y = mp.y + rd.y  
        box[1].z = mp.y - rd.z  
        box[1] *= obj.GetMgn()  
        
        box[2] = c4d.Vector()  
        box[2].x = mp.x + rd.x  
        box[2].y = mp.y - rd.y  
        box[2].z = mp.y - rd.z  
        box[2] *= obj.GetMgn()  
        
        box[3] = c4d.Vector()  
        box[3].x = mp.x + rd.x  
        box[3].y = mp.y + rd.y  
        box[3].z = mp.y - rd.z  
        box[3] *= obj.GetMgn()  
        
        box[4] = c4d.Vector()  
        box[4].x = mp.x + rd.x  
        box[4].y = mp.y - rd.y  
        box[4].z = mp.z + rd.z  
        box[4] *= obj.GetMgn()  
        
        box[5] = c4d.Vector()  
        box[5].x = mp.x + rd.x  
        box[5].y = mp.y + rd.y  
        box[5].z = mp.y + rd.z  
        box[5] *= obj.GetMgn()  
        
        box[6] = c4d.Vector()  
        box[6].x = mp.x - rd.x  
        box[6].y = mp.y - rd.y
        box[6].z = mp.y + rd.z
        box[6] *= obj.GetMgn()  
        
        box[7] = c4d.Vector()  
        box[7].x = mp.x - rd.x
        box[7].y = mp.y + rd.y
        box[7].z = mp.y + rd.z
        box[7] *= obj.GetMgn()
        
        # Calculate bouding box coordinates in screen space  
        
        for i in xrange(len(box)):
          points[i] = bd.WS(box[i])  
        
        # Test if the current object is completely visible in the rendered safe frame  
        
        for i in xrange(len(points)):
          visible = TestPointInFrame(points[i], safeFrame)  
          if not visible:
              break  
            
        return visible
    
    def escaped_pressed(bc=None):
        if bc is None:
            bc = c4d.BaseContainer()
            c4d.gui.GetInputEvent(c4d.BFM_INPUT_KEYBOARD, bc)
        return bc[c4d.BFM_INPUT_CHANNEL] == c4d.KEY_ESC
    
    def main():
        
        doc = c4d.documents.GetActiveDocument()
        first_obj = doc.GetFirstObject()
        first_mat = doc.GetFirstMaterial()
        sku_layer = first_obj.GetLayerObject(doc)
        objs_lst = get_op_type(first_obj, 'Polygon', [])
        count_total = len(objs_lst)
        
        rs, water_vp = create_render(doc)
        
        cam = get_op(first_obj, 'Temp_Cam')
        bg = get_op(first_obj, 'BG')
        mat = get_mat(first_mat, 'BG_Mat')
        trg_null = get_mat(first_mat, 'Cam_Target')
        
        if cam == None:
            
            cam = create_obj(c4d.Ocamera, 'Temp_Cam')
            oct_cam_tag = cam.MakeTag(1029524)  # Octane Camera tag
            oct_cam_tag[c4d.OCTANECAMERA_ENABLE_IMAGER] = True
            oct_cam_tag[c4d.OCTANECAMERA_PREMALPHA] = True
            trg_tag = cam.MakeTag(c4d.Ttargetexpression)
            
            if trg_null == None:
                
                trg_null = create_obj(c4d.Onull, 'Cam_Target')
                trg_tag[c4d.TARGETEXPRESSIONTAG_LINK] = trg_null
            
        if bg == None:
            
            bg = create_obj(c4d.Obackground, 'BG')
            tex_tag = bg.MakeTag(c4d.Ttexture)
            
            if mat == None:
                
                mat = c4d.BaseMaterial(1029501)
                mat.SetName('BG_Mat')
                shader = c4d.BaseList2D(1011100)
                shader[c4d.SLA_GRADIENT_TYPE] = 2002  # Type 2D - Diagonal
                grad = shader[c4d.SLA_GRADIENT_GRADIENT]
                grad.FlushKnots()
                k1 = grad.InsertKnot(col=c4d.Vector(0.5, 0.5, 0.5), pos=0.25, index = 0)
                k2 = grad.InsertKnot(col=c4d.Vector(0.25, 0.25, 0.25), pos=0.75, index= 1)
                shader[c4d.SLA_GRADIENT_GRADIENT] = grad
                mat[c4d.OCT_MATERIAL_DIFFUSE_LINK] = shader
                mat.InsertShader(shader)
                mat.Message(c4d.MSG_UPDATE)  # Update the material changes  
                mat.Update(True, True)  # Update the material's icon image  
                doc.InsertMaterial(mat)
                tex_tag.SetMaterial(mat)
            
        bd = doc.GetActiveBaseDraw()
        bd.SetSceneCamera(cam)
        
