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 Mhairmaterial

Mhairmaterial

Attributes

  • ENGLISH NAME : HairMaterial
  • NAME : Mhairmaterial
  • INCLUDE : Mpreview
  • INCLUDE : Mbase
  • PATH : hair/description/mhairmaterial.res
  • PLUGIN : hair
  • MAXON online help (may not exist): MHAIRMATERIAL

Elements

ID UI Name Type Parameters Cycle
HAIRMATERIAL_USE_COLOR Color BOOL PARENTMSG
HAIRMATERIAL_USE_BACK_COLOR BacklitColor BOOL PARENTMSG
HAIRMATERIAL_USE_LIGHTING Specular BOOL PARENTMSG
HAIRMATERIAL_USE_TRANSPARENCY Transparency BOOL PARENTMSG
HAIRMATERIAL_USE_THICKNESS Thickness BOOL PARENTMSG
HAIRMATERIAL_USE_LENGTH Length BOOL PARENTMSG
HAIRMATERIAL_USE_SCALE Scale BOOL PARENTMSG
HAIRMATERIAL_USE_FRIZZ Frizz BOOL PARENTMSG
HAIRMATERIAL_USE_KINK Kink BOOL PARENTMSG
HAIRMATERIAL_USE_DENSITY Density BOOL PARENTMSG
HAIRMATERIAL_USE_CLUMP Clump BOOL PARENTMSG
HAIRMATERIAL_USE_TIGHTEN Tighten BOOL PARENTMSG
HAIRMATERIAL_USE_DISPLACE Displace BOOL PARENTMSG
HAIRMATERIAL_USE_BEND Bend BOOL PARENTMSG
HAIRMATERIAL_USE_CURL Curl BOOL PARENTMSG
HAIRMATERIAL_USE_TWIST Twist BOOL PARENTMSG
HAIRMATERIAL_USE_WAVE Wave BOOL PARENTMSG
HAIRMATERIAL_USE_STRAIGHTEN Straighten BOOL PARENTMSG
HAIRMATERIAL_PAGE_ASSIGNMENT Assign BOOL
PAGE
HIDDEN
PARENTMSG HAIRMATERIAL_GROUP_ASSIGN
HAIRMATERIAL_MATERIAL_PAGE_ILLUMINATION Illumination BOOL
PAGE
HIDDEN
PARENTMSG HAIRMATERIAL_ID_MATERIALGROUP_ILLUMINATION
HAIRMATERIAL_COLOR_GRADIENT Color GRADIENT
COLOR
ICC_BASEDOCUMENT
HAIRMATERIAL_COLOR_BRIGHTNESS Brightness REAL
UNIT PERCENT
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_COLOR_SHADER Texture SHADERLINK  
HAIRMATERIAL_COLOR_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_COLOR_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_H_VAR H REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_S_VAR S REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_V_VAR V REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_COLOR_HAIR_ROOTS_SHADER Texture SHADERLINK  
HAIRMATERIAL_ROOTS_COLOR_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_ROOTS_COLOR_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_COLOR_HAIR_TIPS_LINK AsRoots BOOL  
HAIRMATERIAL_COLOR_HAIR_TIPS_SHADER Texture SHADERLINK  
HAIRMATERIAL_TIPS_COLOR_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_TIPS_COLOR_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_MUTANT_COLOR Texture SHADERLINK  
HAIRMATERIAL_MUTANT_LEVEL Hairs REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_MUTANT_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_MUTANT_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_COLOR_SURFACE Surface BOOL  
HAIRMATERIAL_COLOR_SURFACE_COLOR Color BOOL  
HAIRMATERIAL_COLOR_SURFACE_ILLUMINATION Illumination BOOL  
HAIRMATERIAL_COLOR_SURFACE_SHADOW Shadows BOOL  
HAIRMATERIAL_SURFACE_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_SURFACE_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_BACK_FRONT_COLOR_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_BACK_FRONT_COLOR_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_BACK_COLOR_GRADIENT Color GRADIENT
COLOR
ICC_BASEDOCUMENT
HAIRMATERIAL_BACK_COLOR_BRIGHTNESS Brightness REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_BACK_COLOR_SHADER Texture SHADERLINK  
HAIRMATERIAL_BACK_COLOR_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_BACK_COLOR_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_BACK_H_VAR H REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_BACK_S_VAR S REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_BACK_V_VAR V REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_BACK_COLOR_HAIR_ROOTS_SHADER Color SHADERLINK  
HAIRMATERIAL_ROOTS_BACK_COLOR_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_ROOTS_BACK_COLOR_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_BACK_COLOR_HAIR_TIPS_LINK AsRoots BOOL  
HAIRMATERIAL_BACK_COLOR_HAIR_TIPS_SHADER Color SHADERLINK  
HAIRMATERIAL_TIPS_BACK_COLOR_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_TIPS_BACK_COLOR_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_MUTANT_BACK_COLOR Color SHADERLINK  
HAIRMATERIAL_BACK_MUTANT_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_BACK_MUTANT_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_BACK_COLOR_SURFACE Surface BOOL  
HAIRMATERIAL_BACK_COLOR_SURFACE_COLOR Color BOOL  
HAIRMATERIAL_BACK_COLOR_SURFACE_ILLUMINATION Illumination BOOL  
HAIRMATERIAL_BACK_COLOR_SURFACE_SHADOW Shadows BOOL  
HAIRMATERIAL_BACK_SURFACE_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_BACK_SURFACE_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_SPECULAR_COLOR Color COLOR OPEN
HAIRMATERIAL_LIGHTING_SPECULAR_STRENGTH Strength REAL
UNIT PERCENT
MIN 0.0
MAX 10000.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_SPECULAR_POWER Sharpness REAL
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_SPECULAR_SHADER Texture SHADERLINK  
HAIRMATERIAL_LIGHTING_SPECULAR_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_LIGHTING_SPECULAR_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_ISPECULAR_STRENGTH Strength REAL
UNIT PERCENT
MIN 0.0
