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.

IDs and information for Mterrain

Mterrain

Attributes

  • ENGLISH NAME : TerrainShader
  • NAME : Mterrain
  • INCLUDE : Mpreview
  • INCLUDE : Mbase
  • INCLUDE : Massign
  • PATH : shader/description/mterrain.res
  • PLUGIN : shader
  • MAXON online help (may not exist): MTERRAIN

Elements

ID UI Name Type Parameters Cycle
MATERIAL_PAGE_PROPERTIES BOOL
HIDDEN
PAGE
PARENTMSG ID_MATERIALPROPERTIES
TERRAINSHADER_TYPE Type LONG ANIM
TERRAINSHADER_TYPE_CUSTOM Custom
TERRAINSHADER_TYPE_MOUNTAIN Mountain
TERRAINSHADER_TYPE_MARS Mars
TERRAINSHADER_TYPE_MOON Moon
TERRAINSHADER_TYPE_DESERT Desert
TERRAINSHADER_TYPE_POLAR Polar
TERRAINSHADER_COLOR Color GRADIENT ICC_BASEDOCUMENT
TERRAINSHADER_HEIGHT Height REAL
UNIT PERCENT
MIN 0.0
MAX 100.0

Example Code

The following code does not use the correct values when setting the data. You should check directly in C4D for the correct values that you should use in place of the ones that are shown. This code is just to show you how to access the values for getting and setting the parameters.

Python

import c4d
from c4d import gui
def main():
    material = c4d.BaseMaterial(c4d.Mterrain)
    
    #You can set parameters two different ways. 
    #First way              
    material[c4d.MATERIAL_PAGE_PROPERTIES] = True
    material[c4d.TERRAINSHADER_TYPE] = c4d.TERRAINSHADER_TYPE_CUSTOM
    material[c4d.TERRAINSHADER_HEIGHT] = 0.1
    
    #Second way, using the base container.
    bc = material.GetDataInstance()
    bc.SetBool(c4d.MATERIAL_PAGE_PROPERTIES,True)
    bc.SetInt32(c4d.TERRAINSHADER_TYPE,c4d.TERRAINSHADER_TYPE_CUSTOM)
    bc.SetFloat(c4d.TERRAINSHADER_HEIGHT,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../shader/description/mterrain.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseMaterial *pMaterial = BaseMaterial::Alloc(Mterrain);  
    
    //You can set parameters two different ways. 

    //First way              
    //Some objects do not store all their data in the container. You need to use GetParameter()/SetParameter() instead. 

    DESCFLAGS_SET flags = DESCFLAGS_SET_PARAM_SET;
    pMaterial->SetParameter(DescID(MATERIAL_PAGE_PROPERTIES),GeData(true),flags);
    pMaterial->SetParameter(DescID(TERRAINSHADER_TYPE),GeData(TERRAINSHADER_TYPE_CUSTOM),flags);
    pMaterial->SetParameter(DescID(TERRAINSHADER_HEIGHT),GeData(0.1),flags);
    pMaterial->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pMaterial->GetDataInstance();
    bc->SetBool(MATERIAL_PAGE_PROPERTIES,true);
    bc->SetInt32(TERRAINSHADER_TYPE,TERRAINSHADER_TYPE_CUSTOM);
    bc->SetFloat(TERRAINSHADER_HEIGHT,0.1);
    pMaterial->Message(MSG_UPDATE);                                                      
}
             

Gradients

This node has gradients. Gradients can manually be edited by calling the following code

Python


C++

           
#include "customgui_gradient.h"
TERRAINSHADER_COLOR
GeData data; pMaterial->GetParameter(DescID(TERRAINSHADER_COLOR),data,DESCFLAGS_GET_PARAM_GET)); Gradient *pGradient = (Gradient*)data.GetCustomDataType(CUSTOMDATATYPE_GRADIENT); if(pGradient) { //must be set before any knot is set pGradient->SetData(GRADIENT_MODE, GeData(GRADIENTMODE_ALPHA)); GradientKnot k1, k2; k1.col = Vector(0.0, 0.0, 1.0); k1.pos = 0.0; k2.col = 1.0; k2.pos = 1.0; pGradient->InsertKnot(k1); pGradient->InsertKnot(k2); } pMaterial->SetParameter(DescID(TERRAINSHADER_COLOR),data,DESCFLAGS_SET_PARAM_SET));