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    wuzelwazel

    @wuzelwazel

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    Posts made by wuzelwazel

    • RE: Python API OpenGL Information

      Thanks again for the update. GPUtil came up as an option when I was researching external modules but it only works with NVIDIA hardware. That might not be so bad for now especially as the Python check for GPU hardware vendor in Cinema 4D does seem to be working.

      I'll mark this as solved for now. I look forward to the API updates!

      posted in Cinema 4D Development
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      wuzelwazel
    • RE: Python API OpenGL Information

      @zipit thank you so much! c4d.GeGetCinemaInfo() makes sense. Unfortunately the current Python documentation is a bit misleading as c4d.GeGetSystemInfo() is not listed as deprecated and the description for c4d.GeGetCinemaInfo() makes it sound like it's exclusively for determining if the current C4D session is NFR.

      Thank you very much for looking into c4d.storage.GeGetMemoryStat(). I'm excited to work on my little OpenGL control panel and stretch my GUI knowledge further 😂 👍

      posted in Cinema 4D Development
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      wuzelwazel
    • Python API OpenGL Information

      I wanted to try making a small python control panel to monitor viewport OpenGL memory usage. I was also going to explore methods to force a reduction in VRAM usage.

      However, I've noticed several pieces that seem to be missing or non-functional in the Python API and was hoping I could get some info on them.

      First it seems that several of the flags returned by c4d.GeGetSystemInfo() are missing from the python API. The only ones that appear to exist are c4d.SYSTEMINFO_NOGUI and c4d.SYSTEMINFO_OSX. I was hoping that c4d.SYSTEMINFO_OPENGL would be in there.

      Second and more importantly I can't seem to get any information that's useful in my case from c4d.storage.GeGetMemoryStat(). The BaseContainer returned seems to only have values for c4d.C4D_MEMORY_STAT_MEMORY_INUSE and c4d.C4D_MEMORY_STAT_MEMORY_PEAK. All of the other keys return 0 or the keys don't exist in the BaseContainer at all. The latter is the case for c4d.C4D_MEMORY_STAT_OPENGL_USED and c4d.C4D_MEMORY_STAT_OPENGL_ALLOCATED which are the ones I was hoping for.

      posted in Cinema 4D Development
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      wuzelwazel
    • RE: Generating Splines from JSON Data

      Here are my results after 35 minutes of processing:

      Cinema_4D_2020-06-21_17-15-13.png

      Much better than the 12 hours and 0 results I got from my previous attempt 😂

      It looks like there are 5,183,087 segments. I have them split across 519 spline objects. The scene's viewport navigation is still fairly responsive, about 25fps when all the splines are visible. Higher if I zoom into a section.

      I'd still like to improve the method if anyone can provide more information on how I might use SetAllPoints for the splines here.

      posted in Cinema 4D Development
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      wuzelwazel
    • RE: Generating Splines from JSON Data

      @zipit said in Generating Splines from JSON Data:

      1. Aside from instantiating the SplineObject in the first place, you would also have the problem that Cinema's splines are not static, i.e. are being dynamically cached. That would mean all this point data had to be reprocessed each time the cache for this spline is being build.

      Perhaps this is a reason it would be good to build splines made of fewer segments/points? I will not be modifying the curves after they're built the first time. Are you saying that the cache is built for the SplineObject even outside of the call to SplineObject.Message(c4d.MSG_UPDATE)? That's not the way it seems to behave based on my (limited) observations.

      1. This is more an academic point due to the mentioned problems, but setting each point individually seems very inefficient, you should push all points in at once, using PointObject.SetAllPoints.

      I'd like to use this method but I haven't found any examples of using it on a SplineObject. My concern is that I would have to call this once per SplineObject (as opposed to per segment) which would entail keeping a 10,000 element python list of which each entry is a 5 element python list of c4d.Vector alive until the SplineObject points are ready to be set. I might be able to use one of the methods from itertools to do this relatively quickly, but I'm just not sure if it'll actually be an improvement. I suppose it would be if the cache is in fact being built whenever a point is added.

      1. The only way to go would be to reduce the dataset in dimensionality, which would mean for a curve to do some curve fitting. Cinema has a curve fitting function in its API, its even accessible in Python in the c4d.utils module, but I somehow doubt that it is up to the task. You will probably have to use numpy and scipy for that.

      Each curve is already very simple; just 5 points that Disney expects to be interpolated (I'm using B-Spline in this case). Perhaps lowering the number of intermediate points for this case would be beneficial, especially as these splines are very distant from the majority of the scene (occupy a small section of the frame).