MAX 10000.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_ISPECULAR_POWER Sharpness REAL
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_ISPECULAR_SHADER Texture SHADERLINK  
HAIRMATERIAL_LIGHTING_ISPECULAR_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_SCREEN Screen
HAIRMATERIAL_BLENDMODE_DARKEN Darken
HAIRMATERIAL_BLENDMODE_LIGHT Lighten
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_EXCLUSION Exclusion
HAIRMATERIAL_BLENDMODE_OVERLAY Overlay
HAIRMATERIAL_BLENDMODE_HARDLIGHT HardLight
HAIRMATERIAL_BLENDMODE_SOFTLIGHT SoftLight
HAIRMATERIAL_BLENDMODE_DODGE Dodge
HAIRMATERIAL_BLENDMODE_BURN Burn
HAIRMATERIAL_BLENDMODE_REFLECT Reflect
HAIRMATERIAL_BLENDMODE_GLOW Glow
HAIRMATERIAL_BLENDMODE_FREEZE Freeze
HAIRMATERIAL_BLENDMODE_HEAT Heat
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_STAMP Stamp
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_HUE Hue
HAIRMATERIAL_BLENDMODE_SATURATION Saturation
HAIRMATERIAL_BLENDMODE_LUMINANCE Luminance
HAIRMATERIAL_BLENDMODE_RED Red
HAIRMATERIAL_BLENDMODE_GREEN Green
HAIRMATERIAL_BLENDMODE_BLUE Blue
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_LIGHTING_ISPECULAR_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_SPECULAR_BACK BackSpecular REAL
UNIT PERCENT
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_TRANSPARENCY_GRADIENT Transparency GRADIENT
ALPHA
ICC_BASEDOCUMENT
HAIRMATERIAL_LIGHTING_TRANSPARENCY Brightness REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_TRANSPARENCY_INVERT Invert BOOL  
HAIRMATERIAL_LIGHTING_TRANSPARENCY_SHADER Texture SHADERLINK  
HAIRMATERIAL_LIGHTING_TRANSPARENCY_BLEND Blend LONG  
HAIRMATERIAL_BLENDMODE_AVERAGE Average
HAIRMATERIAL_BLENDMODE_NORMAL Normal
HAIRMATERIAL_BLENDMODE_MULTIPLY Multiply
HAIRMATERIAL_BLENDMODE_DIFFERENCE Difference
HAIRMATERIAL_BLENDMODE_NEGATIVE Negative
HAIRMATERIAL_BLENDMODE_ADD Add
HAIRMATERIAL_BLENDMODE_SUB Subtract
HAIRMATERIAL_BLENDMODE_XOR Xor
HAIRMATERIAL_BLENDMODE_OVERWRITE Overwrite
HAIRMATERIAL_BLENDMODE_LEVR Levr
HAIRMATERIAL_LIGHTING_TRANSPARENCY_MIX Mix REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_THICKNESS_ROOT Root REAL
UNIT METER
MIN 0.0
STEP 0.1
HAIRMATERIAL_THICKNESS_TIP Tip REAL
UNIT METER
MIN 0.0
STEP 0.1
HAIRMATERIAL_THICKNESS_VAR Variation REAL
UNIT METER
MIN 0.0
STEP 0.1
HAIRMATERIAL_THICKNESS_CURVE Curve SPLINE  
HAIRMATERIAL_THICKNESS_SHADER Texture SHADERLINK  
HAIRMATERIAL_LENGTH Length REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_LENGTH_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_LENGTH_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LENGTH_SHADER Texture SHADERLINK  
HAIRMATERIAL_SCALE Scale REAL
UNIT PERCENT
MIN 0.0
HAIRMATERIAL_SCALE_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_SCALE_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_SCALE_SHADER Texture SHADERLINK  
HAIRMATERIAL_FRIZZ Frizz REAL UNIT
HAIRMATERIAL_FRIZZ_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_FRIZZ_SCALE_X ScaleX REAL
UNIT PERCENT
MIN 0.0
HAIRMATERIAL_FRIZZ_SCALE_Y ScaleY REAL
UNIT PERCENT
MIN 0.0
HAIRMATERIAL_FRIZZ_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_FRIZZ_CURVE Curve SPLINE  
HAIRMATERIAL_FRIZZ_SHADER Texture SHADERLINK  
HAIRMATERIAL_KINK Kink REAL UNIT
HAIRMATERIAL_KINK_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_KINK_SCALE_X ScaleX REAL
UNIT PERCENT
MIN 0.0
HAIRMATERIAL_KINK_SCALE_Y ScaleY REAL
UNIT PERCENT
MIN 0.0
HAIRMATERIAL_KINK_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_KINK_CURVE Curve SPLINE  
HAIRMATERIAL_KINK_SHADER Texture SHADERLINK  
HAIRMATERIAL_DENSITY Density REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_DENSITY_LEVELS DensityLevels LONG
MIN 2
MAX 10000
HAIRMATERIAL_DENSITY_SHADER Texture SHADERLINK  
HAIRMATERIAL_CLUMP_NUMBER Count REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_CLUMP Clump REAL
UNIT PERCENT
MIN -100.0
MAX 100.0
HAIRMATERIAL_CLUMP_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_CLUMP_RADIUS Radius REAL
UNIT METER
MIN 0.0
HAIRMATERIAL_CLUMP_RADIUS_VAR Variation REAL
UNIT METER
MIN 0.0
HAIRMATERIAL_CLUMP_TWIST Twist REAL UNIT
HAIRMATERIAL_CLUMP_TWIST_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_CLUMP_MAX Limit LONG MIN
HAIRMATERIAL_CLUMP_INC_ROOTS IncludeRoots BOOL  
HAIRMATERIAL_CLUMP_RETAIN_LENGTH KeepLength BOOL  
HAIRMATERIAL_CLUMP_CURVE Clump SPLINE
Y_MIN -1
Y_MAX 1
HAIRMATERIAL_CLUMP_FALLOFF_CURVE Falloff SPLINE  
HAIRMATERIAL_CLUMP_SHADER Clump SHADERLINK  
HAIRMATERIAL_CLUMP_RADIUS_SHADER Radius SHADERLINK  
HAIRMATERIAL_CLUMP_TWIST_CURVE Twist SPLINE
Y_MIN -1
Y_MAX 1
HAIRMATERIAL_CLUMP_TWIST_FALLOFF_CURVE Falloff SPLINE  
HAIRMATERIAL_CLUMP_TWIST_SHADER Twist SHADERLINK  
HAIRMATERIAL_TIGHTEN Tighten REAL
UNIT PERCENT
MIN -100.0
MAX 100.0
HAIRMATERIAL_TIGHTEN_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_TIGHTEN_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_TIGHTEN_CURVE Curve SPLINE  
HAIRMATERIAL_TIGHTEN_SHADER Texture SHADERLINK  
HAIRMATERIAL_DISPLACE_DIRECTION Direction LONG  
HAIRMATERIAL_DISPLACE_DIRECTION_WORLD World
HAIRMATERIAL_DISPLACE_DIRECTION_LOCAL Local
HAIRMATERIAL_DISPLACE_RELATIVE Relative BOOL  
HAIRMATERIAL_DISPLACE_ABS Distance REAL UNIT
