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 Olight

Olight

Attributes

  • ENGLISH NAME : LightObject
  • NAME : Olight
  • INCLUDE : Obase
  • PATH : c4dplugin/description/olight.res
  • PLUGIN : c4dplugin
  • MAXON online help (may not exist): OLIGHT

Elements

ID UI Name Type Parameters Cycle
LIGHT_COLOR Color COLOR
OPEN
PARENTCOLLAPSE
LIGHT_TEMPERATURE UseTemperature BOOL PARENTCOLLAPSE
LIGHT_TEMPERATURE_MAIN ColorTemperature REAL
MIN 1000.0
MAX 10000.0
MINSLIDER 1000.0
MAXSLIDER 10000.0
CUSTOMGUI REALSLIDER
PARENTCOLLAPSE LIGHT_COLOR
LIGHT_BRIGHTNESS Intensity REAL
UNIT PERCENT
MIN -10000000.0
MAX 10000000.0
MINSLIDER 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
LIGHT_TYPE Type LONG  
LIGHT_TYPE_OMNI Omni
5102
LIGHT_TYPE_SPOT Spot
300000146
LIGHT_TYPE_DISTANT Infinite
300000148
LIGHT_TYPE_AREA Area
300000150
-1
LIGHT_TYPE_SPOTRECT SquareSpot
LIGHT_TYPE_PARALLEL Parallel
LIGHT_TYPE_PARSPOT ParallelSpot
LIGHT_TYPE_PARSPOTRECT SquareParallelSpot
-1
LIGHT_TYPE_PHOTOMETRIC IES
300000265
LIGHT_SHADOWTYPE Shadow LONG  
LIGHT_SHADOWTYPE_NONE None
LIGHT_SHADOWTYPE_SOFT ShadowMaps(Soft)
LIGHT_SHADOWTYPE_HARD Raytraced(Hard)
LIGHT_SHADOWTYPE_AREA Area
LIGHT_VLTYPE VisibleLight LONG  
LIGHT_VLTYPE_NONE None
LIGHT_VLTYPE_VISIBLE Visible
LIGHT_VLTYPE_VOLUMETRIC Volumetric
LIGHT_VLTYPE_INVERSEVOLUMETRIC InverseVolumetric
LIGHT_NOLIGHTRADIATION NoIllumination BOOL  
LIGHT_SHOWILLUMINATION ShowIllumination BOOL  
LIGHT_DETAILS_AMBIENT AmbientIllumination BOOL  
LIGHT_SHOWVISIBLELIGHT ShowVisibleLight BOOL  
LIGHT_DETAILS_DIFFUSE Diffuse BOOL  
LIGHT_SHOWCLIPPING ShowClipping BOOL  
LIGHT_DETAILS_SPECULAR Specular BOOL  
LIGHT_DETAILS_SEPARATEPASS SeparatePass BOOL  
LIGHT_DETAILS_GI GIIllumination BOOL  
LIGHT_AFX ExporttoCompositing BOOL ANIM
LIGHT_DETAILS_INNERCONE UseInnerValue BOOL  
LIGHT_DETAILS_INNERANGLE InnerAngle REAL
HIDDEN
UNIT DEGREE
MIN 0.0
MAX 175.0
LIGHT_DETAILS_INNERRADIUS InnerRadius REAL
HIDDEN
UNIT METER
MIN 0.0
LIGHT_DETAILS_OUTERANGLE OuterAngle REAL
HIDDEN
UNIT DEGREE
MIN 0.0
MAX 175.0
LIGHT_DETAILS_OUTERRADIUS OuterRadius REAL
HIDDEN
UNIT METER
MIN 0.0
LIGHT_DETAILS_ASPECTRATIO AspectRatio REAL
MIN 0.01
MAX 100.0
STEP 0.01
LIGHT_DETAILS_CONTRAST Contrast REAL
UNIT PERCENT
MIN -1000.0
MAX 1000.0
LIGHT_DETAILS_SHADOWCASTER ShadowCaster BOOL  
LIGHT_AREADETAILS_SHAPE AreaShape LONG  
LIGHT_AREADETAILS_SHAPE_DISC Disc
LIGHT_AREADETAILS_SHAPE_RECTANGLE Rectangle
LIGHT_AREADETAILS_SHAPE_LINE Line
LIGHT_AREADETAILS_SHAPE_SPHERE Sphere
LIGHT_AREADETAILS_SHAPE_CYLINDER Cylinder
LIGHT_AREADETAILS_SHAPE_PCYLINDER Cylinder(Perpendicular)
LIGHT_AREADETAILS_SHAPE_CUBE Cube
LIGHT_AREADETAILS_SHAPE_HEMISPHERE Hemisphere
LIGHT_AREADETAILS_SHAPE_OBJECT Object/Spline
LIGHT_AREADETAILS_OBJECT Object LINK  
LIGHT_AREADETAILS_SIZEX SizeX REAL
UNIT METER
MIN 0.0
FORBID_SCALING
LIGHT_AREADETAILS_SIZEY SizeY REAL
UNIT METER
MIN 0.0
FORBID_SCALING
LIGHT_AREADETAILS_SIZEZ SizeZ REAL
UNIT METER
MIN 0.0
FORBID_SCALING
LIGHT_AREADETAILS_FALLOFF_ANGLE FalloffAngle REAL
UNIT DEGREE
MIN 0.0
MAX 180.0
LIGHT_AREADETAILS_INFINITE_ANGLE InfiniteAngle REAL
UNIT DEGREE
MIN 0.0
MAX 90.0
STEP 0.1
LIGHT_AREADETAILS_SAMPLES Samples LONG
MIN 16
MAX 1000
LIGHT_AREADETAILS_ADDGRAIN AddGrain(Slow) BOOL  
LIGHT_AREADETAILS_SHOWINRENDER ShowinRender BOOL  
LIGHT_AREADETAILS_SHOWASSOLIDINVIEWPORT ShowasSolidinViewport BOOL  
LIGHT_AREADETAILS_SHOWINSPECULAR ShowinSpecular BOOL  
LIGHT_AREADETAILS_SHOWINREFLECTION ShowinReflection BOOL  
LIGHT_AREADETAILS_BRIGHTNESS VisibilityMultiplier REAL
UNIT PERCENT
MIN 0.0
MAX 10000000.0
LIGHT_DETAILS_FALLOFF Falloff LONG  
LIGHT_DETAILS_FALLOFF_NONE None
LIGHT_DETAILS_FALLOFF_INVERSESQUARE InverseSquare(PhysicallyAccurate)
-1
LIGHT_DETAILS_FALLOFF_LINEAR Linear
LIGHT_DETAILS_FALLOFF_STEP Step
LIGHT_DETAILS_FALLOFF_INVERSESQUARE_CLAMPED InverseSquareClamped
LIGHT_DETAILS_INNERDISTANCE FalloffInnerRadius REAL
PARENTID LIGHT_DETAILS_FALLOFF
UNIT METER
MIN 0.0
LIGHT_DETAILS_OUTERDISTANCE FalloffRadius/Decay REAL
PARENTID LIGHT_DETAILS_FALLOFF
UNIT METER
MIN 0.0