        root_layer = doc.GetLayerObjectRoot()
        child_layer = root_layer.GetDown()
        layer = None
        
        while child_layer:
            
            if child_layer.GetName() == 'Temp_Layer':
                
                layer = child_layer
                break
                    
            child_layer = child_layer.GetNext()
        
        if not layer:
            
            layer = c4d.documents.LayerObject()
            layer.SetName('Temp_Layer')
            layer.InsertUnder(root_layer)
        
        cam.SetLayerObject(layer)
        bg.SetLayerObject(layer)
        hdri = get_op(first_obj, 'HDRI')
        hdri.SetLayerObject(layer)
        
        subd_lst = get_op_type(first_obj, 'Subdivision Surface', [])
        
        for subd in subd_lst:
        
            subd.SetLayerObject(layer)
    
        if not objs_lst:
            
            c4d.gui.MessageDialog('No polygon objects in the scene!')
            c4d.StatusSetText('No polygon objects in the scene!')
            return False
        
        for count, obj in enumerate(objs_lst[:10], start=1):
            
            rad_x = obj.GetRad().x * 2
            rad_y = obj.GetRad().y * 2
            rad_z = obj.GetRad().z * 2
            
            water_vp[c4d.VP_WATERMARK_TEXT_CUSTOM_TEXT] = 'Dimensions(cm): (H){0:.2f} x (W){1:.2f} x (D){2:.2f}'.format(rad_x, rad_y, rad_z)
            
            trg_null.Remove()
            trg_null.InsertUnder(obj)
            doc.SetActiveObject(obj)
            obj.SetLayerObject(layer)
            obj.SetRenderMode(c4d.MODE_ON)
            layer_data = layer.GetLayerData(doc)
            layer_data['solo'] = True
            layer.SetLayerData(doc,layer_data)
            doc.ChangeNBit(c4d.NBIT_SOLO_LAYER, c4d.NBITCONTROL_SET)
            c4d.CallCommand(12151)
            doc.SetActiveObject(None)
            cam.Message(c4d.MSG_UPDATE)
            
            scaleFactor = c4d.Vector(15, 15, cam.GetMg().off.z)   # <---- Change the vector values for camera position.
            scaleFactor = scaleFactor.__mul__(0.05)
            
            stopped = False
            c4d.StatusSetSpin()
        
            while not CheckIfInView(cam, obj, doc):
                
                camMg = cam.GetMg()  
                camMgOff = camMg.off  
                camMgOff += scaleFactor  
                camMg.off = camMgOff  
                cam.SetMg(camMg)
                c4d.DrawViews(c4d.DRAWFLAGS_NO_THREAD | c4d.DRAWFLAGS_FORCEFULLREDRAW)
                
                stopped = escaped_pressed()
                if stopped:
                    break
                    
            render_set = doc.GetFirstRenderData()
            parent_name = obj.GetUp().GetName()
            obj_name = '{0}_{1}_{2}'.format(doc.GetDocumentName().split('.')[0], parent_name, obj.GetName())
            render_set[c4d.RDATA_PATH] = '../Renders/{0}'.format(obj_name)    # <----- Make sure to correct File Path
        
            rs = render_set.GetData()
            x_res = int(rs[c4d.RDATA_XRES])
            y_res = int(rs[c4d.RDATA_YRES])
        
            bmp = c4d.bitmaps.BaseBitmap()
            bmp.Init(x=x_res, y=y_res, depth=24)
            c4d.documents.RenderDocument(doc, rs, bmp, c4d.RENDERFLAGS_EXTERNAL)
            
            bd.Message(c4d.MSG_CHANGE)
            obj.SetRenderMode(c4d.MODE_UNDEF)
            obj.SetLayerObject(sku_layer)
            cam.SetAbsPos(c4d.Vector(0))
            
            c4d.StatusClear()
            print('{0} / {1} - {2} - Render Done!'.format(count, count_total, obj.GetName()))
            c4d.StatusSetText('{0} / {1} - {2} - Render Done!'.format(count, count_total, obj.GetName()))
        
        layer.Remove()     
        doc.ChangeNBit(c4d.NBIT_SOLO_LAYER, c4d.NBITCONTROL_CLEAR)
        cam.Remove()
        trg_null.Remove()
        bg.Remove()
        mat.Remove()
        doc.GetFirstRenderData().Remove()
        
        for subd in subd_lst:
    
            subd.SetLayerObject(sku_layer)
    
        c4d.EventAdd()
        c4d.gui.MessageDialog('Renders Done!')
        c4d.StatusSetText('Renders Done!')
      
    main()
    

    Hope this helps and please let me know if we can make this better ☺ . (Which I'm sure we can!)

    Thank you!

    Andre

    posted in Cinema 4D SDK •