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.
ID VARIATIONSHADER_SECONDARY_TEXTURE_MODE
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"; }