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dima-rdnvdima-rdnv/claude-skills/cinema4d-render-preview/SKILL.md

cinema4d-render-preview

Skill2 starsChanged 5 days agoMITView on GitHub

Look at Cinema 4D renders from the sandbox: render a stepped clone to a base64 JPEG, crops and contact sheets, isolate one effect, compare with reference footage, viewport screenshots. Load with cinema4d-mcp.

  • Installs packages

The file

We split this skill into the rules it gives an agent

7 rules. About 0 are common, 4 are distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Check numbers first (particle counts, lit-pixel count and bbox), then pay for an image.

    line 9
  2. Distinctive:

    Use R of the shell that actually renders (a render-visible water/atmosphere sphere, not the hidden editor-only one).

    line 97
  3. Very specific:

    After a script changes time, call c4d.EventAdd() before the screenshot.

    line 113
  4. Distinctive:

    After any session that used Houdini/Cinema 4D via MCP, or whenever something new is verified:

    line 117
  5. Distinctive:

    Add gotchas/recipes ONLY if tested and working in a real scene.

    line 118
  6. Very specific:

    Put each finding in the skill it belongs to (see the indexes in houdini-mcp and cinema4d-mcp).

    line 120
  7. Very specific:

    Keep each SKILL.md under ~300 lines.

    line 122

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Render previews from Cinema 4D (verified C4D 2026.1 Windows, Redshift, dual RTX 4090)

Rule of thumb

Check numbers first (particle counts, lit-pixel count and bbox), then pay for an image. Render a clone of the active document so the user's scene, time and selection stay untouched.

One frame, cropped/downscaled, over a background colour

import base64
def main():
    FRAME, W, H = 45, 1920, 2700                 # full render size (keep the scene aspect)
    X0, Y0, X1, Y1, S = 0, 700, 1920, 2300, 2    # crop box + downscale step
    BG = (27, 56, 42)                            # composite colour for alpha renders
    doc = c4d.documents.GetActiveDocument().GetClone(c4d.COPYFLAGS_DOCUMENT)
    pv = doc.SearchObject("Preview")             # hide reference planes etc. in the clone only
    if pv: pv[c4d.ID_BASEOBJECT_VISIBILITY_RENDER] = 1
    fps = doc.GetFps()
    for f in range(0, FRAME + 1):                # simulations must be stepped from 0
        doc.SetTime(c4d.BaseTime(f, fps)); doc.ExecutePasses(None, True, True, True, 0)
    rd = doc.GetActiveRenderData().GetClone()
    rd[c4d.RDATA_XRES], rd[c4d.RDATA_YRES] = W, H
    rd[c4d.RDATA_FRAMESEQUENCE] = c4d.RDATA_FRAMESEQUENCE_CURRENTFRAME; rd[c4d.RDATA_SAVEIMAGE] = False
    bmp = c4d.bitmaps.MultipassBitmap(W, H, c4d.COLORMODE_RGB); bmp.AddChannel(True, True)
    res = c4d.documents.RenderDocument(doc, rd.GetDataInstance(), bmp,
            c4d.RENDERFLAGS_EXTERNAL | c4d.RENDERFLAGS_NODOCUMENTCLONE)   # keep the stepped sim state
    a = bmp.GetInternalChannel()
    cw, ch = (X1 - X0) // S, (Y1 - Y0) // S
    out = c4d.bitmaps.BaseBitmap(); out.Init(cw, ch, 24)
    for y in range(ch):
        for x in range(cw):
            px, py = X0 + x * S, Y0 + y * S
            r, g, b = bmp.GetPixel(px, py); k = bmp.GetAlphaPixel(a, px, py) / 255.0
            out.SetPixel(x, y, int(min(255, r + BG[0]*(1-k))), int(min(255, g + BG[1]*(1-k))), int(min(255, b + BG[2]*(1-k))))
    mfs = c4d.storage.MemoryFileStruct(); mfs.SetMemoryWriteMode()
    out.Save(mfs, c4d.FILTER_JPG); data, size = mfs.GetData()
    print("res", res); print("B64:" + base64.b64encode(bytes(data)[:size]).decode())
    c4d.documents.KillDocument(doc)
main()
  • res 0 = OK. MemoryFileStruct avoids the file system, which gives the same path on Windows and Mac.
  • Rendering the clone at render resolution with RENDERFLAGS_NODOCUMENTCLONE kept the particle sim. Redshift rendered native Particle Groups and Cloner instances correctly this way.
  • Point sampling (S > 1) drops fine dust. For contact sheets, box-filter S×S blocks (average RGB and alpha) so fine dust survives the downscale.
  • Your own preview camera: bd.SetSceneCamera(cam) alone was ignored: every shot rendered from the same view. Also set tk.SetCamera(td, cam) on td.GetMainTake() and td.GetCurrentTake() (td = doc.GetTakeData()), and use one fresh clone per viewpoint (verified C4D 2026.4).
  • On Windows with the Maxon adapter, bmp.Save(path, c4d.FILTER_JPG) to the scratchpad + Read is simpler than base64. For a quick look at geometry, strip RS texture tags in the clone and render with RDATA_RENDERENGINE_STANDARD and a plain Mmaterial.

