I'm just creating the portbundles from the resource editor, without a custom bundle GUI.
So I guess you only need the database? I'll try to minimize the database to include only the necessary nodes and portbundle declarations and email it to [email protected]
Could you be more specific what parts of the code are necessary - only the node space declaration, the preview image provider implementation or something else additionally?
In the standard node space, when multiple end nodes are present in the node graph, they are visually marked as invalid to hint the user that multiple end nodes should not be used.
My question is how can this be achieved for a custom node space? I couldn't find anything related in the examples or the documentation.
OK, thanks for the answer.
About my second question - what is the proper way of creating a node material instance and modifying its graph to a "preset". I want to define several such presets as commands.
There is no example for this and there seems to be no direct function for getting a mutable graph instance. From browsing the interface of NodeMaterial it seems the steps for achieving this are:
Is my assumption correct and is this the expected way of achieving this?
Upon some further investigation and testing I found this is reproducible only on R21, S22 and R23.
Is this a known issue that has been fixed for S24, and is there a workaround for earlier versions?
I have several user nodes declared in a custom user nodespace, very similar to the example.nodes project in the SDK examples.
Unfortunately I encountered a problem while declaring a node with variadic input attribute, that has a portbundle as data type. The exact problem I notice is that the previews of dependent nodes of the one with the variadic input are not updated when any connected nodes to the variadic portbundles are changed. As a detail here - I noticed this only happens if the connected nodes (as inputs) to the variadic portbundles are also user nodes and having the builtin Color or Value nodes used as inputs properly triggers preview updates.
So from the above description I think I'm missing something in the declarations of my user nodes, that leads to this behavior. Can you assist me in what might be wrong in the user nodes setup or in the definition of the nodespace?
Thanks in advance,
Hi, is it possible to define custom node material presets for a custom node space?
It seems that the node material presets are empty for the "Example" node space, and I couldn't find anything related to adding such presets in the SDK (or the examples).
If there is a way - is it also possible to instantiate such a preset with a command plugin?
Thanks for the investigation. At least now we are aware the problem is not on our side.
In short - when material plugins are assigned on object and have non-zero Repetitions U or Repetitions V in their texture tag assignment, the editor preview does not clip the preview image at all. I noticed this only for Cinema 4D S22 and above.
Some details - I have a material plugin deriving from the MaterialData class, with an override for MaterialData::InitGLImage(..) to generate a generic preview for the material in the editor. Until S22, the editor preview correctly showed the material with the specified repetitions in the TextureTag. After that only the native materials seem to show this correctly.
Is there a flag that we missed adding for S22 or something else that was introduced and is missing on our side, or this is a problem in Cinema 4D?
Thanks for looking into this. It is not so crucial to hide the handles - I will try the custom GUI approach as you suggest.