LIGHT_DETAILS_COLFALLOFF ColoredEdgeFalloff BOOL  
LIGHT_DETAILS_ONLYZ ZDirectionOnly BOOL  
LIGHT_DETAILS_USEINNERCOLOR UseGradient BOOL  
LIGHT_DETAILS_GRADIENT Color GRADIENT ICC_BASEDOCUMENT
LIGHT_DETAILS_NEARCLIP UseNearClipping BOOL  
LIGHT_DETAILS_NEARFROM NearClippingfrom REAL
UNIT METER
MIN 0.0
LIGHT_DETAILS_NEARTO NearClippingto REAL
UNIT METER
MIN 0.0
LIGHT_DETAILS_FARCLIP UseFarClipping BOOL  
LIGHT_DETAILS_FARFROM FarClippingfrom REAL
UNIT METER
MIN 0.0
LIGHT_DETAILS_FARTO FarClippingto REAL
UNIT METER
MIN 0.0
LIGHT_VISIBILITY_USEFALLOFF VLUseFalloff BOOL  
LIGHT_VISIBILITY_FALLOFF VLFalloff REAL
PARENTID LIGHT_VISIBILITY_USEFALLOFF
UNIT PERCENT
MIN 0.0
MAX 100.0
LIGHT_VISIBILITY_USEEDGEFALLOFF VLUseEdgeFalloff BOOL  
LIGHT_VISIBILITY_EDGEFALLOFF VLEdgeFalloff REAL
PARENTID LIGHT_VISIBILITY_USEEDGEFALLOFF
UNIT PERCENT
MIN 0.0
MAX 100.0
LIGHT_VISIBILITY_COLOREDEDGEFALLOFF VLColoredEdgeFalloff BOOL PARENTID
LIGHT_VISIBILITY_INNERDISTANCE VLInnerDistance REAL
UNIT METER
MIN 0.0
LIGHT_VISIBILITY_OUTERDISTANCE VLOuterDistance REAL
UNIT METER
MIN 0.0
LIGHT_VISIBILITY_OUTERDISTANCEREL VLRelativeScale VECTOR
PARENTID LIGHT_VISIBILITY_OUTERDISTANCE
UNIT PERCENT
MIN 0.0
MAX 10000.0
LIGHT_VISIBILITY_SAMPLEDISTANCE VLSampleDistance REAL
UNIT METER
MIN 0.0
LIGHT_VISIBILITY_BRIGHTNESS VLBrightness REAL
UNIT PERCENT
MIN 0.0
MAX 10000.0
LIGHT_VISIBILITY_DUST VLDust REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
LIGHT_VISIBILITY_DITHERING VLDithering REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
LIGHT_VISIBILITY_CUSTOMCOLORS VLUseGradient BOOL  
LIGHT_VISIBILITY_GRADIENT VLColor GRADIENT ICC_BASEDOCUMENT
LIGHT_VISIBILITY_ADDITIVE VLAdditive BOOL  
LIGHT_VISIBILITY_ADAPTBRIGHTNESS VLAdaptBrightness BOOL  
LIGHT_SHADOWTYPE_VIRTUAL Shadow LONG  
LIGHT_SHADOWTYPE_NONE None
LIGHT_SHADOWTYPE_SOFT ShadowMaps(Soft)
LIGHT_SHADOWTYPE_HARD Raytraced(Hard)
LIGHT_SHADOWTYPE_AREA Area
LIGHT_SHADOW_DENSITY ShadowDensity REAL
UNIT PERCENT
MIN 0.0
MAX 10000.0
LIGHT_SHADOW_COLOR ShadowColor COLOR  
LIGHT_SHADOW_TRANSPARENCY ShadowTransparency BOOL  
LIGHT_SHADOW_CLIPINFLUENCE ShadowClippingInfluence BOOL  
LIGHT_SHADOW_MAPSIZE ShadowMap LONG ANIM
LIGHT_SHADOW_MAPSIZE_250 250x250
LIGHT_SHADOW_MAPSIZE_500 500x500
LIGHT_SHADOW_MAPSIZE_750 750x750
LIGHT_SHADOW_MAPSIZE_1000 1000x1000
LIGHT_SHADOW_MAPSIZE_1250 1250x1250
LIGHT_SHADOW_MAPSIZE_1500 1500x1500
LIGHT_SHADOW_MAPSIZE_1750 1750x1750
LIGHT_SHADOW_MAPSIZE_2000 2000x2000
LIGHT_SHADOW_MAPSIZE_USER Custom
LIGHT_SHADOW_MAPSIZEX ShadowMapSizeX LONG
PARENTID LIGHT_SHADOW_MAPSIZE
MIN 40
MAX 10000
LIGHT_SHADOW_MAPSIZEY ShadowMapSizeY LONG
PARENTID LIGHT_SHADOW_MAPSIZE
MIN 40
MAX 10000
LIGHT_SHADOW_SAMPLERADIUS ShadowSampleRadius LONG
MIN 1
MAX 20
LIGHT_SHADOW_SAMPLEBOOST SamplingRadiusBoost LONG  
LIGHT_SHADOW_SAMPLEBOOST_NONE None
LIGHT_SHADOW_SAMPLEBOOST_2 Low(2x)
LIGHT_SHADOW_SAMPLEBOOST_4 Medium(4x)
LIGHT_SHADOW_SAMPLEBOOST_8 High(8x)
LIGHT_SHADOW_ABSOLUTE ShadowAbsoluteBias BOOL  
LIGHT_SHADOW_RELATIVEBIAS ShadowBias(Rel) REAL
PARENTID LIGHT_SHADOW_ABSOLUTE
UNIT PERCENT
MIN 0.0
MAX 100.0
LIGHT_SHADOW_ABSOLUTEBIAS ShadowBias(Abs) REAL
PARENTID LIGHT_SHADOW_ABSOLUTE
UNIT METER
MIN 0.0
LIGHT_SHADOW_PARALLELWIDTH ShadowParallelWidth REAL UNIT
LIGHT_SHADOW_OUTLINE OutlineShadow BOOL  
LIGHT_SHADOW_HIGHQUALITY HighQuality BOOL  
LIGHT_SHADOW_USECONE ShadowCone BOOL  
LIGHT_SHADOW_CONEANGLE ShadowConeAngle REAL
PARENTID LIGHT_SHADOW_USECONE
UNIT DEGREE
MIN 0.0
MAX 170.0
LIGHT_SHADOW_SOFTCONE ShadowSoftCone BOOL PARENTID
LIGHT_SHADOW_AREAWIDTH AreaShadowWidth REAL UNIT
LIGHT_SHADOW_ACCURACY Accuracy REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
LIGHT_SHADOW_MINSAMPLES MinimumSamples LONG
MIN 2
MAX 10000
LIGHT_SHADOW_MAXSAMPLES MaximumSamples LONG
MIN 2
MAX 10000
LIGHT_PHOTOMETRIC_UNITS PhotometricIntensity BOOL  
LIGHT_PHOTOMETRIC_INTENSITY Intensity REAL
MIN 0.0
MAX 10000000.0
MINSLIDER 0.0
MAXSLIDER 10000.0
CUSTOMGUI REALSLIDER
LIGHT_PHOTOMETRIC_UNIT Units LONG  
LIGHT_PHOTOMETRIC_UNIT_LUMEN Lumen(lm)
LIGHT_PHOTOMETRIC_UNIT_CANDELA Candela(cd)
LIGHT_PHOTOMETRIC_UNIT_LUX Lux(lx)
