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 Marchigrass

Marchigrass

Attributes

  • ENGLISH NAME : ArchitecturalGrass
  • NAME : Marchigrass
  • INCLUDE : Mbase
  • PATH : archigrass/description/marchigrass.res
  • PLUGIN : archigrass
  • MAXON online help (may not exist): MARCHIGRASS

Elements

ID UI Name Type Parameters Cycle
GRASS_MAT_PREVIEW MATPREVIEW OPEN
MATERIAL_PAGE_PROPERTIES BOOL
HIDDEN
PAGE
PARENTMSG ID_MATERIALPROPERTIES
GRASS_COLOR Color GRADIENT ICC_BASEDOCUMENT
GRASS_COLOR_VAR_SHD ColorTexture SHADERLINK  
GRASS_INHERITCOL MixStrength REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
GRASS_LENGTH BladeLength REAL
UNIT METER
MIN 0.0
GRASS_WIDTH BladeWidth REAL
UNIT METER
MIN 0.0
STEP 0.01
GRASS_DENSITY Density REAL
UNIT PERCENT
MIN 0.0
MINSLIDER 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
GRASS_DENSITY_SHD DensityTexture SHADERLINK  
GRASS_SEGMENTS Segments LONG
MIN 1
MAX 100
GRASS_STYLE_1 Crinkle REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
GRASS_STYLE_2 Bend REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
GRASS_SPECULAR Wetness REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
GRASS_ASSIGN MATASSIGN
TAG_ID 1028463
MATERIAL_ID 1028461
CONTAINER
SCALE_V

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.Marchigrass)
    
    #You can set parameters two different ways. 
    #First way              
    material[c4d.MATERIAL_PAGE_PROPERTIES] = True
    material[c4d.GRASS_INHERITCOL] = 0.1
    material[c4d.GRASS_LENGTH] = 0.1
    material[c4d.GRASS_WIDTH] = 0.1
    material[c4d.GRASS_DENSITY] = 0.1
    material[c4d.GRASS_SEGMENTS] = 1
    material[c4d.GRASS_STYLE_1] = 0.1
    material[c4d.GRASS_STYLE_2] = 0.1
    material[c4d.GRASS_SPECULAR] = 0.1
    
    #Second way, using the base container.
    bc = material.GetDataInstance()
    bc.SetBool(c4d.MATERIAL_PAGE_PROPERTIES,True)
    bc.SetFloat(c4d.GRASS_INHERITCOL,0.1)
    bc.SetFloat(c4d.GRASS_LENGTH,0.1)
    bc.SetFloat(c4d.GRASS_WIDTH,0.1)
    bc.SetFloat(c4d.GRASS_DENSITY,0.1)
    bc.SetInt32(c4d.GRASS_SEGMENTS,1)
    bc.SetFloat(c4d.GRASS_STYLE_1,0.1)
    bc.SetFloat(c4d.GRASS_STYLE_2,0.1)
    bc.SetFloat(c4d.GRASS_SPECULAR,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../archigrass/description/marchigrass.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseMaterial *pMaterial = BaseMaterial::Alloc(Marchigrass);  
    
    //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(GRASS_INHERITCOL),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(GRASS_LENGTH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(GRASS_WIDTH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(GRASS_DENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(GRASS_SEGMENTS),GeData(1),flags);
    pMaterial->SetParameter(DescID(GRASS_STYLE_1),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(GRASS_STYLE_2),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(GRASS_SPECULAR),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->SetFloat(GRASS_INHERITCOL,0.1);
    bc->SetFloat(GRASS_LENGTH,0.1);
    bc->SetFloat(GRASS_WIDTH,0.1);
    bc->SetFloat(GRASS_DENSITY,0.1);
    bc->SetInt32(GRASS_SEGMENTS,1);
    bc->SetFloat(GRASS_STYLE_1,0.1);
    bc->SetFloat(GRASS_STYLE_2,0.1);
    bc->SetFloat(GRASS_SPECULAR,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"
GRASS_COLOR
GeData data; pMaterial->GetParameter(DescID(GRASS_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(GRASS_COLOR),data,DESCFLAGS_SET_PARAM_SET));