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C4DToA_python_wrapper

Wrapper class for the current API of Arnold for c4d

Class Presentation

Arnold

Arnold class is the main wrapper. You normally only have to deal with it.

  • set_mat, Make sure to call it before any others one. Set on which material change are done.
  • get_material_infromations, return dict of data from a material
  • create_shader, create a shader inside the material
  • remove_shader, remove a shader inside the material
  • create_connection, create a connection beetween 2 node and 2 port_id
  • remove_connection, remove a connection from a node, port_id
  • connect_beauty, connect node to the beauty port
  • connect_displacement, connect node to the displacement port
  • connect_viewport, connect viewport to the viewport port
  • disconnect_beauty, discconnect node to the beauty port
  • disconnect_displacement, discconnect node to the displacement port
  • discconnect_viewport, discconnect viewport to the viewport port

Node

Node class represent a c4d.modules.graphview.GvNode inside an arnold shader network.

  • get_node, return the c4d.modules.graphview.GvNode attached to the Node object
  • get_type, return the Arnold type of the node
  • get_parameter, get the value of a parameter from id/name
  • set_parameter, set the value of a parameter from id/name

Connection

Connection class represent a connection inside an arnold shader network.

  • READ-ONLY member variable : input_node, the starting Node used as source
  • READ-ONLY member variable : input_port, the port id used in the source Node
  • READ-ONLY member variable : output_node, the destination Node
  • READ-ONLY member variable : input_node, the port id used in the destination Node

Message

Message wrap the current arnold API. Basic workflow set_data => send => get_data, You normally never have to deal with this class

  • set_data, set the data for the message to be send
  • send, send the message
  • get_data, retrieve data from previous

Examples

Basic exemple for create an arnold material, a standard node link to the beauty and a user_data_rgb linked to the color of the standard.

import c4d
from arnold_wrapper.Arnold import Arnold

#define wrapper
arnold = Arnold()

#create arnold material
mat = c4d.BaseMaterial(arnold.ARNOLD_MATERIAL)
doc.InsertMaterial(mat)

#Define the mat where we gonna act after
arnold.set_mat(mat)

#create user_data_rgb
user_data_rgb = arnold.create_shader(arnold.ARNOLD_SHADER_GV, "user_data_rgb", 200, 200)
user_data_rgb.set_parameter("user_data_rgb.default", c4d.Vector(0.2,0.4,0.6))

#create our standard node
standard_node = arnold.create_shader(arnold.ARNOLD_SHADER_GV, "standard_surface", 600, 200)

#create connections
arnold.create_connection(user_data_rgb.get_node(), 0, standard_node.get_node(), "standard_surface.base_color")
arnold.connect_beauty(standard_node.get_node(), 0)

c4d.EventAdd()

Another exemple with more interactions with material can be found here add_mix_to_existant.py

Installation

To use it as a library simply copy arnold_wrapper folder into

  • Windows
%AppData%\MAXON\CINEMA 4D RXX\library\python\packages\win64
  • Mac
/Users/"YOURUSERNAME"/Library/Preferences/MAXON/CINEMA 4D R15_8C725DAB/library/python/packages/win64

Even if I suggest to use it as a library you are free to only include it into your project. For doing it in proper way I suggest you to read Best Practice For Imports from official support forum and then use py-localimport from Niklas Rosenstein

Compatibility

Tested and build on C4dToA 2.0+ and R17/R18

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Wrapper class for the current API of Arnold for c4d

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