HAIRMATERIAL_DISPLACE_ABS_VAR Variation REAL UNIT
HAIRMATERIAL_DISPLACE Displace REAL UNIT
HAIRMATERIAL_DISPLACE_VAR Variation REAL UNIT
HAIRMATERIAL_DISPLACE_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_DISPLACE_CURVE_X XCurve SPLINE
Y_MIN -1
Y_MAX 1
HAIRMATERIAL_DISPLACE_CURVE_Y YCurve SPLINE
Y_MIN -1
Y_MAX 1
HAIRMATERIAL_DISPLACE_CURVE_Z ZCurve SPLINE
Y_MIN -1
Y_MAX 1
HAIRMATERIAL_DISPLACE_ROOT IncludeRoot BOOL  
HAIRMATERIAL_DISPLACE_ADDITIVE Additive BOOL  
HAIRMATERIAL_DISPLACE_SCALE_SEGMENTS FromTip BOOL  
HAIRMATERIAL_DISPLACE_CURVE Strength SPLINE
Y_MIN -1
Y_MAX 1
HAIRMATERIAL_DISPLACE_SHADER Texture SHADERLINK  
HAIRMATERIAL_DISPLACE_DN_SHADER Direction SHADERLINK  
HAIRMATERIAL_BEND Bend REAL UNIT
HAIRMATERIAL_BEND_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_BEND_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_BEND_DIRECTION Direction LONG  
HAIRMATERIAL_BEND_DIRECTION_WORLD World
HAIRMATERIAL_BEND_DIRECTION_LOCAL Local
HAIRMATERIAL_BEND_DIRECTION_RANDOM Random
HAIRMATERIAL_BEND_DIRECTION_OBJECT Object
HAIRMATERIAL_BEND_DN_VAR Variation REAL
UNIT PERCENT
MIN -100.0
MAX 100.0
HAIRMATERIAL_BEND_DIRECTION_AXIS Axis LONG  
HAIRMATERIAL_BEND_DIRECTION_AXIS_X +X
HAIRMATERIAL_BEND_DIRECTION_AXIS_Y +Y
HAIRMATERIAL_BEND_DIRECTION_AXIS_Z +Z
HAIRMATERIAL_BEND_DIRECTION_AXIS_NX -X
HAIRMATERIAL_BEND_DIRECTION_AXIS_NY -Y
HAIRMATERIAL_BEND_DIRECTION_AXIS_NZ -Z
HAIRMATERIAL_BEND_DIRECTION_AXIS_SHADER Texture
HAIRMATERIAL_BEND_DN_SHADER Texture SHADERLINK  
HAIRMATERIAL_BEND_DN_OBJECT Object LINK  
HAIRMATERIAL_BEND_ROOT FromRoot BOOL  
HAIRMATERIAL_BEND_CURVE Strength SPLINE
Y_MIN -1
Y_MAX 1
HAIRMATERIAL_BEND_SHADER Texture SHADERLINK  
HAIRMATERIAL_CURL Curl REAL UNIT
HAIRMATERIAL_CURL_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_CURL_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_CURL_DIRECTION Direction LONG  
HAIRMATERIAL_CURL_DIRECTION_WORLD World
HAIRMATERIAL_CURL_DIRECTION_LOCAL Local
HAIRMATERIAL_CURL_DIRECTION_RANDOM Random
HAIRMATERIAL_CURL_DIRECTION_HAIR Hair
HAIRMATERIAL_CURL_DN_VAR Variation REAL
UNIT PERCENT
MIN -100.0
MAX 100.0
HAIRMATERIAL_CURL_DIRECTION_AXIS Axis LONG  
HAIRMATERIAL_CURL_DIRECTION_AXIS_X X
HAIRMATERIAL_CURL_DIRECTION_AXIS_Y Y
HAIRMATERIAL_CURL_DIRECTION_AXIS_Z Z
HAIRMATERIAL_CURL_DIRECTION_AXIS_SHADER Texture
HAIRMATERIAL_CURL_DN_SHADER Texture SHADERLINK  
HAIRMATERIAL_CURL_CURVE Curling SPLINE  
HAIRMATERIAL_CURL_SHADER Texture SHADERLINK  
HAIRMATERIAL_TWIST_AROUND Axis LONG  
HAIRMATERIAL_TWIST_AROUND_NORMAL Normal
HAIRMATERIAL_TWIST_AROUND_ROOT Root
HAIRMATERIAL_TWIST_AROUND_GUIDE Guide
HAIRMATERIAL_TWIST_KEEP_LENGTH KeepLength BOOL  
HAIRMATERIAL_TWIST Twist REAL UNIT
HAIRMATERIAL_TWIST_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
HAIRMATERIAL_TWIST_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_TWIST_CURVE Curve SPLINE  
HAIRMATERIAL_TWIST_SHADER Texture SHADERLINK  
HAIRMATERIAL_WAVE Wave REAL UNIT
HAIRMATERIAL_WAVE_VAR Variation REAL
UNIT PERCENT
MIN 0.0
HAIRMATERIAL_WAVE_X XScale REAL
UNIT PERCENT
MIN 0.0
HAIRMATERIAL_WAVE_Y YScale REAL
UNIT PERCENT
MIN 0.0
HAIRMATERIAL_WAVE_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_WAVE_PHASE_X PhaseX REAL
UNIT DEGREE
MIN 0.0
MAX 360.0
HAIRMATERIAL_WAVE_PHASE_Y PhaseY REAL
UNIT DEGREE
MIN 0.0
MAX 360.0
HAIRMATERIAL_WAVE_FREQ_X XFreq REAL MIN
HAIRMATERIAL_WAVE_FREQ_Y YFreq REAL MIN
HAIRMATERIAL_WAVE_CURVE_X XCurve SPLINE  
HAIRMATERIAL_WAVE_CURVE_Y YCurve SPLINE  
HAIRMATERIAL_WAVE_SHADER Texture SHADERLINK  
HAIRMATERIAL_STRAIGHTEN_TOWARDS Towards LONG  
HAIRMATERIAL_STRAIGHTEN_TOWARDS_ROOT Root
HAIRMATERIAL_STRAIGHTEN_TOWARDS_NORMAL Normal
HAIRMATERIAL_STRAIGHTEN_TOWARDS_GUIDE Guide
HAIRMATERIAL_STRAIGHTEN_AMOUNT Amount REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_STRAIGHTEN_STRENGTH Strength REAL
UNIT PERCENT
MIN -100.0
MAX 100.0
HAIRMATERIAL_STRAIGHTEN_STRENGTH_VAR Variation REAL UNIT
HAIRMATERIAL_STRAIGHTEN_CURVE Curve SPLINE  
HAIRMATERIAL_STRAIGHTEN_SHADER Texture SHADERLINK  
HAIRMATERIAL_MATERIAL_GLOBALILLUM_RECEIVE GIReceive BOOL  
HAIRMATERIAL_MATERIAL_GLOBALILLUM_RECEIVE_STRENGTH GIReceiveStrength REAL
UNIT PERCENT
MIN 0.0
MAX 10000.0
HAIRMATERIAL_LIGHTING_DIFFUSE_STRENGTH Diffuse REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_ROUGHNESS Roughness REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_ROUGHNESS_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_REFLECT Reflectiveness REAL
UNIT PERCENT
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_TRANSMIT Translucence REAL
UNIT PERCENT
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_SHADOWDENSITY ShadowDensity REAL
UNIT PERCENT
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_SHADOW ReceivedShadow REAL
UNIT PERCENT
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_SELF_SHADOW Self-Shadow REAL
UNIT PERCENT
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_LIGHTING_BACK_SHADOW BackShadow REAL
UNIT PERCENT
MIN 0.0
MAXSLIDER 1000.0
CUSTOMGUI REALSLIDER
HAIRMATERIAL_ASSIGN MATASSIGN
TAG_ID 1017729
MATERIAL_ID 1017730
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.Mhairmaterial)
    
    #You can set parameters two different ways. 
