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Everything posted by dast
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Same here. I was about to finally dive into the world of GPU rendering (when I get my hands on a RTX GPU) and was looking to purchase a perpetual license of Redshift, Octane, or both. Recently was pointed in another discussion to the fact that Corona render would be a nice CPU-only alternative. But as that is subscription only it doesn't fit my budget. And now with Redshift going subscription only ... that's another one I can remove from my want-to list. Octane and U-Render seem to be the only candidates left. Unless they go subscription-only as well ...
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Not owning a GPU I had been waiting to get an RTX 3070 (when prices are "fair" again) and been on the lookout for either Redshift, Octane or both. But as perpetual license, not subscription. Not sure what to do now, but it seems the dilemma to choose Redshift, Octane or both has clearly resolved itself by the time I will be buying an RTX. That is unless Octane also goes subscription only ... Well, if all decent renderes are going subscription only it's bye bye 3D hobby for me ... or stick with the current Physical ... or step over to Blender.
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My plugins are not available for purchase anymore. Please read the first post of this topic. There you will find out the differences between EasyUV and Seamilar. The first post also mentions you can find EasyUV in the downloads section.
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As mentioned in the first post the plugin only works in R16 upto R21. Does not work in S22, R23, S24, ...
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As I haven't updated the documentation yet I have added 2 more demonstration videos to the first post: one showing the Export UV Canvas feature, and another to demonstrate the Bounding Box Transformation.
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Apologies for not having looked at the most recent SDK documentation before starting this thread. As I am mainly working with R20 I have the R20 SDK documentation installed locally. Didn't think to check the latest online docs regarding macOS development. So sorry! I now see it is quite documented what to do. The yearly cost is a showstopper for me if I want to provide my plugins free of charge. Yet another reason to throw the towel. No need for apologies. It was right of you to point it out, for current and future readers to know the deal. It isn't always Maxon who's to blame 😉
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I never implied this was something Maxon related. Sorry if I gave this impression. The topic of this new Apple policy was brought up in the "R25 expectations" topic, and I wanted to discuss this development issue in more detail. Hence created this topic for such discussion what is involved, in order to keep it outside of the original forum thread.
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Could we discuss this "Apple-notarization" further? But maybe not in this thread. I have created one specific here: https://www.core4d.com/ipb/forums/topic/115124-releasing-plugins-on-macos-what-you-need-to-know/ Thanks in advance.
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I am not an expert with macOS, nor development under Xcode, but for a few years I have been able to create plugins on Cinema4D running on Windows (Visual Studio) and port these to macOS (Xcode). Now, I recently heard about the need to "notarize" plugins on macOS, and was wondering what this is all about. Up to now I used to compile for R16-R21, and could do so on macOS Maverick (R16-R18 ?), Sierra (R18-R20), High-Sierra (R21) Haven't tried S22 or above, and stopped at High-Sierra, since my most recent Mac is a Mac Mini 2012 provided by a generous person. I have an external HD with different partitions, each hosting a particular operating system version. So far - upto High-Sierra - I haven't had the need to have an Apple developer ID, or notarize anything in order for the plugins to work and be used. Then what is the deal with notarizing and all this "protection"-stuff I read about. Can someone elaborate?
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+1 on your entire post. Since the release of R21 I seem to have noticed quite a decline in plugin purchases ... that was until I entirely stopped the business due to costs rising way over benefits. My main reason for selling plugins was to be able to get enough income from it to remain up to date with the latest Cinema4D versions. That's one idea down the drain. Now that I had decided to stay with R20, I was looking for the plugins to pay for an Octane and/or Redshift license. Community seems to have decided that's not going to happen. I am stuck on R20 (which I like), but am also finally wondering if I need to get some feet wet into Blender. Over the past few months I have been tinkering to release all my plugins free of charge ... and step away from Cinema4D development entirely. Therefore, I uploaded a free version of EasyUV, hoping to get some feedback to see if it would be worth to make the step to make my other plugins available for free. So far it's been a flop, but it's maybe too early to take conclusions. I have mentioned how I felt about R21 in the past, and seeing what R23 brought us I wasn't too sad I couldn't/wouldn't upgrade. As far as expectations for R25 are involved: I seem to don't care anymore where Cinema4D is heading to. So, maybe it's time for me to move on ... while still enjoying the use of R20.
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Well, I don't have much expectations, and am not really looking forward to R25, as I am happy with using my R20. But if they provide an Indie/Hobbyist license -without too much stripped down features- I might be tempted to reconsider and upgrade.
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Few months have past since last message. While no one reported being interested I have provided the plugin in the download section, free of charge (donations as token of support are always welcome and appreciated). I have spent some time working on the next iteration of the plugin. With version 1.4 I looked into implementing a bounding-box transform tool. As well as avoiding the need to manually apply an EasyUV Seam Tag to each object you want to unwrap. The tool will automatically assign the needed tag the first time a seam is applied. The reason for this is that I wanted to provide all the new changes into my Seamilar plugin, but EasyUV - being a smaller sibling - was the better starting point, as it provided for more experimentation with the existing code ... without breaking too many existing functionality. As mentioned earlier, this EasyUV plugin is merely focused on providing an easy way to unwrap your UVs. Therefore, few manipulation tools are present. It's bigger brother (Seamilar) is meant to provide those extra needed manipulation tools, and will soon see the additions made to EasyUV being added ... all depending on the feedback received on EasyUV. Note that the included documentation is for version 1.3, which required a license.