LIGHT_PHOTOMETRIC_DATA PhotometricData BOOL  
LIGHT_PHOTOMETRIC_FILE Filename FILENAME ANIM
LIGHT_PHOTOMETRIC_SIZE PhotometricSize BOOL  
LIGHT_PHOTOMETRIC_PREVIEW BITMAPBUTTON  
LIGHT_CAUSTIC_ENABLE SurfaceCaustics BOOL  
LIGHT_CAUSTIC_ENERGY SurfaceEnergy REAL
PARENTID LIGHT_CAUSTIC_ENABLE
UNIT PERCENT
MIN 0.0
LIGHT_CAUSTIC_PHOTONS SurfacePhotons LONG
PARENTID LIGHT_CAUSTIC_ENABLE
MIN 10
MAX 10000000
LIGHT_VOLCAUSTIC_ENABLE VolumeCaustics BOOL  
LIGHT_VOLCAUSTIC_ENERGY VolumeEnergy REAL
PARENTID LIGHT_VOLCAUSTIC_ENABLE
UNIT PERCENT
MIN 0.0
LIGHT_VOLCAUSTIC_PHOTONS VolumePhotons LONG
PARENTID LIGHT_VOLCAUSTIC_ENABLE
MIN 10
MAX 2000000
LIGHT_VOLCAUSTIC_FALLOFF CausticsFalloff LONG  
LIGHT_VOLCAUSTIC_FALLOFF_NONE None
LIGHT_VOLCAUSTIC_FALLOFF_LINEAR Linear
LIGHT_VOLCAUSTIC_FALLOFF_INVERSE Inverse
LIGHT_VOLCAUSTIC_FALLOFF_INVERSESQUARE InverseSquare
LIGHT_VOLCAUSTIC_FALLOFF_INVERSECUBIC InverseCubic
LIGHT_VOLCAUSTIC_FALLOFF_STEP Step
LIGHT_VOLCAUSTIC_INNERDISTANCE CausticsInnerDistance REAL
PARENTID LIGHT_VOLCAUSTIC_FALLOFF
UNIT METER
MIN 0.0
LIGHT_VOLCAUSTIC_OUTERDISTANCE CausticsOuterDistance REAL
PARENTID LIGHT_VOLCAUSTIC_FALLOFF
UNIT METER
MIN 0.0
LIGHT_NOISETYPE Noise LONG  
LIGHT_NOISETYPE_NONE None
LIGHT_NOISETYPE_ILLUM Illumination
LIGHT_NOISETYPE_VISIBLE Visibility
LIGHT_NOISETYPE_BOTH Both
LIGHT_NOISE_TYPE NoiseType LONG  
LIGHT_NOISE_TYPE_NOISE Noise
LIGHT_NOISE_TYPE_SOFTTURBULENCE SoftTurbulence
LIGHT_NOISE_HARDTURBULENCE HardTurbulence
LIGHT_NOISE_WAVYTURBULENCE WavyTurbulence
LIGHT_NOISE_OCTAVES NoiseOctaves LONG
MIN 1
MAX 8
LIGHT_NOISE_PREVIEW BITMAPBUTTON  
LIGHT_NOISE_VELOCITY NoiseVelocity REAL
UNIT PERCENT
MIN 0.0
MAX 1000.0
LIGHT_NOISE_BRIGHTNESS NoiseBrightness REAL
UNIT PERCENT
MIN -1000.0
MAX 1000.0
LIGHT_NOISE_CONTRAST NoiseContrast REAL
UNIT PERCENT
MIN -1000.0
MAX 1000.0
LIGHT_NOISE_LOCAL NoiseLocal BOOL  
LIGHT_NOISE_SCALE NoiseVisibilityScale VECTOR
UNIT METER
MIN 0.0
LIGHT_NOISE_SCALEILLUMINATION NoiseIlluminationScale REAL
MIN 0.0
STEP 0.1
LIGHT_NOISE_WIND NoiseWind VECTOR UNIT
LIGHT_NOISE_WINDVELOCITY NoiseWindVelocity REAL
UNIT METER
MIN 0.0
LIGHT_LENSEFFECTS_PREVIEW BITMAPBUTTON  
LIGHT_LENSEFFECTS_LENSGLOW FXGlow LONG  
LIGHT_LENSEFFECTS_LENSGLOW_INACTIVE Inactive
LIGHT_LENSEFFECTS_LENSGLOW_CUSTOM Custom
LIGHT_LENSEFFECTS_LENSGLOW_DEFAULT Default
LIGHT_LENSEFFECTS_LENSGLOW_CINEMAR4 Cinema4DR4
LIGHT_LENSEFFECTS_LENSGLOW_WIDEANGLE Wideangle
LIGHT_LENSEFFECTS_LENSGLOW_ZOOM Zoom
LIGHT_LENSEFFECTS_LENSGLOW_HI8 Hi-8
LIGHT_LENSEFFECTS_LENSGLOW_CAMCORDER Camcorder
LIGHT_LENSEFFECTS_LENSGLOW_SEARCHLIGHT Searchlight
LIGHT_LENSEFFECTS_LENSGLOW_ARTIFACT Artifact
LIGHT_LENSEFFECTS_LENSGLOW_STAR1 Star1
LIGHT_LENSEFFECTS_LENSGLOW_STAR2 Star2
LIGHT_LENSEFFECTS_LENSGLOW_STAR3 Star3
LIGHT_LENSEFFECTS_LENSGLOW_PURPLE Purple
LIGHT_LENSEFFECTS_LENSGLOW_FLASHLIGHT Flashlight
LIGHT_LENSEFFECTS_LENSGLOW_SUN1 Sun1
LIGHT_LENSEFFECTS_LENSGLOW_SUN2 Sun2
LIGHT_LENSEFFECTS_LENSGLOW_GREY Grey
LIGHT_LENSEFFECTS_LENSGLOW_BLUE1 Blue1
LIGHT_LENSEFFECTS_LENSGLOW_BLUE2 Blue2
LIGHT_LENSEFFECTS_LENSGLOW_RED Red
LIGHT_LENSEFFECTS_LENSGLOW_YELLOWGREEN1 Yellow-Green1
LIGHT_LENSEFFECTS_LENSGLOW_YELLOWGREEN2 Yellow-Green2
LIGHT_LENSEFFECTS_LENSGLOW_CANDLE Candle
LIGHT_LENSEFFECTS_GLOWSTRENGTH FXGlowBrightness REAL
PARENTID LIGHT_LENSEFFECTS_LENSGLOW
UNIT PERCENT
MIN 0.0
MAX 1000.0
LIGHT_LENSEFFECTS_GLOWSV FXGlowAspectRatio REAL
PARENTID LIGHT_LENSEFFECTS_LENSGLOW
MIN 0.1
MAX 10.0
STEP 0.01
LIGHT_LENSEFFECTS_GLOW FXGlowSettings LENSGLOW PARENTID
LIGHT_LENSEFFECTS_LENSREFL FXReflexes LONG  
LIGHT_LENSEFFECTS_LENSREFL_INACTIVE Inactive
LIGHT_LENSEFFECTS_LENSREFL_CUSTOM Custom
LIGHT_LENSEFFECTS_LENSREFL_DEFAULT Default
LIGHT_LENSEFFECTS_LENSREFL_CINEMAR4 Cinema4DR4
LIGHT_LENSEFFECTS_LENSREFL_WIDEANGLE Wideangle
LIGHT_LENSEFFECTS_LENSREFL_ZOOM Zoom
LIGHT_LENSEFFECTS_LENSREFL_HI8 Hi-8
LIGHT_LENSEFFECTS_LENSREFL_CAMCORDER Camcorder
LIGHT_LENSEFFECTS_LENSREFL_SEARCHLIGHT Searchlight
LIGHT_LENSEFFECTS_LENSREFL_ARTIFACT Artifact
LIGHT_LENSEFFECTS_LENSREFL_STAR1 Star1
LIGHT_LENSEFFECTS_LENSREFL_STAR2 Star2
