Here you will find documentation on all the descriptions that Cinema 4D currently has. You can list them Alphabetically, by Type or Plugin . The sample Python and C++ code is automatically generated and in some cases may not be 100% correct. If something doesn't work then please refer to the official Cinema 4D SDK documentation for more information.

Element Information

Sample Code

Example code for the id FIELDLAYER_RANDOM_MODE in FLNoise

Note that this is not the actual code from the FLNoise file.

This code is just an example to show you how to add a similar control to your own description.

Resource File Code (FLNoise.res)


LONG  FIELDLAYER_RANDOM_MODE
{
                        
    CYCLE 
    {         FIELDLAYER_RANDOM_MODE_BOX; 
        FIELDLAYER_RANDOM_MODE_BLISTEREDTURBULENCE; 
        FIELDLAYER_RANDOM_MODE_BUYA; 
        FIELDLAYER_RANDOM_MODE_CELL; 
        FIELDLAYER_RANDOM_MODE_CRANAL; 
        FIELDLAYER_RANDOM_MODE_DENTS; 
        FIELDLAYER_RANDOM_MODE_DISPLACEDTURBULENCE; 
        FIELDLAYER_RANDOM_MODE_ELECTRIC; 
        FIELDLAYER_RANDOM_MODE_FBM; 
        FIELDLAYER_RANDOM_MODE_GASEOUS; 
        FIELDLAYER_RANDOM_MODE_HAMA; 
        FIELDLAYER_RANDOM_MODE_LUKA; 
        FIELDLAYER_RANDOM_MODE_MODNOISE; 
        FIELDLAYER_RANDOM_MODE_NAKI; 
        FIELDLAYER_RANDOM_MODE_PERLIN; 
        FIELDLAYER_RANDOM_MODE_NUTOUS; 
        FIELDLAYER_RANDOM_MODE_OBER; 
        FIELDLAYER_RANDOM_MODE_PEZO; 
        FIELDLAYER_RANDOM_MODE_POXO; 
        FIELDLAYER_RANDOM_MODE_SEMA; 
        FIELDLAYER_RANDOM_MODE_STUPL; 
        FIELDLAYER_RANDOM_MODE_TURBULENCE; 
        FIELDLAYER_RANDOM_MODE_VLNOISE; 
        FIELDLAYER_RANDOM_MODE_WAVYTURBULENCE; 
        -1; 
        FIELDLAYER_RANDOM_MODE_CELLVORONOI; 
        FIELDLAYER_RANDOM_MODE_DISPLACEDVORONOI; 
        FIELDLAYER_RANDOM_MODE_VORONOI1; 
        FIELDLAYER_RANDOM_MODE_VORONOI2; 
        FIELDLAYER_RANDOM_MODE_VORONOI3; 
        FIELDLAYER_RANDOM_MODE_ZADA; 
        FIELDLAYER_RANDOM_MODE_RIDGEDMULTIFRACTAL; 
    }
}
            

Header File Code (FLNoise.h)

