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 VARIATIONSHADER_SECONDARY_TEXTURE_MODE in Xvariation

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

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

Resource File Code (Xvariation.res)


LONG  VARIATIONSHADER_SECONDARY_TEXTURE_MODE
{
                        
    CYCLE 
    {         VARIATIONSHADER_BLENDMODE_NORMAL; 
        VARIATIONSHADER_BLENDMODE_REPLACE; 
        VARIATIONSHADER_BLENDMODE_AVERAGE; 
        VARIATIONSHADER_BLENDMODE_SEP; 
        VARIATIONSHADER_BLENDMODE_LIGHTEN; 
        VARIATIONSHADER_BLENDMODE_ADD; 
        VARIATIONSHADER_BLENDMODE_SCREEN; 
        VARIATIONSHADER_BLENDMODE_COLORDODGE; 
        VARIATIONSHADER_BLENDMODE_LINEARDODGE; 
        VARIATIONSHADER_BLENDMODE_SEP; 
        VARIATIONSHADER_BLENDMODE_DARKEN; 
        VARIATIONSHADER_BLENDMODE_SUBTRACT; 
        VARIATIONSHADER_BLENDMODE_MULTIPLY; 
        VARIATIONSHADER_BLENDMODE_COLORBURN; 
        VARIATIONSHADER_BLENDMODE_LINEARBURN; 
        VARIATIONSHADER_BLENDMODE_SEP; 
        VARIATIONSHADER_BLENDMODE_OVERLAY; 
        VARIATIONSHADER_BLENDMODE_SOFTLIGHT; 
        VARIATIONSHADER_BLENDMODE_HARDLIGHT; 
        VARIATIONSHADER_BLENDMODE_LINEARLIGHT; 
        VARIATIONSHADER_BLENDMODE_VIVIDLIGHT; 
        VARIATIONSHADER_BLENDMODE_PINLIGHT; 
        VARIATIONSHADER_BLENDMODE_HARDMIX; 
        VARIATIONSHADER_BLENDMODE_REFLECT; 
        VARIATIONSHADER_BLENDMODE_GLOW; 
        VARIATIONSHADER_BLENDMODE_PHOENIX; 
        VARIATIONSHADER_BLENDMODE_SEP; 
        VARIATIONSHADER_BLENDMODE_DIFFERENCE; 
        VARIATIONSHADER_BLENDMODE_NEGATION; 
        VARIATIONSHADER_BLENDMODE_EXCLUSION; 
        VARIATIONSHADER_BLENDMODE_SEP; 
        VARIATIONSHADER_BLENDMODE_LEVR; 
        VARIATIONSHADER_BLENDMODE_COLOR; 
        VARIATIONSHADER_BLENDMODE_COLOR_INV; 
    }
}
            

Header File Code (Xvariation.h)

#ifndef XVARIATION_H__
#define XVARIATION_H__
enum
{
  VARIATIONSHADER_SECONDARY_TEXTURE_MODE = 1000,  //First ID should start at 1000
    VARIATIONSHADER_BLENDMODE_NORMAL = 1,
    VARIATIONSHADER_BLENDMODE_REPLACE = 2,
    VARIATIONSHADER_BLENDMODE_AVERAGE = 3,
    VARIATIONSHADER_BLENDMODE_SEP = 4,
    VARIATIONSHADER_BLENDMODE_LIGHTEN = 5,
    VARIATIONSHADER_BLENDMODE_ADD = 6,
    VARIATIONSHADER_BLENDMODE_SCREEN = 7,
    VARIATIONSHADER_BLENDMODE_COLORDODGE = 8,
    VARIATIONSHADER_BLENDMODE_LINEARDODGE = 9,
    VARIATIONSHADER_BLENDMODE_SEP = 10,
    VARIATIONSHADER_BLENDMODE_DARKEN = 11,
    VARIATIONSHADER_BLENDMODE_SUBTRACT = 12,
    VARIATIONSHADER_BLENDMODE_MULTIPLY = 13,
    VARIATIONSHADER_BLENDMODE_COLORBURN = 14,
    VARIATIONSHADER_BLENDMODE_LINEARBURN = 15,
    VARIATIONSHADER_BLENDMODE_SEP = 16,
    VARIATIONSHADER_BLENDMODE_OVERLAY = 17,
    VARIATIONSHADER_BLENDMODE_SOFTLIGHT = 18,
    VARIATIONSHADER_BLENDMODE_HARDLIGHT = 19,
    VARIATIONSHADER_BLENDMODE_LINEARLIGHT = 20,
    VARIATIONSHADER_BLENDMODE_VIVIDLIGHT = 21,
    VARIATIONSHADER_BLENDMODE_PINLIGHT = 22,
    VARIATIONSHADER_BLENDMODE_HARDMIX = 23,
    VARIATIONSHADER_BLENDMODE_REFLECT = 24,
    VARIATIONSHADER_BLENDMODE_GLOW = 25,
    VARIATIONSHADER_BLENDMODE_PHOENIX = 26,
    VARIATIONSHADER_BLENDMODE_SEP = 27,
    VARIATIONSHADER_BLENDMODE_DIFFERENCE = 28,
    VARIATIONSHADER_BLENDMODE_NEGATION = 29,
    VARIATIONSHADER_BLENDMODE_EXCLUSION = 30,
    VARIATIONSHADER_BLENDMODE_SEP = 31,
    VARIATIONSHADER_BLENDMODE_LEVR = 32,
    VARIATIONSHADER_BLENDMODE_COLOR = 33,
    VARIATIONSHADER_BLENDMODE_COLOR_INV = 34,
};
#endif	// XVARIATION_H__