    #First way              
    material[c4d.HAIRMATERIAL_USE_COLOR] = True
    material[c4d.HAIRMATERIAL_USE_BACK_COLOR] = True
    material[c4d.HAIRMATERIAL_USE_LIGHTING] = True
    material[c4d.HAIRMATERIAL_USE_TRANSPARENCY] = True
    material[c4d.HAIRMATERIAL_USE_THICKNESS] = True
    material[c4d.HAIRMATERIAL_USE_LENGTH] = True
    material[c4d.HAIRMATERIAL_USE_SCALE] = True
    material[c4d.HAIRMATERIAL_USE_FRIZZ] = True
    material[c4d.HAIRMATERIAL_USE_KINK] = True
    material[c4d.HAIRMATERIAL_USE_DENSITY] = True
    material[c4d.HAIRMATERIAL_USE_CLUMP] = True
    material[c4d.HAIRMATERIAL_USE_TIGHTEN] = True
    material[c4d.HAIRMATERIAL_USE_DISPLACE] = True
    material[c4d.HAIRMATERIAL_USE_BEND] = True
    material[c4d.HAIRMATERIAL_USE_CURL] = True
    material[c4d.HAIRMATERIAL_USE_TWIST] = True
    material[c4d.HAIRMATERIAL_USE_WAVE] = True
    material[c4d.HAIRMATERIAL_USE_STRAIGHTEN] = True
    material[c4d.HAIRMATERIAL_PAGE_ASSIGNMENT] = True
    material[c4d.HAIRMATERIAL_MATERIAL_PAGE_ILLUMINATION] = True
    material[c4d.HAIRMATERIAL_COLOR_BRIGHTNESS] = 0.1
    material[c4d.HAIRMATERIAL_COLOR_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_COLOR_MIX] = 0.1
    material[c4d.HAIRMATERIAL_H_VAR] = 0.1
    material[c4d.HAIRMATERIAL_S_VAR] = 0.1
    material[c4d.HAIRMATERIAL_V_VAR] = 0.1
    material[c4d.HAIRMATERIAL_ROOTS_COLOR_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_ROOTS_COLOR_MIX] = 0.1
    material[c4d.HAIRMATERIAL_COLOR_HAIR_TIPS_LINK] = True
    material[c4d.HAIRMATERIAL_TIPS_COLOR_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_TIPS_COLOR_MIX] = 0.1
    material[c4d.HAIRMATERIAL_MUTANT_LEVEL] = 0.1
    material[c4d.HAIRMATERIAL_MUTANT_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_MUTANT_MIX] = 0.1
    material[c4d.HAIRMATERIAL_COLOR_SURFACE] = True
    material[c4d.HAIRMATERIAL_COLOR_SURFACE_COLOR] = True
    material[c4d.HAIRMATERIAL_COLOR_SURFACE_ILLUMINATION] = True
    material[c4d.HAIRMATERIAL_COLOR_SURFACE_SHADOW] = True
    material[c4d.HAIRMATERIAL_SURFACE_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_SURFACE_MIX] = 0.1
    material[c4d.HAIRMATERIAL_BACK_FRONT_COLOR_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_BACK_FRONT_COLOR_MIX] = 0.1
    material[c4d.HAIRMATERIAL_BACK_COLOR_BRIGHTNESS] = 0.1
    material[c4d.HAIRMATERIAL_BACK_COLOR_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_BACK_COLOR_MIX] = 0.1
    material[c4d.HAIRMATERIAL_BACK_H_VAR] = 0.1
    material[c4d.HAIRMATERIAL_BACK_S_VAR] = 0.1
    material[c4d.HAIRMATERIAL_BACK_V_VAR] = 0.1
    material[c4d.HAIRMATERIAL_ROOTS_BACK_COLOR_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_ROOTS_BACK_COLOR_MIX] = 0.1
    material[c4d.HAIRMATERIAL_BACK_COLOR_HAIR_TIPS_LINK] = True
    material[c4d.HAIRMATERIAL_TIPS_BACK_COLOR_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_TIPS_BACK_COLOR_MIX] = 0.1
    material[c4d.HAIRMATERIAL_BACK_MUTANT_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_BACK_MUTANT_MIX] = 0.1
    material[c4d.HAIRMATERIAL_BACK_COLOR_SURFACE] = True
    material[c4d.HAIRMATERIAL_BACK_COLOR_SURFACE_COLOR] = True
    material[c4d.HAIRMATERIAL_BACK_COLOR_SURFACE_ILLUMINATION] = True
    material[c4d.HAIRMATERIAL_BACK_COLOR_SURFACE_SHADOW] = True
    material[c4d.HAIRMATERIAL_BACK_SURFACE_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_BACK_SURFACE_MIX] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_SPECULAR_STRENGTH] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_SPECULAR_POWER] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_SPECULAR_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_LIGHTING_SPECULAR_MIX] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_ISPECULAR_STRENGTH] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_ISPECULAR_POWER] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_ISPECULAR_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_LIGHTING_ISPECULAR_MIX] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_SPECULAR_BACK] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_TRANSPARENCY] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_TRANSPARENCY_INVERT] = True
    material[c4d.HAIRMATERIAL_LIGHTING_TRANSPARENCY_BLEND] = c4d.HAIRMATERIAL_BLENDMODE_AVERAGE
    material[c4d.HAIRMATERIAL_LIGHTING_TRANSPARENCY_MIX] = 0.1
    material[c4d.HAIRMATERIAL_THICKNESS_ROOT] = 0.1
    material[c4d.HAIRMATERIAL_THICKNESS_TIP] = 0.1
    material[c4d.HAIRMATERIAL_THICKNESS_VAR] = 0.1
    material[c4d.HAIRMATERIAL_LENGTH] = 0.1
    material[c4d.HAIRMATERIAL_LENGTH_VAR] = 0.1
    material[c4d.HAIRMATERIAL_LENGTH_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_SCALE] = 0.1
    material[c4d.HAIRMATERIAL_SCALE_VAR] = 0.1
    material[c4d.HAIRMATERIAL_SCALE_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_FRIZZ] = 0.1
    material[c4d.HAIRMATERIAL_FRIZZ_VAR] = 0.1
    material[c4d.HAIRMATERIAL_FRIZZ_SCALE_X] = 0.1
    material[c4d.HAIRMATERIAL_FRIZZ_SCALE_Y] = 0.1
    material[c4d.HAIRMATERIAL_FRIZZ_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_KINK] = 0.1
    material[c4d.HAIRMATERIAL_KINK_VAR] = 0.1
    material[c4d.HAIRMATERIAL_KINK_SCALE_X] = 0.1
    material[c4d.HAIRMATERIAL_KINK_SCALE_Y] = 0.1
    material[c4d.HAIRMATERIAL_KINK_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_DENSITY] = 0.1
    material[c4d.HAIRMATERIAL_DENSITY_LEVELS] = 1
    material[c4d.HAIRMATERIAL_CLUMP_NUMBER] = 0.1
    material[c4d.HAIRMATERIAL_CLUMP] = 0.1
    material[c4d.HAIRMATERIAL_CLUMP_VAR] = 0.1
    material[c4d.HAIRMATERIAL_CLUMP_RADIUS] = 0.1
    material[c4d.HAIRMATERIAL_CLUMP_RADIUS_VAR] = 0.1
    material[c4d.HAIRMATERIAL_CLUMP_TWIST] = 0.1
    material[c4d.HAIRMATERIAL_CLUMP_TWIST_VAR] = 0.1
    material[c4d.HAIRMATERIAL_CLUMP_MAX] = 1
    material[c4d.HAIRMATERIAL_CLUMP_INC_ROOTS] = True
    material[c4d.HAIRMATERIAL_CLUMP_RETAIN_LENGTH] = True
    material[c4d.HAIRMATERIAL_TIGHTEN] = 0.1
    material[c4d.HAIRMATERIAL_TIGHTEN_VAR] = 0.1
    material[c4d.HAIRMATERIAL_TIGHTEN_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_DISPLACE_DIRECTION] = c4d.HAIRMATERIAL_DISPLACE_DIRECTION_WORLD
    material[c4d.HAIRMATERIAL_DISPLACE_RELATIVE] = True
    material[c4d.HAIRMATERIAL_DISPLACE_ABS] = 0.1
    material[c4d.HAIRMATERIAL_DISPLACE_ABS_VAR] = 0.1
    material[c4d.HAIRMATERIAL_DISPLACE] = 0.1
    material[c4d.HAIRMATERIAL_DISPLACE_VAR] = 0.1
    material[c4d.HAIRMATERIAL_DISPLACE_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_DISPLACE_ROOT] = True
    material[c4d.HAIRMATERIAL_DISPLACE_ADDITIVE] = True
    material[c4d.HAIRMATERIAL_DISPLACE_SCALE_SEGMENTS] = True
    material[c4d.HAIRMATERIAL_BEND] = 0.1
    material[c4d.HAIRMATERIAL_BEND_VAR] = 0.1
    material[c4d.HAIRMATERIAL_BEND_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_BEND_DIRECTION] = c4d.HAIRMATERIAL_BEND_DIRECTION_WORLD
    material[c4d.HAIRMATERIAL_BEND_DN_VAR] = 0.1
    material[c4d.HAIRMATERIAL_BEND_DIRECTION_AXIS] = c4d.HAIRMATERIAL_BEND_DIRECTION_AXIS_X
    material[c4d.HAIRMATERIAL_BEND_ROOT] = True
    material[c4d.HAIRMATERIAL_CURL] = 0.1
    material[c4d.HAIRMATERIAL_CURL_VAR] = 0.1
    material[c4d.HAIRMATERIAL_CURL_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_CURL_DIRECTION] = c4d.HAIRMATERIAL_CURL_DIRECTION_WORLD
    material[c4d.HAIRMATERIAL_CURL_DN_VAR] = 0.1
    material[c4d.HAIRMATERIAL_CURL_DIRECTION_AXIS] = c4d.HAIRMATERIAL_CURL_DIRECTION_AXIS_X
    material[c4d.HAIRMATERIAL_TWIST_AROUND] = c4d.HAIRMATERIAL_TWIST_AROUND_NORMAL
    material[c4d.HAIRMATERIAL_TWIST_KEEP_LENGTH] = True
    material[c4d.HAIRMATERIAL_TWIST] = 0.1
    material[c4d.HAIRMATERIAL_TWIST_VAR] = 0.1
    material[c4d.HAIRMATERIAL_TWIST_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_WAVE] = 0.1
    material[c4d.HAIRMATERIAL_WAVE_VAR] = 0.1
    material[c4d.HAIRMATERIAL_WAVE_X] = 0.1
    material[c4d.HAIRMATERIAL_WAVE_Y] = 0.1
    material[c4d.HAIRMATERIAL_WAVE_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_WAVE_PHASE_X] = 0.1
    material[c4d.HAIRMATERIAL_WAVE_PHASE_Y] = 0.1