LIGHT_LENSEFFECTS_LENSREFL_STAR3 Star3
LIGHT_LENSEFFECTS_LENSREFL_PURPLE Purple
LIGHT_LENSEFFECTS_LENSREFL_FLASHLIGHT1 Flashlight1
LIGHT_LENSEFFECTS_LENSREFL_FLASHLIGHT2 Flashlight2
LIGHT_LENSEFFECTS_LENSREFL_FLASHLIGHT3 Flashlight3
LIGHT_LENSEFFECTS_REFLSTRENGTH FXReflectionBrightness REAL
PARENTID LIGHT_LENSEFFECTS_LENSREFL
UNIT PERCENT
MIN 0.0
MAX 1000.0
LIGHT_LENSEFFECTS_REFLSV FXReflectionAspectRatio REAL
PARENTID LIGHT_LENSEFFECTS_LENSREFL
MIN 0.1
MAX 10.0
STEP 0.01
LIGHT_LENSEFFECTS_REFL_EDIT Edit... BUTTON PARENTID
LIGHT_LENSEFFECTS_SCALE FXScale REAL
UNIT PERCENT
MIN 0.0
MAX 1000.0
LIGHT_LENSEFFECTS_ROTATION FXRotation REAL UNIT
LIGHT_LENSEFFECTS_REFERENCE FXReferenceSize REAL
UNIT METER
MIN 0.0
LIGHT_LENSEFFECTS_USELIGHTPARAMETER FXUseLightParameters BOOL  
LIGHT_LENSEFFECTS_FADENEARBORDER FXFadeifNearBorder BOOL  
LIGHT_LENSEFFECTS_FADEBEHINDOBJECT FXFadeifBehindObject BOOL  
LIGHT_LENSEFFECTS_FADEAPPROACHINGOBJECT FXFadeifApproachingObject BOOL  
LIGHT_LENSEFFECTS_SCALEGLOW FXGlowDistanceScale BOOL  
LIGHT_LENSEFFECTS_SCALEREFLEXES FXReflexDistanceScale BOOL  
LIGHT_EXCLUSION_MODE Mode LONG  
LIGHT_EXCLUSION_MODE_INCLUDE Include
LIGHT_EXCLUSION_MODE_EXCLUDE Exclude
LIGHT_EXCLUSION_LIST Objects IN_EXCLUDE
SCALE_V
NUM_FLAGS 4
INIT_STATE 15
IMAGE_01_ON 1009314
IMAGE_02_ON 1009313
IMAGE_03_ON 1009315
IMAGE_04_ON 1009316
IMAGE_01_OFF 1009318
IMAGE_02_OFF 1009317
IMAGE_03_OFF 1009319
IMAGE_04_OFF 1009320
LIGHT_PYROCLUSTER_ILLUMINATION PyroClusterIllumination BOOL  
LIGHT_PYROCLUSTER_SHADOW PyroClusterShadowCasting BOOL  

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():
    obj = c4d.BaseObject(c4d.Olight)
    doc.InsertObject(obj)
    c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
    
    #You can set parameters two different ways. 
    #First way              
    obj[c4d.LIGHT_TEMPERATURE] = True
    obj[c4d.LIGHT_TEMPERATURE_MAIN] = 0.1
    obj[c4d.LIGHT_BRIGHTNESS] = 0.1
    obj[c4d.LIGHT_TYPE] = c4d.LIGHT_TYPE_OMNI
    obj[c4d.LIGHT_SHADOWTYPE] = c4d.LIGHT_SHADOWTYPE_NONE
    obj[c4d.LIGHT_VLTYPE] = c4d.LIGHT_VLTYPE_NONE
    obj[c4d.LIGHT_NOLIGHTRADIATION] = True
    obj[c4d.LIGHT_SHOWILLUMINATION] = True
    obj[c4d.LIGHT_DETAILS_AMBIENT] = True
    obj[c4d.LIGHT_SHOWVISIBLELIGHT] = True
    obj[c4d.LIGHT_DETAILS_DIFFUSE] = True
    obj[c4d.LIGHT_SHOWCLIPPING] = True
    obj[c4d.LIGHT_DETAILS_SPECULAR] = True
    obj[c4d.LIGHT_DETAILS_SEPARATEPASS] = True
    obj[c4d.LIGHT_DETAILS_GI] = True
    obj[c4d.LIGHT_AFX] = True
    obj[c4d.LIGHT_DETAILS_INNERCONE] = True
    obj[c4d.LIGHT_DETAILS_INNERANGLE] = 0.1
    obj[c4d.LIGHT_DETAILS_INNERRADIUS] = 0.1
    obj[c4d.LIGHT_DETAILS_OUTERANGLE] = 0.1
    obj[c4d.LIGHT_DETAILS_OUTERRADIUS] = 0.1
    obj[c4d.LIGHT_DETAILS_ASPECTRATIO] = 0.1
    obj[c4d.LIGHT_DETAILS_CONTRAST] = 0.1
    obj[c4d.LIGHT_DETAILS_SHADOWCASTER] = True
    obj[c4d.LIGHT_AREADETAILS_SHAPE] = c4d.LIGHT_AREADETAILS_SHAPE_DISC
    obj[c4d.LIGHT_AREADETAILS_SIZEX] = 0.1
    obj[c4d.LIGHT_AREADETAILS_SIZEY] = 0.1
    obj[c4d.LIGHT_AREADETAILS_SIZEZ] = 0.1
    obj[c4d.LIGHT_AREADETAILS_FALLOFF_ANGLE] = 0.1
    obj[c4d.LIGHT_AREADETAILS_INFINITE_ANGLE] = 0.1
    obj[c4d.LIGHT_AREADETAILS_SAMPLES] = 1
    obj[c4d.LIGHT_AREADETAILS_ADDGRAIN] = True
    obj[c4d.LIGHT_AREADETAILS_SHOWINRENDER] = True
    obj[c4d.LIGHT_AREADETAILS_SHOWASSOLIDINVIEWPORT] = True
    obj[c4d.LIGHT_AREADETAILS_SHOWINSPECULAR] = True
    obj[c4d.LIGHT_AREADETAILS_SHOWINREFLECTION] = True
    obj[c4d.LIGHT_AREADETAILS_BRIGHTNESS] = 0.1
    obj[c4d.LIGHT_DETAILS_FALLOFF] = c4d.LIGHT_DETAILS_FALLOFF_NONE
    obj[c4d.LIGHT_DETAILS_INNERDISTANCE] = 0.1
    obj[c4d.LIGHT_DETAILS_OUTERDISTANCE] = 0.1
    obj[c4d.LIGHT_DETAILS_COLFALLOFF] = True
    obj[c4d.LIGHT_DETAILS_ONLYZ] = True
    obj[c4d.LIGHT_DETAILS_USEINNERCOLOR] = True
    obj[c4d.LIGHT_DETAILS_NEARCLIP] = True
    obj[c4d.LIGHT_DETAILS_NEARFROM] = 0.1
    obj[c4d.LIGHT_DETAILS_NEARTO] = 0.1
    obj[c4d.LIGHT_DETAILS_FARCLIP] = True
    obj[c4d.LIGHT_DETAILS_FARFROM] = 0.1
    obj[c4d.LIGHT_DETAILS_FARTO] = 0.1
