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Finally had time to release the plugin. I started this project a long time ago, and its still not perfect but i'm using it with almost every project. I'm not a scripting wonder, it took me way more time then I wanted, therefor it's for sell, and not for free. Store Available for: R18, R19, R20, R21.
Bake renders to textures Bake the render output directly onto a new mesh, or the same mesh. Because we are working with a boundary, anything that falls within will be baked. This even allows you to bake a displacement, or hairs as a texture. Full tutorial can be watched in this post or here on YouTube: Tutorial Its a rather boring video sorry.. In this (3 minute) video make a bake from start to finish, and go over the pro's and con's.
Functionalities are:
Limitations are:
Small bug:
Hi-res to low-res Even when the render does not use UV’s, you can simply transfer the data over to a new map.
Redshift to texture You can do the same for any Redshift renders by baking them first onto itself with ‘Redshift bakeset’ and to a new model / new uv layout with ‘render to texture’.
You do need to convert it to pollies and use a non hair material, but it works great! Creating alphas is also not a problem. This scene and tutorial video will be included in the download.
Transfer texture to new model An extreme example is to go from a cube to a sphere, obviously this would look very weird but it's possible. Therefore you can bake literally anything as a HDRI.
Anything to a HDRI When you bake using a sphere as a boundary you can turn anything into an hdri.
Let me know what you think.
Thanks, Myosis
PS: For those who signed up a year ago, a discount code is on its way.
After a few years I'm still looking to access these numbers. If anyone knows how to set a custom X and Y number, please let me know.
I would like to hide a layer from the layers manager. Much like NBit does with objects, tags, and materials. I’ve looked around in the Documentation but there doesn’t seem to be a existing function for it. Anyone know if it’s possible?
@mp5gosu This sounds like the solution I was looking for Thanks a lot!
Ps, yes im a noob...
Ah too bad. I need it to be a separate window, so the user can relocate it's position. I want to preform some actions upon closing (removing certain objects). But I can't seem to link that to the OS window X button, can I ?
@mp5gosu Thanks for clarifying. @r_gigante And thanks for the link there is a lot of useful stuff on there.
@mp5gosu said in Grayed out or disabled X button:
AddGadget()
Thanks for your reply! I still struggle to hide it, do I use it like this:
import c4d from c4d import gui class TestDialog(gui.GeDialog): def __init__(self): self.AddGadget(c4d.DIALOG_NOMENUBAR, 0) def CreateLayout(self): self.AddButton(1014, c4d.BFH_SCALEFIT, 100, 17, 'Close') return True def Command(self, id, msg): if id == 1014: #CLOSE BUTTON self.Close() return c4d.gui.GeDialog.Command(self, id, msg) def AskClose(self): return False if __name__=='__main__': dialog = TestDialog() dialog.Open(dlgtype=c4d.DLG_TYPE_ASYNC,) c4d.EventAdd()
Hi, I'm a bit lost, maybe someone can help me out. Here a simple modal example:
import c4d from c4d import gui class TestDialog(gui.GeDialog): def CreateLayout(self): self.AddButton(1014, c4d.BFH_SCALEFIT, 100, 17, 'Close') return True def Command(self, id, msg): if id == 1014: #CLOSE BUTTON self.Close() return c4d.gui.GeDialog.Command(self, id, msg) def AskClose(self): return False if __name__=='__main__': dialog = TestDialog() dialog.Open(dlgtype=c4d.DLG_TYPE_ASYNC,) c4d.EventAdd()
I want a dialog box with a grayed out or disable X button. I can change it to a different dlgtype, but those are not really what I need.
Can I overwrite the “DLG_TYPE_MODAL” ?
@m_adam said in How to access ‘Freeze View function’ with Python ?:
WorldContainer with the ID 25085
So there are no WorldContainers for Y and X, ? And this is since R19 ?
Above is R18, This is no longer possible ?
Cheers, Tim
This one:
Something that got disabled since R19 is the ability to choose custom X and Y resolution when freezing frame. All I can find is a call command, but noting in dept in the SDK.
Is it something I can access and if so, does anyone know how ?