    material[c4d.HAIRMATERIAL_WAVE_FREQ_X] = 0.1
    material[c4d.HAIRMATERIAL_WAVE_FREQ_Y] = 0.1
    material[c4d.HAIRMATERIAL_STRAIGHTEN_TOWARDS] = c4d.HAIRMATERIAL_STRAIGHTEN_TOWARDS_ROOT
    material[c4d.HAIRMATERIAL_STRAIGHTEN_AMOUNT] = 0.1
    material[c4d.HAIRMATERIAL_STRAIGHTEN_STRENGTH] = 0.1
    material[c4d.HAIRMATERIAL_STRAIGHTEN_STRENGTH_VAR] = 0.1
    material[c4d.HAIRMATERIAL_MATERIAL_GLOBALILLUM_RECEIVE] = True
    material[c4d.HAIRMATERIAL_MATERIAL_GLOBALILLUM_RECEIVE_STRENGTH] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_DIFFUSE_STRENGTH] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_ROUGHNESS] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_ROUGHNESS_VAR] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_REFLECT] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_TRANSMIT] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_SHADOWDENSITY] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_SHADOW] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_SELF_SHADOW] = 0.1
    material[c4d.HAIRMATERIAL_LIGHTING_BACK_SHADOW] = 0.1
    
    #Second way, using the base container.
    bc = material.GetDataInstance()
    bc.SetBool(c4d.HAIRMATERIAL_USE_COLOR,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_BACK_COLOR,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_LIGHTING,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_TRANSPARENCY,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_THICKNESS,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_LENGTH,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_SCALE,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_FRIZZ,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_KINK,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_DENSITY,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_CLUMP,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_TIGHTEN,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_DISPLACE,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_BEND,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_CURL,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_TWIST,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_WAVE,True)
    bc.SetBool(c4d.HAIRMATERIAL_USE_STRAIGHTEN,True)
    bc.SetBool(c4d.HAIRMATERIAL_PAGE_ASSIGNMENT,True)
    bc.SetBool(c4d.HAIRMATERIAL_MATERIAL_PAGE_ILLUMINATION,True)
    bc.SetFloat(c4d.HAIRMATERIAL_COLOR_BRIGHTNESS,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_COLOR_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_COLOR_MIX,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_H_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_S_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_V_VAR,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_ROOTS_COLOR_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_ROOTS_COLOR_MIX,0.1)
    bc.SetBool(c4d.HAIRMATERIAL_COLOR_HAIR_TIPS_LINK,True)
    bc.SetInt32(c4d.HAIRMATERIAL_TIPS_COLOR_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_TIPS_COLOR_MIX,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_MUTANT_LEVEL,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_MUTANT_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_MUTANT_MIX,0.1)
    bc.SetBool(c4d.HAIRMATERIAL_COLOR_SURFACE,True)
    bc.SetBool(c4d.HAIRMATERIAL_COLOR_SURFACE_COLOR,True)
    bc.SetBool(c4d.HAIRMATERIAL_COLOR_SURFACE_ILLUMINATION,True)
    bc.SetBool(c4d.HAIRMATERIAL_COLOR_SURFACE_SHADOW,True)
    bc.SetInt32(c4d.HAIRMATERIAL_SURFACE_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_SURFACE_MIX,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_BACK_FRONT_COLOR_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_BACK_FRONT_COLOR_MIX,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_BACK_COLOR_BRIGHTNESS,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_BACK_COLOR_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_BACK_COLOR_MIX,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_BACK_H_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_BACK_S_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_BACK_V_VAR,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_ROOTS_BACK_COLOR_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_ROOTS_BACK_COLOR_MIX,0.1)
    bc.SetBool(c4d.HAIRMATERIAL_BACK_COLOR_HAIR_TIPS_LINK,True)
    bc.SetInt32(c4d.HAIRMATERIAL_TIPS_BACK_COLOR_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_TIPS_BACK_COLOR_MIX,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_BACK_MUTANT_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_BACK_MUTANT_MIX,0.1)
    bc.SetBool(c4d.HAIRMATERIAL_BACK_COLOR_SURFACE,True)
    bc.SetBool(c4d.HAIRMATERIAL_BACK_COLOR_SURFACE_COLOR,True)
    bc.SetBool(c4d.HAIRMATERIAL_BACK_COLOR_SURFACE_ILLUMINATION,True)
    bc.SetBool(c4d.HAIRMATERIAL_BACK_COLOR_SURFACE_SHADOW,True)
    bc.SetInt32(c4d.HAIRMATERIAL_BACK_SURFACE_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_BACK_SURFACE_MIX,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_SPECULAR_STRENGTH,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_SPECULAR_POWER,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_LIGHTING_SPECULAR_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_SPECULAR_MIX,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_ISPECULAR_STRENGTH,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_ISPECULAR_POWER,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_LIGHTING_ISPECULAR_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_ISPECULAR_MIX,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_SPECULAR_BACK,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_TRANSPARENCY,0.1)
    bc.SetBool(c4d.HAIRMATERIAL_LIGHTING_TRANSPARENCY_INVERT,True)
    bc.SetInt32(c4d.HAIRMATERIAL_LIGHTING_TRANSPARENCY_BLEND,c4d.HAIRMATERIAL_BLENDMODE_AVERAGE)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_TRANSPARENCY_MIX,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_THICKNESS_ROOT,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_THICKNESS_TIP,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_THICKNESS_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LENGTH,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LENGTH_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LENGTH_AMOUNT,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_SCALE,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_SCALE_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_SCALE_AMOUNT,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_FRIZZ,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_FRIZZ_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_FRIZZ_SCALE_X,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_FRIZZ_SCALE_Y,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_FRIZZ_AMOUNT,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_KINK,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_KINK_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_KINK_SCALE_X,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_KINK_SCALE_Y,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_KINK_AMOUNT,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_DENSITY,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_DENSITY_LEVELS,1)
    bc.SetFloat(c4d.HAIRMATERIAL_CLUMP_NUMBER,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_CLUMP,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_CLUMP_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_CLUMP_RADIUS,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_CLUMP_RADIUS_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_CLUMP_TWIST,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_CLUMP_TWIST_VAR,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_CLUMP_MAX,1)
    bc.SetBool(c4d.HAIRMATERIAL_CLUMP_INC_ROOTS,True)
    bc.SetBool(c4d.HAIRMATERIAL_CLUMP_RETAIN_LENGTH,True)
    bc.SetFloat(c4d.HAIRMATERIAL_TIGHTEN,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_TIGHTEN_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_TIGHTEN_AMOUNT,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_DISPLACE_DIRECTION,c4d.HAIRMATERIAL_DISPLACE_DIRECTION_WORLD)