    obj[c4d.LIGHT_VISIBILITY_USEFALLOFF] = True
    obj[c4d.LIGHT_VISIBILITY_FALLOFF] = 0.1
    obj[c4d.LIGHT_VISIBILITY_USEEDGEFALLOFF] = True
    obj[c4d.LIGHT_VISIBILITY_EDGEFALLOFF] = 0.1
    obj[c4d.LIGHT_VISIBILITY_COLOREDEDGEFALLOFF] = True
    obj[c4d.LIGHT_VISIBILITY_INNERDISTANCE] = 0.1
    obj[c4d.LIGHT_VISIBILITY_OUTERDISTANCE] = 0.1
    obj[c4d.LIGHT_VISIBILITY_OUTERDISTANCEREL] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.LIGHT_VISIBILITY_SAMPLEDISTANCE] = 0.1
    obj[c4d.LIGHT_VISIBILITY_BRIGHTNESS] = 0.1
    obj[c4d.LIGHT_VISIBILITY_DUST] = 0.1
    obj[c4d.LIGHT_VISIBILITY_DITHERING] = 0.1
    obj[c4d.LIGHT_VISIBILITY_CUSTOMCOLORS] = True
    obj[c4d.LIGHT_VISIBILITY_ADDITIVE] = True
    obj[c4d.LIGHT_VISIBILITY_ADAPTBRIGHTNESS] = True
    obj[c4d.LIGHT_SHADOWTYPE_VIRTUAL] = c4d.LIGHT_SHADOWTYPE_NONE
    obj[c4d.LIGHT_SHADOW_DENSITY] = 0.1
    obj[c4d.LIGHT_SHADOW_TRANSPARENCY] = True
    obj[c4d.LIGHT_SHADOW_CLIPINFLUENCE] = True
    obj[c4d.LIGHT_SHADOW_MAPSIZE] = c4d.LIGHT_SHADOW_MAPSIZE_250
    obj[c4d.LIGHT_SHADOW_MAPSIZEX] = 1
    obj[c4d.LIGHT_SHADOW_MAPSIZEY] = 1
    obj[c4d.LIGHT_SHADOW_SAMPLERADIUS] = 1
    obj[c4d.LIGHT_SHADOW_SAMPLEBOOST] = c4d.LIGHT_SHADOW_SAMPLEBOOST_NONE
    obj[c4d.LIGHT_SHADOW_ABSOLUTE] = True
    obj[c4d.LIGHT_SHADOW_RELATIVEBIAS] = 0.1
    obj[c4d.LIGHT_SHADOW_ABSOLUTEBIAS] = 0.1
    obj[c4d.LIGHT_SHADOW_PARALLELWIDTH] = 0.1
    obj[c4d.LIGHT_SHADOW_OUTLINE] = True
    obj[c4d.LIGHT_SHADOW_HIGHQUALITY] = True
    obj[c4d.LIGHT_SHADOW_USECONE] = True
    obj[c4d.LIGHT_SHADOW_CONEANGLE] = 0.1
    obj[c4d.LIGHT_SHADOW_SOFTCONE] = True
    obj[c4d.LIGHT_SHADOW_AREAWIDTH] = 0.1
    obj[c4d.LIGHT_SHADOW_ACCURACY] = 0.1
    obj[c4d.LIGHT_SHADOW_MINSAMPLES] = 1
    obj[c4d.LIGHT_SHADOW_MAXSAMPLES] = 1
    obj[c4d.LIGHT_PHOTOMETRIC_UNITS] = True
    obj[c4d.LIGHT_PHOTOMETRIC_INTENSITY] = 0.1
    obj[c4d.LIGHT_PHOTOMETRIC_UNIT] = c4d.LIGHT_PHOTOMETRIC_UNIT_LUMEN
    obj[c4d.LIGHT_PHOTOMETRIC_DATA] = True
    obj[c4d.LIGHT_PHOTOMETRIC_FILE] = "c:\\SomeFile.txt"
    obj[c4d.LIGHT_PHOTOMETRIC_SIZE] = True
    obj[c4d.LIGHT_CAUSTIC_ENABLE] = True
    obj[c4d.LIGHT_CAUSTIC_ENERGY] = 0.1
    obj[c4d.LIGHT_CAUSTIC_PHOTONS] = 1
    obj[c4d.LIGHT_VOLCAUSTIC_ENABLE] = True
    obj[c4d.LIGHT_VOLCAUSTIC_ENERGY] = 0.1
    obj[c4d.LIGHT_VOLCAUSTIC_PHOTONS] = 1
    obj[c4d.LIGHT_VOLCAUSTIC_FALLOFF] = c4d.LIGHT_VOLCAUSTIC_FALLOFF_NONE
    obj[c4d.LIGHT_VOLCAUSTIC_INNERDISTANCE] = 0.1
    obj[c4d.LIGHT_VOLCAUSTIC_OUTERDISTANCE] = 0.1
    obj[c4d.LIGHT_NOISETYPE] = c4d.LIGHT_NOISETYPE_NONE
    obj[c4d.LIGHT_NOISE_TYPE] = c4d.LIGHT_NOISE_TYPE_NOISE
    obj[c4d.LIGHT_NOISE_OCTAVES] = 1
    obj[c4d.LIGHT_NOISE_VELOCITY] = 0.1
    obj[c4d.LIGHT_NOISE_BRIGHTNESS] = 0.1
    obj[c4d.LIGHT_NOISE_CONTRAST] = 0.1
    obj[c4d.LIGHT_NOISE_LOCAL] = True
    obj[c4d.LIGHT_NOISE_SCALE] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.LIGHT_NOISE_SCALEILLUMINATION] = 0.1
    obj[c4d.LIGHT_NOISE_WIND] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.LIGHT_NOISE_WINDVELOCITY] = 0.1
    obj[c4d.LIGHT_LENSEFFECTS_LENSGLOW] = c4d.LIGHT_LENSEFFECTS_LENSGLOW_INACTIVE
    obj[c4d.LIGHT_LENSEFFECTS_GLOWSTRENGTH] = 0.1
    obj[c4d.LIGHT_LENSEFFECTS_GLOWSV] = 0.1
    obj[c4d.LIGHT_LENSEFFECTS_LENSREFL] = c4d.LIGHT_LENSEFFECTS_LENSREFL_INACTIVE
    obj[c4d.LIGHT_LENSEFFECTS_REFLSTRENGTH] = 0.1
    obj[c4d.LIGHT_LENSEFFECTS_REFLSV] = 0.1
    obj[c4d.LIGHT_LENSEFFECTS_SCALE] = 0.1
    obj[c4d.LIGHT_LENSEFFECTS_ROTATION] = 0.1
    obj[c4d.LIGHT_LENSEFFECTS_REFERENCE] = 0.1
    obj[c4d.LIGHT_LENSEFFECTS_USELIGHTPARAMETER] = True
    obj[c4d.LIGHT_LENSEFFECTS_FADENEARBORDER] = True
    obj[c4d.LIGHT_LENSEFFECTS_FADEBEHINDOBJECT] = True
    obj[c4d.LIGHT_LENSEFFECTS_FADEAPPROACHINGOBJECT] = True
    obj[c4d.LIGHT_LENSEFFECTS_SCALEGLOW] = True
    obj[c4d.LIGHT_LENSEFFECTS_SCALEREFLEXES] = True
    obj[c4d.LIGHT_EXCLUSION_MODE] = c4d.LIGHT_EXCLUSION_MODE_INCLUDE
    obj[c4d.LIGHT_PYROCLUSTER_ILLUMINATION] = True
    obj[c4d.LIGHT_PYROCLUSTER_SHADOW] = True
    
    #Second way, using the base container.