String File Code (Xvariation.str)

// C4D-StringResource
// Identifier	Text
STRINGTABLE
{
  VARIATIONSHADER_SECONDARY_TEXTURE_MODE    "SecondaryTextureMode";
    VARIATIONSHADER_BLENDMODE_NORMAL    "Normal";
    VARIATIONSHADER_BLENDMODE_REPLACE    "Replace";
    VARIATIONSHADER_BLENDMODE_AVERAGE    "Average";
    VARIATIONSHADER_BLENDMODE_SEP    "";
    VARIATIONSHADER_BLENDMODE_LIGHTEN    "Lighten";
    VARIATIONSHADER_BLENDMODE_ADD    "Add";
    VARIATIONSHADER_BLENDMODE_SCREEN    "Screen";
    VARIATIONSHADER_BLENDMODE_COLORDODGE    "Dodge";
    VARIATIONSHADER_BLENDMODE_LINEARDODGE    "LinearDodge";
    VARIATIONSHADER_BLENDMODE_SEP    "";
    VARIATIONSHADER_BLENDMODE_DARKEN    "Darken";
    VARIATIONSHADER_BLENDMODE_SUBTRACT    "Subtract";
    VARIATIONSHADER_BLENDMODE_MULTIPLY    "Multiply";
    VARIATIONSHADER_BLENDMODE_COLORBURN    "Burn";
    VARIATIONSHADER_BLENDMODE_LINEARBURN    "LinearBurn";
    VARIATIONSHADER_BLENDMODE_SEP    "";
    VARIATIONSHADER_BLENDMODE_OVERLAY    "Overlay";
    VARIATIONSHADER_BLENDMODE_SOFTLIGHT    "SoftLight";
    VARIATIONSHADER_BLENDMODE_HARDLIGHT    "HardLight";
    VARIATIONSHADER_BLENDMODE_LINEARLIGHT    "LinearLight";
    VARIATIONSHADER_BLENDMODE_VIVIDLIGHT    "VividLight";
    VARIATIONSHADER_BLENDMODE_PINLIGHT    "PinLight";
    VARIATIONSHADER_BLENDMODE_HARDMIX    "HardMix";
    VARIATIONSHADER_BLENDMODE_REFLECT    "Reflect";
    VARIATIONSHADER_BLENDMODE_GLOW    "Glow";
    VARIATIONSHADER_BLENDMODE_PHOENIX    "Phoenix";
    VARIATIONSHADER_BLENDMODE_SEP    "";
    VARIATIONSHADER_BLENDMODE_DIFFERENCE    "Difference";
    VARIATIONSHADER_BLENDMODE_NEGATION    "Invert";
    VARIATIONSHADER_BLENDMODE_EXCLUSION    "Exclusion";
    VARIATIONSHADER_BLENDMODE_SEP    "";
    VARIATIONSHADER_BLENDMODE_LEVR    "Levr";
    VARIATIONSHADER_BLENDMODE_COLOR    "Color";
    VARIATIONSHADER_BLENDMODE_COLOR_INV    "ColorInverse";
}