    bc.SetBool(c4d.HAIRMATERIAL_DISPLACE_RELATIVE,True)
    bc.SetFloat(c4d.HAIRMATERIAL_DISPLACE_ABS,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_DISPLACE_ABS_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_DISPLACE,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_DISPLACE_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_DISPLACE_AMOUNT,0.1)
    bc.SetBool(c4d.HAIRMATERIAL_DISPLACE_ROOT,True)
    bc.SetBool(c4d.HAIRMATERIAL_DISPLACE_ADDITIVE,True)
    bc.SetBool(c4d.HAIRMATERIAL_DISPLACE_SCALE_SEGMENTS,True)
    bc.SetFloat(c4d.HAIRMATERIAL_BEND,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_BEND_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_BEND_AMOUNT,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_BEND_DIRECTION,c4d.HAIRMATERIAL_BEND_DIRECTION_WORLD)
    bc.SetFloat(c4d.HAIRMATERIAL_BEND_DN_VAR,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_BEND_DIRECTION_AXIS,c4d.HAIRMATERIAL_BEND_DIRECTION_AXIS_X)
    bc.SetBool(c4d.HAIRMATERIAL_BEND_ROOT,True)
    bc.SetFloat(c4d.HAIRMATERIAL_CURL,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_CURL_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_CURL_AMOUNT,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_CURL_DIRECTION,c4d.HAIRMATERIAL_CURL_DIRECTION_WORLD)
    bc.SetFloat(c4d.HAIRMATERIAL_CURL_DN_VAR,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_CURL_DIRECTION_AXIS,c4d.HAIRMATERIAL_CURL_DIRECTION_AXIS_X)
    bc.SetInt32(c4d.HAIRMATERIAL_TWIST_AROUND,c4d.HAIRMATERIAL_TWIST_AROUND_NORMAL)
    bc.SetBool(c4d.HAIRMATERIAL_TWIST_KEEP_LENGTH,True)
    bc.SetFloat(c4d.HAIRMATERIAL_TWIST,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_TWIST_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_TWIST_AMOUNT,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_WAVE,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_WAVE_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_WAVE_X,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_WAVE_Y,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_WAVE_AMOUNT,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_WAVE_PHASE_X,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_WAVE_PHASE_Y,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_WAVE_FREQ_X,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_WAVE_FREQ_Y,0.1)
    bc.SetInt32(c4d.HAIRMATERIAL_STRAIGHTEN_TOWARDS,c4d.HAIRMATERIAL_STRAIGHTEN_TOWARDS_ROOT)
    bc.SetFloat(c4d.HAIRMATERIAL_STRAIGHTEN_AMOUNT,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_STRAIGHTEN_STRENGTH,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_STRAIGHTEN_STRENGTH_VAR,0.1)
    bc.SetBool(c4d.HAIRMATERIAL_MATERIAL_GLOBALILLUM_RECEIVE,True)
    bc.SetFloat(c4d.HAIRMATERIAL_MATERIAL_GLOBALILLUM_RECEIVE_STRENGTH,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_DIFFUSE_STRENGTH,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_ROUGHNESS,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_ROUGHNESS_VAR,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_REFLECT,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_TRANSMIT,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_SHADOWDENSITY,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_SHADOW,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_SELF_SHADOW,0.1)
    bc.SetFloat(c4d.HAIRMATERIAL_LIGHTING_BACK_SHADOW,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../hair/description/mhairmaterial.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseMaterial *pMaterial = BaseMaterial::Alloc(Mhairmaterial);  
    
    //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(HAIRMATERIAL_USE_COLOR),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_BACK_COLOR),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_LIGHTING),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_TRANSPARENCY),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_THICKNESS),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_LENGTH),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_SCALE),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_FRIZZ),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_KINK),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_DENSITY),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_CLUMP),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_TIGHTEN),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_DISPLACE),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_BEND),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_CURL),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_TWIST),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_WAVE),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_USE_STRAIGHTEN),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_PAGE_ASSIGNMENT),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_MATERIAL_PAGE_ILLUMINATION),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_COLOR_BRIGHTNESS),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_COLOR_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_COLOR_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_H_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_S_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_V_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_ROOTS_COLOR_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_ROOTS_COLOR_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_COLOR_HAIR_TIPS_LINK),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TIPS_COLOR_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TIPS_COLOR_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_MUTANT_LEVEL),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_MUTANT_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_MUTANT_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_COLOR_SURFACE),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_COLOR_SURFACE_COLOR),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_COLOR_SURFACE_ILLUMINATION),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_COLOR_SURFACE_SHADOW),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_SURFACE_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_SURFACE_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_FRONT_COLOR_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_FRONT_COLOR_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_COLOR_BRIGHTNESS),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_COLOR_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_COLOR_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_H_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_S_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_V_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_ROOTS_BACK_COLOR_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_ROOTS_BACK_COLOR_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_COLOR_HAIR_TIPS_LINK),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TIPS_BACK_COLOR_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TIPS_BACK_COLOR_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_MUTANT_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_MUTANT_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_COLOR_SURFACE),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_COLOR_SURFACE_COLOR),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_COLOR_SURFACE_ILLUMINATION),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_COLOR_SURFACE_SHADOW),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_SURFACE_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BACK_SURFACE_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_SPECULAR_STRENGTH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_SPECULAR_POWER),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_SPECULAR_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_SPECULAR_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_ISPECULAR_STRENGTH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_ISPECULAR_POWER),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_ISPECULAR_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_ISPECULAR_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_SPECULAR_BACK),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_TRANSPARENCY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_TRANSPARENCY_INVERT),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_TRANSPARENCY_BLEND),GeData(HAIRMATERIAL_BLENDMODE_AVERAGE),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_TRANSPARENCY_MIX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_THICKNESS_ROOT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_THICKNESS_TIP),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_THICKNESS_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LENGTH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LENGTH_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LENGTH_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_SCALE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_SCALE_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_SCALE_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_FRIZZ),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_FRIZZ_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_FRIZZ_SCALE_X),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_FRIZZ_SCALE_Y),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_FRIZZ_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_KINK),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_KINK_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_KINK_SCALE_X),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_KINK_SCALE_Y),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_KINK_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DENSITY_LEVELS),GeData(1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CLUMP_NUMBER),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CLUMP),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CLUMP_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CLUMP_RADIUS),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CLUMP_RADIUS_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CLUMP_TWIST),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CLUMP_TWIST_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CLUMP_MAX),GeData(1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CLUMP_INC_ROOTS),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CLUMP_RETAIN_LENGTH),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TIGHTEN),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TIGHTEN_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TIGHTEN_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DISPLACE_DIRECTION),GeData(HAIRMATERIAL_DISPLACE_DIRECTION_WORLD),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DISPLACE_RELATIVE),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DISPLACE_ABS),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DISPLACE_ABS_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DISPLACE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DISPLACE_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DISPLACE_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DISPLACE_ROOT),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DISPLACE_ADDITIVE),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_DISPLACE_SCALE_SEGMENTS),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BEND),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BEND_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BEND_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BEND_DIRECTION),GeData(HAIRMATERIAL_BEND_DIRECTION_WORLD),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BEND_DN_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BEND_DIRECTION_AXIS),GeData(HAIRMATERIAL_BEND_DIRECTION_AXIS_X),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_BEND_ROOT),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CURL),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CURL_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CURL_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CURL_DIRECTION),GeData(HAIRMATERIAL_CURL_DIRECTION_WORLD),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CURL_DN_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_CURL_DIRECTION_AXIS),GeData(HAIRMATERIAL_CURL_DIRECTION_AXIS_X),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TWIST_AROUND),GeData(HAIRMATERIAL_TWIST_AROUND_NORMAL),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TWIST_KEEP_LENGTH),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TWIST),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TWIST_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_TWIST_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_WAVE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_WAVE_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_WAVE_X),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_WAVE_Y),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_WAVE_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_WAVE_PHASE_X),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_WAVE_PHASE_Y),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_WAVE_FREQ_X),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_WAVE_FREQ_Y),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_STRAIGHTEN_TOWARDS),GeData(HAIRMATERIAL_STRAIGHTEN_TOWARDS_ROOT),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_STRAIGHTEN_AMOUNT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_STRAIGHTEN_STRENGTH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_STRAIGHTEN_STRENGTH_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_MATERIAL_GLOBALILLUM_RECEIVE),GeData(true),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_MATERIAL_GLOBALILLUM_RECEIVE_STRENGTH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_DIFFUSE_STRENGTH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_ROUGHNESS),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_ROUGHNESS_VAR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_REFLECT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_TRANSMIT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_SHADOWDENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_SHADOW),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_SELF_SHADOW),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(HAIRMATERIAL_LIGHTING_BACK_SHADOW),GeData(0.1),flags);
    pMaterial->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pMaterial->GetDataInstance();
    bc->SetBool(HAIRMATERIAL_USE_COLOR,true);
    bc->SetBool(HAIRMATERIAL_USE_BACK_COLOR,true);
    bc->SetBool(HAIRMATERIAL_USE_LIGHTING,true);
    bc->SetBool(HAIRMATERIAL_USE_TRANSPARENCY,true);
    bc->SetBool(HAIRMATERIAL_USE_THICKNESS,true);
    bc->SetBool(HAIRMATERIAL_USE_LENGTH,true);
    bc->SetBool(HAIRMATERIAL_USE_SCALE,true);
    bc->SetBool(HAIRMATERIAL_USE_FRIZZ,true);
    bc->SetBool(HAIRMATERIAL_USE_KINK,true);
    bc->SetBool(HAIRMATERIAL_USE_DENSITY,true);
    bc->SetBool(HAIRMATERIAL_USE_CLUMP,true);
    bc->SetBool(HAIRMATERIAL_USE_TIGHTEN,true);
    bc->SetBool(HAIRMATERIAL_USE_DISPLACE,true);
    bc->SetBool(HAIRMATERIAL_USE_BEND,true);
    bc->SetBool(HAIRMATERIAL_USE_CURL,true);
    bc->SetBool(HAIRMATERIAL_USE_TWIST,true);
    bc->SetBool(HAIRMATERIAL_USE_WAVE,true);
    bc->SetBool(HAIRMATERIAL_USE_STRAIGHTEN,true);
    bc->SetBool(HAIRMATERIAL_PAGE_ASSIGNMENT,true);
    bc->SetBool(HAIRMATERIAL_MATERIAL_PAGE_ILLUMINATION,true);
    bc->SetFloat(HAIRMATERIAL_COLOR_BRIGHTNESS,0.1);
    bc->SetInt32(HAIRMATERIAL_COLOR_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_COLOR_MIX,0.1);
    bc->SetFloat(HAIRMATERIAL_H_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_S_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_V_VAR,0.1);
    bc->SetInt32(HAIRMATERIAL_ROOTS_COLOR_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_ROOTS_COLOR_MIX,0.1);
    bc->SetBool(HAIRMATERIAL_COLOR_HAIR_TIPS_LINK,true);
