More controls for Hardware OGL

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  10 October 2017
More controls for Hardware OGL

I am a big fan of Element 3D as a Broadcast designer, because itís fast and for the type of work I do it really is a life saver. I like the Hardware Render in R19 but Iíd love more control of how it renders. For instance it would be great to be able to control the distance of the AO and quality of shadows. Also when I render I have to turn everything off like axis and grids. It would be nice to have a control that just rendered polys and generators. As it is I keep having to turn everything off select a generator if using Mograph or Polys when using other geometry.†
 
  10 October 2017
You can control the viewport AO in R19.
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  10 October 2017
It is relatively easy to create a script that sets the filters in the viewport in one step just as you want them.
Here in Python:


import c4d
from c4d import gui


def main():
††† bd = doc.GetActiveBaseDraw()
††† bd[c4d.BASEDRAW_DISPLAYFILTER_NULL] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_POLYGON] = True
††† bd[c4d.BASEDRAW_DISPLAYFILTER_SPLINE] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_GENERATOR] = True
††† bd[c4d.BASEDRAW_DISPLAYFILTER_HYPERNURBS] = True
††† bd[c4d.BASEDRAW_DISPLAYFILTER_DEFORMER] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_CAMERA] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_LIGHT] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_SCENE] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_PARTICLE] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_OTHER] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_GRID] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_HORIZON] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_WORLDAXIS] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_BOUNDS] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_HUD] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_SDS] = True
††† bd[c4d.BASEDRAW_DISPLAYFILTER_HIGHLIGHTING] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_MULTIAXIS] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_OBJECTHANDLES] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_HANDLEBANDS] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_SDSCAGE] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_NGONLINES] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_HIGHLIGHTING_HANDLES] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_JOINT] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_ONION] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_GUIDELINES] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_GRADIENT] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_OBJECTHIGHLIGHTING] = False
††† bd[c4d.BASEDRAW_DISPLAYFILTER_POI] = False # does not work?
††† bd[c4d.BASEDRAW_DISPLAYFILTER_BASEGRID] = False
††† #DELME_BASEDRAW_DISPLAYFILTER_BONE Bones.
††† #DELME_BASEDRAW_DISPLAYFILTER_NULLBONES Null bones.

††† bd[c4d.BASEDRAW_DATA_EDITOR_AXIS_POS] = c4d.BASEDRAW_AXIS_POS_OFF;
††† #BASEDRAW_AXIS_POS_BL
††† #BASEDRAW_AXIS_POS_TL
††† #BASEDRAW_AXIS_POS_TR
††† #BASEDRAW_AXIS_POS_BR
†† †
††† c4d.EventAdd()


if __name__=='__main__':
††† main()


You could even trigger the hardware openGL render from the script.
 
  10 October 2017
Nice script. But it would be cool if viewport prefs could also be toggled by the take system o in the Hardware GL render settings.
 
  10 October 2017
The AO settings are in your Configure Viewport attributes. Shift-V. There is an Enhanced OpenGL tab and the SSAO has a widget you can click to reveal the settings. I agree wit you about needing more controls of shadows and better filter controls to turn the things you want on and off without having to go through and click through them all repeatedly.
 
  10 October 2017
Originally Posted by JoelDubin: The AO settings are in your Configure Viewport attributes. Shift-V. There is an Enhanced OpenGL tab and the SSAO has a widget you can click to reveal the settings. I agree wit you about needing more controls of shadows and better filter controls to turn the things you want on and off without having to go through and click through them all repeatedly.
Good tips. I will check them out. Python script looks good but why canít we just have presets for viewport settings. Should be so simple surely.
 
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