Contact sheet of several frames in one call

Step 0 → max frame once, and at each wanted frame render and paste into a BaseBitmap(cw * len(FRAMES), ch) at x offset i * cw. Verified inside the 60 s limit: 5 frames at 1152×1620 with a 3×3 box filter, plus a 105-frame sim of ~12k particles.

  • Rough cost: the Python pixel loop is ~1–2 s per 300k output pixels. The Redshift render itself took a few seconds at 1920×2700.

Isolating one effect / finding an event (verified)

  • To show only some particle groups, hide the rest in the clone: RS Object tag 3000=0 on the groups, render visibility off on Cloners. Don't zero rig user data: it may be keyframed, and the track overrides the value on every ExecutePasses.
  • Find the event while stepping (e.g. the first frame a group's count jumps), take the centroid of the newborn particles (age < 1.5/fps), project it with loc = ~cam.GetMg() * p, px = W/2 + loc.x/loc.z * W * focal/aperture, py = H/2 - loc.y/loc.z * W * focal/aperture (verified with focal = aperture = 36 mm), then render crops around it at event+N frames.

Getting the image into the sandbox

  • Replies above ~50k characters are saved to /root/.claude/projects/.../tool-results/<tool>-<id>.txt (JSON {"result": "..."}). Smaller replies come back inline and are hard to decode: end the script with print("#" * 60000) to force the file.
  • Decode:
import json, base64, re, sys
t = json.load(open(sys.argv[1]))['result']
open(sys.argv[2], 'wb').write(base64.b64decode(re.search(r'B64:([A-Za-z0-9+/=]+)', t).group(1)))

then Read the JPEG to look at it. Deliverable previews go to /mnt/user-data/outputs/.

Cheap numeric check (no image)

Render small (480×675), loop every 2nd pixel, and count r+g+b > 40 plus the bbox of lit pixels. This confirms something rendered, and where, before spending tokens on an image.

Matching a reference framing of a planet limb (verified C4D 2026.4)

  • Measure the reference: per column take the brightest pixel (the rim), least-squares fit a circle. A clean planet limb fits to <1 px; note apex y, centre and radius as fractions of H and W.
  • Solve the camera numerically: for a chosen focal, unknowns are distance D to the sphere centre and the tilt of the view axis above the centre direction. The silhouette is every ray whose angle to the centre is asin(R/D); fit its top edge to the reference circle (scipy least_squares). Azimuth and elevation do not change the shape, so keep the existing camera's direction for the same globe side.
  • Use R of the shell that actually renders (a render-visible water/atmosphere sphere, not the hidden editor-only one). 50–135 mm all matched to ≤2 px at 1920; at 100 mm D = 3.84·R, tilt 13.6° gave apex 0.375H vs 0.376H in the reference.

Reference footage and PSDs in the sandbox

  • ProRes 4444 with alpha over a colour, as a contact sheet: ffmpeg -f lavfi -i color=c=0x1a3a2a:s=1920x1080 -i ref.mov -filter_complex "[0][1]overlay=shortest=1,select='not(mod(n\,16))',scale=480:-1,tile=4x4" -frames:v 1 -vsync vfr sheet.png
  • A single frame: select='eq(n\,40)'. A detail: add crop=w:h:x:y.
  • PSD: pip install psd-tools --break-system-packages, then PSDImage.open(p).composite(). Use p.descendants() for layer names and bboxes (smart objects are listed but render only in the composite).
  • Measure in the reference (element sizes in px, trail width, timing in frames), convert with the scene's px/cm (camera focal, distance, render width), and compare with the same frames of yours.

Viewport screenshot (computer use)

  • computer_resolve_access(["Maxon Cinema 4D <year>"]) (macOS: "Cinema 4D") → computer_request_access → computer_screenshot / computer_zoom. Other apps get hidden while granted.
  • After a script changes time, call c4d.EventAdd() before the screenshot. The viewport draws particles (dots) and Cloner instances. A timeline click at "|<" etc. may start playback: check the play button state and stop it.

Keeping this skill current

After any session that used Houdini/Cinema 4D via MCP, or whenever something new is verified:

  1. Add gotchas/recipes ONLY if tested and working in a real scene; mark anything else "(unverified)".
  2. Correct entries that proved wrong — don't append contradictions.
  3. Put each finding in the skill it belongs to (see the indexes in houdini-mcp and cinema4d-mcp); project-specific facts go to that project's notes (see project-notes), never into a skill.
  4. Keep each SKILL.md under ~300 lines; split into a new sub-skill or references/ when it grows.
  5. Re-package every changed skill (keep names) and, if the skills live in a git repo, commit and push. Tell the user in one line what changed.

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