    bc->SetInt32(HAIRMATERIAL_TIPS_COLOR_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_TIPS_COLOR_MIX,0.1);
    bc->SetFloat(HAIRMATERIAL_MUTANT_LEVEL,0.1);
    bc->SetInt32(HAIRMATERIAL_MUTANT_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_MUTANT_MIX,0.1);
    bc->SetBool(HAIRMATERIAL_COLOR_SURFACE,true);
    bc->SetBool(HAIRMATERIAL_COLOR_SURFACE_COLOR,true);
    bc->SetBool(HAIRMATERIAL_COLOR_SURFACE_ILLUMINATION,true);
    bc->SetBool(HAIRMATERIAL_COLOR_SURFACE_SHADOW,true);
    bc->SetInt32(HAIRMATERIAL_SURFACE_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_SURFACE_MIX,0.1);
    bc->SetInt32(HAIRMATERIAL_BACK_FRONT_COLOR_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_BACK_FRONT_COLOR_MIX,0.1);
    bc->SetFloat(HAIRMATERIAL_BACK_COLOR_BRIGHTNESS,0.1);
    bc->SetInt32(HAIRMATERIAL_BACK_COLOR_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_BACK_COLOR_MIX,0.1);
    bc->SetFloat(HAIRMATERIAL_BACK_H_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_BACK_S_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_BACK_V_VAR,0.1);
    bc->SetInt32(HAIRMATERIAL_ROOTS_BACK_COLOR_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_ROOTS_BACK_COLOR_MIX,0.1);
    bc->SetBool(HAIRMATERIAL_BACK_COLOR_HAIR_TIPS_LINK,true);
    bc->SetInt32(HAIRMATERIAL_TIPS_BACK_COLOR_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_TIPS_BACK_COLOR_MIX,0.1);
    bc->SetInt32(HAIRMATERIAL_BACK_MUTANT_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_BACK_MUTANT_MIX,0.1);
    bc->SetBool(HAIRMATERIAL_BACK_COLOR_SURFACE,true);
    bc->SetBool(HAIRMATERIAL_BACK_COLOR_SURFACE_COLOR,true);
    bc->SetBool(HAIRMATERIAL_BACK_COLOR_SURFACE_ILLUMINATION,true);
    bc->SetBool(HAIRMATERIAL_BACK_COLOR_SURFACE_SHADOW,true);
    bc->SetInt32(HAIRMATERIAL_BACK_SURFACE_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_BACK_SURFACE_MIX,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_SPECULAR_STRENGTH,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_SPECULAR_POWER,0.1);
    bc->SetInt32(HAIRMATERIAL_LIGHTING_SPECULAR_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_SPECULAR_MIX,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_ISPECULAR_STRENGTH,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_ISPECULAR_POWER,0.1);
    bc->SetInt32(HAIRMATERIAL_LIGHTING_ISPECULAR_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_ISPECULAR_MIX,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_SPECULAR_BACK,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_TRANSPARENCY,0.1);
    bc->SetBool(HAIRMATERIAL_LIGHTING_TRANSPARENCY_INVERT,true);
    bc->SetInt32(HAIRMATERIAL_LIGHTING_TRANSPARENCY_BLEND,HAIRMATERIAL_BLENDMODE_AVERAGE);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_TRANSPARENCY_MIX,0.1);
    bc->SetFloat(HAIRMATERIAL_THICKNESS_ROOT,0.1);
    bc->SetFloat(HAIRMATERIAL_THICKNESS_TIP,0.1);
    bc->SetFloat(HAIRMATERIAL_THICKNESS_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_LENGTH,0.1);
    bc->SetFloat(HAIRMATERIAL_LENGTH_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_LENGTH_AMOUNT,0.1);
    bc->SetFloat(HAIRMATERIAL_SCALE,0.1);
    bc->SetFloat(HAIRMATERIAL_SCALE_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_SCALE_AMOUNT,0.1);
    bc->SetFloat(HAIRMATERIAL_FRIZZ,0.1);
    bc->SetFloat(HAIRMATERIAL_FRIZZ_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_FRIZZ_SCALE_X,0.1);
    bc->SetFloat(HAIRMATERIAL_FRIZZ_SCALE_Y,0.1);
    bc->SetFloat(HAIRMATERIAL_FRIZZ_AMOUNT,0.1);
    bc->SetFloat(HAIRMATERIAL_KINK,0.1);
    bc->SetFloat(HAIRMATERIAL_KINK_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_KINK_SCALE_X,0.1);
    bc->SetFloat(HAIRMATERIAL_KINK_SCALE_Y,0.1);
    bc->SetFloat(HAIRMATERIAL_KINK_AMOUNT,0.1);
    bc->SetFloat(HAIRMATERIAL_DENSITY,0.1);
    bc->SetInt32(HAIRMATERIAL_DENSITY_LEVELS,1);
    bc->SetFloat(HAIRMATERIAL_CLUMP_NUMBER,0.1);
    bc->SetFloat(HAIRMATERIAL_CLUMP,0.1);
    bc->SetFloat(HAIRMATERIAL_CLUMP_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_CLUMP_RADIUS,0.1);
    bc->SetFloat(HAIRMATERIAL_CLUMP_RADIUS_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_CLUMP_TWIST,0.1);
    bc->SetFloat(HAIRMATERIAL_CLUMP_TWIST_VAR,0.1);
    bc->SetInt32(HAIRMATERIAL_CLUMP_MAX,1);
    bc->SetBool(HAIRMATERIAL_CLUMP_INC_ROOTS,true);
    bc->SetBool(HAIRMATERIAL_CLUMP_RETAIN_LENGTH,true);
    bc->SetFloat(HAIRMATERIAL_TIGHTEN,0.1);
    bc->SetFloat(HAIRMATERIAL_TIGHTEN_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_TIGHTEN_AMOUNT,0.1);
    bc->SetInt32(HAIRMATERIAL_DISPLACE_DIRECTION,HAIRMATERIAL_DISPLACE_DIRECTION_WORLD);
    bc->SetBool(HAIRMATERIAL_DISPLACE_RELATIVE,true);
    bc->SetFloat(HAIRMATERIAL_DISPLACE_ABS,0.1);
    bc->SetFloat(HAIRMATERIAL_DISPLACE_ABS_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_DISPLACE,0.1);
    bc->SetFloat(HAIRMATERIAL_DISPLACE_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_DISPLACE_AMOUNT,0.1);
    bc->SetBool(HAIRMATERIAL_DISPLACE_ROOT,true);
    bc->SetBool(HAIRMATERIAL_DISPLACE_ADDITIVE,true);
    bc->SetBool(HAIRMATERIAL_DISPLACE_SCALE_SEGMENTS,true);
    bc->SetFloat(HAIRMATERIAL_BEND,0.1);
    bc->SetFloat(HAIRMATERIAL_BEND_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_BEND_AMOUNT,0.1);
    bc->SetInt32(HAIRMATERIAL_BEND_DIRECTION,HAIRMATERIAL_BEND_DIRECTION_WORLD);
    bc->SetFloat(HAIRMATERIAL_BEND_DN_VAR,0.1);
    bc->SetInt32(HAIRMATERIAL_BEND_DIRECTION_AXIS,HAIRMATERIAL_BEND_DIRECTION_AXIS_X);
    bc->SetBool(HAIRMATERIAL_BEND_ROOT,true);
    bc->SetFloat(HAIRMATERIAL_CURL,0.1);
    bc->SetFloat(HAIRMATERIAL_CURL_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_CURL_AMOUNT,0.1);
    bc->SetInt32(HAIRMATERIAL_CURL_DIRECTION,HAIRMATERIAL_CURL_DIRECTION_WORLD);
    bc->SetFloat(HAIRMATERIAL_CURL_DN_VAR,0.1);
    bc->SetInt32(HAIRMATERIAL_CURL_DIRECTION_AXIS,HAIRMATERIAL_CURL_DIRECTION_AXIS_X);
    bc->SetInt32(HAIRMATERIAL_TWIST_AROUND,HAIRMATERIAL_TWIST_AROUND_NORMAL);
    bc->SetBool(HAIRMATERIAL_TWIST_KEEP_LENGTH,true);
    bc->SetFloat(HAIRMATERIAL_TWIST,0.1);
    bc->SetFloat(HAIRMATERIAL_TWIST_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_TWIST_AMOUNT,0.1);
    bc->SetFloat(HAIRMATERIAL_WAVE,0.1);
    bc->SetFloat(HAIRMATERIAL_WAVE_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_WAVE_X,0.1);
    bc->SetFloat(HAIRMATERIAL_WAVE_Y,0.1);
    bc->SetFloat(HAIRMATERIAL_WAVE_AMOUNT,0.1);
    bc->SetFloat(HAIRMATERIAL_WAVE_PHASE_X,0.1);
    bc->SetFloat(HAIRMATERIAL_WAVE_PHASE_Y,0.1);
    bc->SetFloat(HAIRMATERIAL_WAVE_FREQ_X,0.1);
    bc->SetFloat(HAIRMATERIAL_WAVE_FREQ_Y,0.1);
    bc->SetInt32(HAIRMATERIAL_STRAIGHTEN_TOWARDS,HAIRMATERIAL_STRAIGHTEN_TOWARDS_ROOT);
    bc->SetFloat(HAIRMATERIAL_STRAIGHTEN_AMOUNT,0.1);
    bc->SetFloat(HAIRMATERIAL_STRAIGHTEN_STRENGTH,0.1);
    bc->SetFloat(HAIRMATERIAL_STRAIGHTEN_STRENGTH_VAR,0.1);
    bc->SetBool(HAIRMATERIAL_MATERIAL_GLOBALILLUM_RECEIVE,true);
    bc->SetFloat(HAIRMATERIAL_MATERIAL_GLOBALILLUM_RECEIVE_STRENGTH,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_DIFFUSE_STRENGTH,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_ROUGHNESS,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_ROUGHNESS_VAR,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_REFLECT,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_TRANSMIT,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_SHADOWDENSITY,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_SHADOW,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_SELF_SHADOW,0.1);
    bc->SetFloat(HAIRMATERIAL_LIGHTING_BACK_SHADOW,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"
HAIRMATERIAL_COLOR_GRADIENT
GeData data; pMaterial->GetParameter(DescID(HAIRMATERIAL_COLOR_GRADIENT),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(HAIRMATERIAL_COLOR_GRADIENT),data,DESCFLAGS_SET_PARAM_SET));
HAIRMATERIAL_BACK_COLOR_GRADIENT
pMaterial->GetParameter(DescID(HAIRMATERIAL_BACK_COLOR_GRADIENT),data,DESCFLAGS_GET_PARAM_GET));
HAIRMATERIAL_LIGHTING_TRANSPARENCY_GRADIENT
pMaterial->GetParameter(DescID(HAIRMATERIAL_LIGHTING_TRANSPARENCY_GRADIENT),data,DESCFLAGS_GET_PARAM_GET));