    bc = obj.GetDataInstance()
    bc.SetBool(c4d.LIGHT_TEMPERATURE,True)
    bc.SetFloat(c4d.LIGHT_TEMPERATURE_MAIN,0.1)
    bc.SetFloat(c4d.LIGHT_BRIGHTNESS,0.1)
    bc.SetInt32(c4d.LIGHT_TYPE,c4d.LIGHT_TYPE_OMNI)
    bc.SetInt32(c4d.LIGHT_SHADOWTYPE,c4d.LIGHT_SHADOWTYPE_NONE)
    bc.SetInt32(c4d.LIGHT_VLTYPE,c4d.LIGHT_VLTYPE_NONE)
    bc.SetBool(c4d.LIGHT_NOLIGHTRADIATION,True)
    bc.SetBool(c4d.LIGHT_SHOWILLUMINATION,True)
    bc.SetBool(c4d.LIGHT_DETAILS_AMBIENT,True)
    bc.SetBool(c4d.LIGHT_SHOWVISIBLELIGHT,True)
    bc.SetBool(c4d.LIGHT_DETAILS_DIFFUSE,True)
    bc.SetBool(c4d.LIGHT_SHOWCLIPPING,True)
    bc.SetBool(c4d.LIGHT_DETAILS_SPECULAR,True)
    bc.SetBool(c4d.LIGHT_DETAILS_SEPARATEPASS,True)
    bc.SetBool(c4d.LIGHT_DETAILS_GI,True)
    bc.SetBool(c4d.LIGHT_AFX,True)
    bc.SetBool(c4d.LIGHT_DETAILS_INNERCONE,True)
    bc.SetFloat(c4d.LIGHT_DETAILS_INNERANGLE,0.1)
    bc.SetFloat(c4d.LIGHT_DETAILS_INNERRADIUS,0.1)
    bc.SetFloat(c4d.LIGHT_DETAILS_OUTERANGLE,0.1)
    bc.SetFloat(c4d.LIGHT_DETAILS_OUTERRADIUS,0.1)
    bc.SetFloat(c4d.LIGHT_DETAILS_ASPECTRATIO,0.1)
    bc.SetFloat(c4d.LIGHT_DETAILS_CONTRAST,0.1)
    bc.SetBool(c4d.LIGHT_DETAILS_SHADOWCASTER,True)
    bc.SetInt32(c4d.LIGHT_AREADETAILS_SHAPE,c4d.LIGHT_AREADETAILS_SHAPE_DISC)
    bc.SetFloat(c4d.LIGHT_AREADETAILS_SIZEX,0.1)
    bc.SetFloat(c4d.LIGHT_AREADETAILS_SIZEY,0.1)
    bc.SetFloat(c4d.LIGHT_AREADETAILS_SIZEZ,0.1)
    bc.SetFloat(c4d.LIGHT_AREADETAILS_FALLOFF_ANGLE,0.1)
    bc.SetFloat(c4d.LIGHT_AREADETAILS_INFINITE_ANGLE,0.1)
    bc.SetInt32(c4d.LIGHT_AREADETAILS_SAMPLES,1)
    bc.SetBool(c4d.LIGHT_AREADETAILS_ADDGRAIN,True)
    bc.SetBool(c4d.LIGHT_AREADETAILS_SHOWINRENDER,True)
    bc.SetBool(c4d.LIGHT_AREADETAILS_SHOWASSOLIDINVIEWPORT,True)
    bc.SetBool(c4d.LIGHT_AREADETAILS_SHOWINSPECULAR,True)
    bc.SetBool(c4d.LIGHT_AREADETAILS_SHOWINREFLECTION,True)
    bc.SetFloat(c4d.LIGHT_AREADETAILS_BRIGHTNESS,0.1)
    bc.SetInt32(c4d.LIGHT_DETAILS_FALLOFF,c4d.LIGHT_DETAILS_FALLOFF_NONE)
    bc.SetFloat(c4d.LIGHT_DETAILS_INNERDISTANCE,0.1)
    bc.SetFloat(c4d.LIGHT_DETAILS_OUTERDISTANCE,0.1)
    bc.SetBool(c4d.LIGHT_DETAILS_COLFALLOFF,True)
    bc.SetBool(c4d.LIGHT_DETAILS_ONLYZ,True)
    bc.SetBool(c4d.LIGHT_DETAILS_USEINNERCOLOR,True)
    bc.SetBool(c4d.LIGHT_DETAILS_NEARCLIP,True)
    bc.SetFloat(c4d.LIGHT_DETAILS_NEARFROM,0.1)
    bc.SetFloat(c4d.LIGHT_DETAILS_NEARTO,0.1)
    bc.SetBool(c4d.LIGHT_DETAILS_FARCLIP,True)
    bc.SetFloat(c4d.LIGHT_DETAILS_FARFROM,0.1)
    bc.SetFloat(c4d.LIGHT_DETAILS_FARTO,0.1)
    bc.SetBool(c4d.LIGHT_VISIBILITY_USEFALLOFF,True)
    bc.SetFloat(c4d.LIGHT_VISIBILITY_FALLOFF,0.1)
    bc.SetBool(c4d.LIGHT_VISIBILITY_USEEDGEFALLOFF,True)
    bc.SetFloat(c4d.LIGHT_VISIBILITY_EDGEFALLOFF,0.1)
    bc.SetBool(c4d.LIGHT_VISIBILITY_COLOREDEDGEFALLOFF,True)
    bc.SetFloat(c4d.LIGHT_VISIBILITY_INNERDISTANCE,0.1)
    bc.SetFloat(c4d.LIGHT_VISIBILITY_OUTERDISTANCE,0.1)
    bc.SetVector(c4d.LIGHT_VISIBILITY_OUTERDISTANCEREL, c4d.Vector(1.0,1.0,1.0)
    bc.SetFloat(c4d.LIGHT_VISIBILITY_SAMPLEDISTANCE,0.1)
    bc.SetFloat(c4d.LIGHT_VISIBILITY_BRIGHTNESS,0.1)
    bc.SetFloat(c4d.LIGHT_VISIBILITY_DUST,0.1)
    bc.SetFloat(c4d.LIGHT_VISIBILITY_DITHERING,0.1)
    bc.SetBool(c4d.LIGHT_VISIBILITY_CUSTOMCOLORS,True)
    bc.SetBool(c4d.LIGHT_VISIBILITY_ADDITIVE,True)
    bc.SetBool(c4d.LIGHT_VISIBILITY_ADAPTBRIGHTNESS,True)
    bc.SetInt32(c4d.LIGHT_SHADOWTYPE_VIRTUAL,c4d.LIGHT_SHADOWTYPE_NONE)
    bc.SetFloat(c4d.LIGHT_SHADOW_DENSITY,0.1)
    bc.SetBool(c4d.LIGHT_SHADOW_TRANSPARENCY,True)
    bc.SetBool(c4d.LIGHT_SHADOW_CLIPINFLUENCE,True)
    bc.SetInt32(c4d.LIGHT_SHADOW_MAPSIZE,c4d.LIGHT_SHADOW_MAPSIZE_250)
    bc.SetInt32(c4d.LIGHT_SHADOW_MAPSIZEX,1)
    bc.SetInt32(c4d.LIGHT_SHADOW_MAPSIZEY,1)
    bc.SetInt32(c4d.LIGHT_SHADOW_SAMPLERADIUS,1)
    bc.SetInt32(c4d.LIGHT_SHADOW_SAMPLEBOOST,c4d.LIGHT_SHADOW_SAMPLEBOOST_NONE)
    bc.SetBool(c4d.LIGHT_SHADOW_ABSOLUTE,True)
    bc.SetFloat(c4d.LIGHT_SHADOW_RELATIVEBIAS,0.1)
    bc.SetFloat(c4d.LIGHT_SHADOW_ABSOLUTEBIAS,0.1)
    bc.SetFloat(c4d.LIGHT_SHADOW_PARALLELWIDTH,0.1)
    bc.SetBool(c4d.LIGHT_SHADOW_OUTLINE,True)
    bc.SetBool(c4d.LIGHT_SHADOW_HIGHQUALITY,True)
    bc.SetBool(c4d.LIGHT_SHADOW_USECONE,True)
    bc.SetFloat(c4d.LIGHT_SHADOW_CONEANGLE,0.1)
    bc.SetBool(c4d.LIGHT_SHADOW_SOFTCONE,True)
    bc.SetFloat(c4d.LIGHT_SHADOW_AREAWIDTH,0.1)
    bc.SetFloat(c4d.LIGHT_SHADOW_ACCURACY,0.1)
    bc.SetInt32(c4d.LIGHT_SHADOW_MINSAMPLES,1)
    bc.SetInt32(c4d.LIGHT_SHADOW_MAXSAMPLES,1)
    bc.SetBool(c4d.LIGHT_PHOTOMETRIC_UNITS,True)
    bc.SetFloat(c4d.LIGHT_PHOTOMETRIC_INTENSITY,0.1)
    bc.SetInt32(c4d.LIGHT_PHOTOMETRIC_UNIT,c4d.LIGHT_PHOTOMETRIC_UNIT_LUMEN)
    bc.SetBool(c4d.LIGHT_PHOTOMETRIC_DATA,True)
    bc.SetFileName(c4d.LIGHT_PHOTOMETRIC_FILE,"c:\\SomeFile.txt")
    bc.SetBool(c4d.LIGHT_PHOTOMETRIC_SIZE,True)
    bc.SetBool(c4d.LIGHT_CAUSTIC_ENABLE,True)
    bc.SetFloat(c4d.LIGHT_CAUSTIC_ENERGY,0.1)
    bc.SetInt32(c4d.LIGHT_CAUSTIC_PHOTONS,1)
    bc.SetBool(c4d.LIGHT_VOLCAUSTIC_ENABLE,True)
    bc.SetFloat(c4d.LIGHT_VOLCAUSTIC_ENERGY,0.1)
    bc.SetInt32(c4d.LIGHT_VOLCAUSTIC_PHOTONS,1)
    bc.SetInt32(c4d.LIGHT_VOLCAUSTIC_FALLOFF,c4d.LIGHT_VOLCAUSTIC_FALLOFF_NONE)