      I've gone ahead and modified my code to chunk the curve data so that each SplineObject ends up with only 10,000 segments. Now processing 100,000 curves takes only 42s down from the prior 10m13s. This seems to be a roughly linear increase in time from the 5s for 10,000 segments that I'd previously recorded... so I think I'm happy for now?

          point_count = 0
          segment_count = 0
          spline_count = 1
          num = 10000
      
          spline = srcSpline.GetClone()
          spline.SetName("{0}_{1:0>4d}".format(name, spline_count))
          curves = ijson.items(json_file, 'item', buf_size=32*1024)
          for i, curve in enumerate(curves):
              index = i % num
              if index >= (num - 1):
                  spline.InsertTag(texture_tag.GetClone())
                  spline.InsertTag(object_tag.GetClone())
                  spline.SetLayerObject(layer)
                  spline.Message(c4d.MSG_UPDATE)
                  doc.InsertObject(spline, group)
                  point_count = 0
                  segment_count = 0
                  spline_count += 1
                  spline = srcSpline.GetClone()
                  spline.SetName("{0}_{1:0>4d}".format(name, spline_count))
              if spline_count > 10:
                  break
              point_count += len(curve)
              segment_count += 1
              spline.ResizeObject(point_count, segment_count)
              for id, point in enumerate(reversed(curve)):
                  spline.SetSegment(segment_count-1, len(curve), False)
                  spline.SetPoint(point_count-id-1, flipMat * c4d.Vector(*(float(p) for p in point)))
      
      posted in Cinema 4D Development
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      wuzelwazel
    • Generating Splines from JSON Data

      Hello!

      I'm revisiting the Moana Island data set and I'm making great progress; I've got almost all of the assets converted into Redshift Proxies.

      The biggest problem I'm currently facing is a 3GB JSON file that defines renderable curves on the largest mountain asset. I don't know exactly how many curves are defined in this file, but based on the curve count and data size of other JSON files I think its roughly 5.2 million curves. Each point of the curve is an array with 3 items, each curve is an array of N points, and the curves are stored inside of a top level array.

      The built-in json module must load the entire file into memory before operating on it. I've experienced extremely poor behavior on any JSON file over 500MB with the json module so I am instead parsing the files with ijson which allows for iterative reading of the JSON files as well as a much faster C backend based on YAJL.

      Using ijson I was able to read an 11GB file that stored transform matrices for instanced assets on the beach. However, even using ijson I cannot seem to build a spline from the curves in this 3GB file (I gave up after letting the script run for 12 hours). I have a suspicion it has more to do with the way I'm building the spline object than parsing the data. So I have some questions. Is there a performance penalty for building a single spline with millions of segments? Should I instead build millions of splines with a single segment? Or would it be better to try and split the difference and build thousands of splines with 10,000 segments each?

      I've done a little performance testing with my current code and right now it takes 10 minutes 13 seconds to build a single spline out of the first 100,000 curves in the file. However, if I build just the first 10,000 curves it only takes 5 seconds.

      I'm leaning heavily toward chunking the splines into 10,000 segment batches but I want to first see if my code could be further optimized, here is the relevant portion:

          curves = ijson.items(json_file, 'item', buf_size=32*1024) 
          #curves is a generator object that returns the points for each segment successively
      
          for i, curve in enumerate(curves):
              #for performance testing I'm limiting the number of segments parsed and created
              if i > num:
                  break
              point_count += len(curve) #tracking the total number of points
              segment_count += 1 #tracking the number of segments
              spline.ResizeObject(point_count, segment_count) #resizing the spline
              for id, point in enumerate(reversed(curve)):
                  spline.SetSegment(segment_count-1, len(curve), False)
                  spline.SetPoint(point_count-id-1, flipMat * c4d.Vector(*(float(p) for p in point)))
          
          spline.Message(c4d.MSG_UPDATE)
      
      posted in Cinema 4D Development
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      wuzelwazel
    • RE: Packed Automatic UVs Command in S22?

      I never would've found the command id so thanks a ton for sharing that. Marking as solved.

      posted in Cinema 4D Development
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      wuzelwazel
    • RE: Packed Automatic UVs Command in S22?

      Well, it was a beautiful dream. The CallUVCommand to UVCOMMAND_AUTOMATICUV still fails when supplying a settings container based on the MDATA I found. In retrospect it does seem odd that these would be MDATA when the other UV command settings are not.

      Looking forward to your examples. I'll keep stabbing blindly in the dark in the meantime.

      posted in Cinema 4D Development
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      wuzelwazel
    • RE: Packed Automatic UVs Command in S22?

      @m_adam Thanks Maxime!

      I'd found UVCOMMAND_AUTOMATICUV while perusing the depths of symbols.h yesterday but I couldn't find a way to make it work and I wasn't sure if it was what I needed... so I stopped looking into it. Your post renewed my enthusiasm and I went looking in the C++ SDK docs to find this:

      https://developers.maxon.net/docs/Cinema4DCPPSDK/html/group___m_d_a_t_a___a_u_t_o_m_a_t_i_c_u_v.html#gadd449518eb3bc7a84abe96673e62488a

      Which I believe will allow me to create my settings container for the command. I'll try this later today and let you know the results.

      It would be nice to have the python documentation updated too 👍

      posted in Cinema 4D Development
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      wuzelwazel
    • RE: Packed Automatic UVs Command in S22?

      @wuzelwazel said in Packed Automatic UVs Command in S22?:

      Alternatively being able to invoke the Set UVW From Projection... command with the automatic packed option would be even more straightforward in this case. Is that possible?

      I should mention that I can use c4d.CallCommand(c4d.UV_SET_FROM_PROJECTION_CMD_ID) but in that case I don't know how to set the options for the command via Python.

      posted in Cinema 4D Development
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      wuzelwazel