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Version 1.4 beta 1
89 downloads
EasyUV is a plugin (R16 - R21 for Windows and macOS) which focuses on easy unwrapping of UVs using a specialized Seam Tool for more information and latest news: https://www.core4d.com/ipb/forums/topic/104942-easyuv If you download, use, and appreciate this plugin, please consider donating using the "Tip Me" button. Every donation, great and small, is much appreciated and motivates me to keep providing plugin solutions for the community.Free- 1 review
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Is it just a "reference", or would you suggest this for absolute Blender-beginners (not 3D-beginners)? I might be tempted to look into Blender if this encyclopedia does provide a helping hand. I know, there are quite enough tutorials available, but as you seem to like it, it might as well fit my needs too.
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Being a visual learner myself, that last quote should ring quite a lot of alarm bells and raise red flags ... definitely a scam-website 😉 ... I don't even have a six-pack in the fridge.
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ApplicationOutput("Tags found: @", tagcount); Yeah, the documentation isn't quite helpful as it should be for newbies, but after a while and with the help of some SDK examples you get there in the end. As for storing tags it depends what you want to do with it, but next to AtomArray you also can use maxon::BaseArray<BaseTag*> maxon::HashSet<BaseTag*> maxon::HashMap<... it all depends what manipulations you want to do with the list. To begin with, I mostly use BaseArray for simple lists. Additionally, prefer to use maxon's types (Int32, UInt, ...) over the standard types (int)
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That's why it is "sneak peek" I guess. I understood this to be a complete new plugin, not part of xParticles
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Everything between a StartUndo and EndUndo is a single undo (to the user). You can do as many AddUndo as you want, on a same or different object. To the user it is still a single undo operation. However, if you do a StartUndo-AddUndo-EndUndo for every of your 200 tags, then yes: the user will get 200 undo entries. But StartUndo-AddUndo-AddUndo-AddUndo-...-EndUndo is just a single undo operation.
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I have adjusted the Python script, as I noticed I performed an undo on the host object, instead of the tag itself. You will need to do the same in your C++ code.
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Since your R21 is listed as "unlimited" it will never expire. You can use R20 indefinitely, and R21 in theory as well (as long as you can regularly connect to MAXON's license server). As for S22, as I said before, this is a subscription version: it will stop working on 24/6.
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If you still have a perpetual license for R20 and R21 (not swapped for subscription, as Cairyn mentioned), then why not use these instead of a new subscription? Also, since S22 was a subscription only version, I don't think you'll be able to use that. The problem with R21 is that it needs to connect every 14 days to MAXON servers to "validate" its license. That's OK when you have a perpetual license, it should still be available. When MAXON's license servers are down (as seemed to have happened a while ago) and your R21 needs to connect to validate the license ... you're out of luck. With R20 you're safe as the old licensing scheme doesn't need to connect over the internet. As for your S24, I am pretty sure that once your subscription ends it won't start anymore.
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I am with you on preferring C++ over Python, but I cannot deny that Python is much easier to prototype a plugin. However, for debugging purposes or finding a problem in code I much prefer having a C++ plugin at hand. If I may I would like to point out some issues in your code. 1. In your CommandData::Execute you call "doc->StartUndo()" before obtaining the object you will be working with. This means that -potentially- the obtained object is nullptr and you exit the method. But without closing the started undo. Better to start the undo after having obtained the object. In your case you could even move all the undo stuff into your "RemoveTagsFromLeft" method, encapsulating the for loop. 2. AddUndo always need to be called BEFORE you actually perform the action, except when adding new objects. See the AddUndo documentation To get selected object(s) see BaseDocument::GetActiveObject and BaseDocument::GetActiveObjects To debug: right mouse click your project in Visual Studio, and select "properties" at the bottom of the popup-menu: Enter the location of the cinema4d executable. Optionally you can provide a "g_alloc=Debug" argument, which will provide allocation issues like memory leaks, etc. You can use "ApplicationOutput" to write to the CInema4D console window.
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Here is already a start: remove all texture tags except the last one. import c4d gTagType = c4d.Ttexture def GetTextureTagCount(obj): count = 0 if obj: while (obj.GetTag(gTagType, count)): count += 1 return count def RemoveTextureTagsButLast(obj): if not obj: print ('No object selected') return count = GetTextureTagCount(obj) if count == 0: print ('No texture tags') return doc.StartUndo() for i in range(0, count - 1): tag = obj.GetTag(gTagType) doc.AddUndo(c4d.UNDOTYPE_DELETE, tag) obj.KillTag(gTagType) doc.EndUndo() return def main(): if not op: print ('No object selected') return RemoveTextureTagsButLast(op) c4d.EventAdd() if __name__=='__main__': main() It only works on a single selected object, but you get the point. Now this script works with default Cinema4D materials and Cinema4D texture tags. Not sure how this looks like when Octane is used. Is only the Octane material different from the native one, or does an object also carry specific Octane texture tags? Honestly, I wouldn't know. If specific Octane texture tags are used, you can replace "c4d.Ttexture" with the pluginID of such Octane texture tag. EDIT: modified the script to perform the undo on the tag instead of the host object, for a correct redo.
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At first look this all can be done via simple scripting with Python. Usually you iterate over the tags of an object. With inbuilt tags this is not a problem, but I guess the Octane materials have a specific pluginID. Right now I am in a hurry, but could help you later, if needed.
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