    bc.SetFloat(c4d.LIGHT_VOLCAUSTIC_INNERDISTANCE,0.1)
    bc.SetFloat(c4d.LIGHT_VOLCAUSTIC_OUTERDISTANCE,0.1)
    bc.SetInt32(c4d.LIGHT_NOISETYPE,c4d.LIGHT_NOISETYPE_NONE)
    bc.SetInt32(c4d.LIGHT_NOISE_TYPE,c4d.LIGHT_NOISE_TYPE_NOISE)
    bc.SetInt32(c4d.LIGHT_NOISE_OCTAVES,1)
    bc.SetFloat(c4d.LIGHT_NOISE_VELOCITY,0.1)
    bc.SetFloat(c4d.LIGHT_NOISE_BRIGHTNESS,0.1)
    bc.SetFloat(c4d.LIGHT_NOISE_CONTRAST,0.1)
    bc.SetBool(c4d.LIGHT_NOISE_LOCAL,True)
    bc.SetVector(c4d.LIGHT_NOISE_SCALE, c4d.Vector(1.0,1.0,1.0)
    bc.SetFloat(c4d.LIGHT_NOISE_SCALEILLUMINATION,0.1)
    bc.SetVector(c4d.LIGHT_NOISE_WIND, c4d.Vector(1.0,1.0,1.0)
    bc.SetFloat(c4d.LIGHT_NOISE_WINDVELOCITY,0.1)
    bc.SetInt32(c4d.LIGHT_LENSEFFECTS_LENSGLOW,c4d.LIGHT_LENSEFFECTS_LENSGLOW_INACTIVE)
    bc.SetFloat(c4d.LIGHT_LENSEFFECTS_GLOWSTRENGTH,0.1)
    bc.SetFloat(c4d.LIGHT_LENSEFFECTS_GLOWSV,0.1)
    bc.SetInt32(c4d.LIGHT_LENSEFFECTS_LENSREFL,c4d.LIGHT_LENSEFFECTS_LENSREFL_INACTIVE)
    bc.SetFloat(c4d.LIGHT_LENSEFFECTS_REFLSTRENGTH,0.1)
    bc.SetFloat(c4d.LIGHT_LENSEFFECTS_REFLSV,0.1)
    bc.SetFloat(c4d.LIGHT_LENSEFFECTS_SCALE,0.1)
    bc.SetFloat(c4d.LIGHT_LENSEFFECTS_ROTATION,0.1)
    bc.SetFloat(c4d.LIGHT_LENSEFFECTS_REFERENCE,0.1)
    bc.SetBool(c4d.LIGHT_LENSEFFECTS_USELIGHTPARAMETER,True)
    bc.SetBool(c4d.LIGHT_LENSEFFECTS_FADENEARBORDER,True)
    bc.SetBool(c4d.LIGHT_LENSEFFECTS_FADEBEHINDOBJECT,True)
    bc.SetBool(c4d.LIGHT_LENSEFFECTS_FADEAPPROACHINGOBJECT,True)
    bc.SetBool(c4d.LIGHT_LENSEFFECTS_SCALEGLOW,True)
    bc.SetBool(c4d.LIGHT_LENSEFFECTS_SCALEREFLEXES,True)
    bc.SetInt32(c4d.LIGHT_EXCLUSION_MODE,c4d.LIGHT_EXCLUSION_MODE_INCLUDE)
    bc.SetBool(c4d.LIGHT_PYROCLUSTER_ILLUMINATION,True)
    bc.SetBool(c4d.LIGHT_PYROCLUSTER_SHADOW,True)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../c4dplugin/description/olight.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseObject *pObject = BaseObject::Alloc(Olight);
    pDoc->InsertObject(pObject);
    pDoc->StartUndo();
    pDoc->AddUndo(UNDO_NEW,pObject);
    pDoc->EndUndo();
    EventAdd(EVENT_FORCEREDRAW);
    
    //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;
    pObject->SetParameter(DescID(LIGHT_TEMPERATURE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_TEMPERATURE_MAIN),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_BRIGHTNESS),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_TYPE),GeData(LIGHT_TYPE_OMNI),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOWTYPE),GeData(LIGHT_SHADOWTYPE_NONE),flags);
    pObject->SetParameter(DescID(LIGHT_VLTYPE),GeData(LIGHT_VLTYPE_NONE),flags);
    pObject->SetParameter(DescID(LIGHT_NOLIGHTRADIATION),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHOWILLUMINATION),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_AMBIENT),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHOWVISIBLELIGHT),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_DIFFUSE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHOWCLIPPING),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_SPECULAR),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_SEPARATEPASS),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_GI),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_AFX),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_INNERCONE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_INNERANGLE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_INNERRADIUS),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_OUTERANGLE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_OUTERRADIUS),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_ASPECTRATIO),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_CONTRAST),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_SHADOWCASTER),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_SHAPE),GeData(LIGHT_AREADETAILS_SHAPE_DISC),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_SIZEX),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_SIZEY),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_SIZEZ),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_FALLOFF_ANGLE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_INFINITE_ANGLE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_SAMPLES),GeData(1),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_ADDGRAIN),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_SHOWINRENDER),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_SHOWASSOLIDINVIEWPORT),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_SHOWINSPECULAR),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_SHOWINREFLECTION),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_AREADETAILS_BRIGHTNESS),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_FALLOFF),GeData(LIGHT_DETAILS_FALLOFF_NONE),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_INNERDISTANCE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_OUTERDISTANCE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_COLFALLOFF),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_ONLYZ),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_USEINNERCOLOR),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_NEARCLIP),