#ifndef FLNOISE_H__
#define FLNOISE_H__
enum
{
  FIELDLAYER_RANDOM_MODE = 1000,  //First ID should start at 1000
    FIELDLAYER_RANDOM_MODE_BOX = 1,
    FIELDLAYER_RANDOM_MODE_BLISTEREDTURBULENCE = 2,
    FIELDLAYER_RANDOM_MODE_BUYA = 3,
    FIELDLAYER_RANDOM_MODE_CELL = 4,
    FIELDLAYER_RANDOM_MODE_CRANAL = 5,
    FIELDLAYER_RANDOM_MODE_DENTS = 6,
    FIELDLAYER_RANDOM_MODE_DISPLACEDTURBULENCE = 7,
    FIELDLAYER_RANDOM_MODE_ELECTRIC = 8,
    FIELDLAYER_RANDOM_MODE_FBM = 9,
    FIELDLAYER_RANDOM_MODE_GASEOUS = 10,
    FIELDLAYER_RANDOM_MODE_HAMA = 11,
    FIELDLAYER_RANDOM_MODE_LUKA = 12,
    FIELDLAYER_RANDOM_MODE_MODNOISE = 13,
    FIELDLAYER_RANDOM_MODE_NAKI = 14,
    FIELDLAYER_RANDOM_MODE_PERLIN = 15,
    FIELDLAYER_RANDOM_MODE_NUTOUS = 16,
    FIELDLAYER_RANDOM_MODE_OBER = 17,
    FIELDLAYER_RANDOM_MODE_PEZO = 18,
    FIELDLAYER_RANDOM_MODE_POXO = 19,
    FIELDLAYER_RANDOM_MODE_SEMA = 20,
    FIELDLAYER_RANDOM_MODE_STUPL = 21,
    FIELDLAYER_RANDOM_MODE_TURBULENCE = 22,
    FIELDLAYER_RANDOM_MODE_VLNOISE = 23,
    FIELDLAYER_RANDOM_MODE_WAVYTURBULENCE = 24,
    -1 = 25,
    FIELDLAYER_RANDOM_MODE_CELLVORONOI = 26,
    FIELDLAYER_RANDOM_MODE_DISPLACEDVORONOI = 27,
    FIELDLAYER_RANDOM_MODE_VORONOI1 = 28,
    FIELDLAYER_RANDOM_MODE_VORONOI2 = 29,
    FIELDLAYER_RANDOM_MODE_VORONOI3 = 30,
    FIELDLAYER_RANDOM_MODE_ZADA = 31,
    FIELDLAYER_RANDOM_MODE_RIDGEDMULTIFRACTAL = 32,
};
#endif	// FLNOISE_H__

String File Code (FLNoise.str)

// C4D-StringResource
// Identifier	Text
STRINGTABLE
{
  FIELDLAYER_RANDOM_MODE    "NoiseType";
    FIELDLAYER_RANDOM_MODE_BOX    "Box";
    FIELDLAYER_RANDOM_MODE_BLISTEREDTURBULENCE    "BlisteredTurbulence";
    FIELDLAYER_RANDOM_MODE_BUYA    "Buya";
    FIELDLAYER_RANDOM_MODE_CELL    "Cell";
    FIELDLAYER_RANDOM_MODE_CRANAL    "Cranal";
    FIELDLAYER_RANDOM_MODE_DENTS    "Dents";
    FIELDLAYER_RANDOM_MODE_DISPLACEDTURBULENCE    "DisplacedTurbulence";
    FIELDLAYER_RANDOM_MODE_ELECTRIC    "Electric";
    FIELDLAYER_RANDOM_MODE_FBM    "FBM";
    FIELDLAYER_RANDOM_MODE_GASEOUS    "Gaseous";
    FIELDLAYER_RANDOM_MODE_HAMA    "Hama";
    FIELDLAYER_RANDOM_MODE_LUKA    "Luka";
    FIELDLAYER_RANDOM_MODE_MODNOISE    "Mod.Noise";
    FIELDLAYER_RANDOM_MODE_NAKI    "Naki";
    FIELDLAYER_RANDOM_MODE_PERLIN    "Perlin";
    FIELDLAYER_RANDOM_MODE_NUTOUS    "Nutous";
    FIELDLAYER_RANDOM_MODE_OBER    "Ober";
    FIELDLAYER_RANDOM_MODE_PEZO    "Pezo";
    FIELDLAYER_RANDOM_MODE_POXO    "Poxo";
    FIELDLAYER_RANDOM_MODE_SEMA    "Sema";
    FIELDLAYER_RANDOM_MODE_STUPL    "Stupl";
    FIELDLAYER_RANDOM_MODE_TURBULENCE    "Turbulence";
    FIELDLAYER_RANDOM_MODE_VLNOISE    "VLNoise";
    FIELDLAYER_RANDOM_MODE_WAVYTURBULENCE    "WavyTurbulence";
    -1    "";
    FIELDLAYER_RANDOM_MODE_CELLVORONOI    "CellVoronoi";
    FIELDLAYER_RANDOM_MODE_DISPLACEDVORONOI    "DisplacedVoronoi";
    FIELDLAYER_RANDOM_MODE_VORONOI1    "Voronoi1";
    FIELDLAYER_RANDOM_MODE_VORONOI2    "Voronoi2";
    FIELDLAYER_RANDOM_MODE_VORONOI3    "Voronoi3";
    FIELDLAYER_RANDOM_MODE_ZADA    "Zada";
    FIELDLAYER_RANDOM_MODE_RIDGEDMULTIFRACTAL    "RidgedMultifractal";
}