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_NEARFROM),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_NEARTO),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_FARCLIP),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_FARFROM),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_DETAILS_FARTO),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_USEFALLOFF),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_FALLOFF),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_USEEDGEFALLOFF),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_EDGEFALLOFF),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_COLOREDEDGEFALLOFF),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_INNERDISTANCE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_OUTERDISTANCE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_OUTERDISTANCEREL),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_SAMPLEDISTANCE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_BRIGHTNESS),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_DUST),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_DITHERING),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_CUSTOMCOLORS),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_ADDITIVE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_VISIBILITY_ADAPTBRIGHTNESS),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOWTYPE_VIRTUAL),GeData(LIGHT_SHADOWTYPE_NONE),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_DENSITY),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_TRANSPARENCY),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_CLIPINFLUENCE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_MAPSIZE),GeData(LIGHT_SHADOW_MAPSIZE_250),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_MAPSIZEX),GeData(1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_MAPSIZEY),GeData(1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_SAMPLERADIUS),GeData(1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_SAMPLEBOOST),GeData(LIGHT_SHADOW_SAMPLEBOOST_NONE),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_ABSOLUTE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_RELATIVEBIAS),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_ABSOLUTEBIAS),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_PARALLELWIDTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_OUTLINE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_HIGHQUALITY),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_USECONE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_CONEANGLE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_SOFTCONE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_AREAWIDTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_ACCURACY),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_MINSAMPLES),GeData(1),flags);
    pObject->SetParameter(DescID(LIGHT_SHADOW_MAXSAMPLES),GeData(1),flags);
    pObject->SetParameter(DescID(LIGHT_PHOTOMETRIC_UNITS),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_PHOTOMETRIC_INTENSITY),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_PHOTOMETRIC_UNIT),GeData(LIGHT_PHOTOMETRIC_UNIT_LUMEN),flags);
    pObject->SetParameter(DescID(LIGHT_PHOTOMETRIC_DATA),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_PHOTOMETRIC_FILE),GeData(Filename("c:\\SomeFile.txt"),flags);
    pObject->SetParameter(DescID(LIGHT_PHOTOMETRIC_SIZE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_CAUSTIC_ENABLE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_CAUSTIC_ENERGY),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_CAUSTIC_PHOTONS),GeData(1),flags);
    pObject->SetParameter(DescID(LIGHT_VOLCAUSTIC_ENABLE),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_VOLCAUSTIC_ENERGY),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VOLCAUSTIC_PHOTONS),GeData(1),flags);
    pObject->SetParameter(DescID(LIGHT_VOLCAUSTIC_FALLOFF),GeData(LIGHT_VOLCAUSTIC_FALLOFF_NONE),flags);
    pObject->SetParameter(DescID(LIGHT_VOLCAUSTIC_INNERDISTANCE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_VOLCAUSTIC_OUTERDISTANCE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_NOISETYPE),GeData(LIGHT_NOISETYPE_NONE),flags);
    pObject->SetParameter(DescID(LIGHT_NOISE_TYPE),GeData(LIGHT_NOISE_TYPE_NOISE),flags);
    pObject->SetParameter(DescID(LIGHT_NOISE_OCTAVES),GeData(1),flags);
    pObject->SetParameter(DescID(LIGHT_NOISE_VELOCITY),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_NOISE_BRIGHTNESS),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_NOISE_CONTRAST),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_NOISE_LOCAL),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_NOISE_SCALE),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(LIGHT_NOISE_SCALEILLUMINATION),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_NOISE_WIND),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(LIGHT_NOISE_WINDVELOCITY),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_LENSGLOW),GeData(LIGHT_LENSEFFECTS_LENSGLOW_INACTIVE),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_GLOWSTRENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_GLOWSV),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_LENSREFL),GeData(LIGHT_LENSEFFECTS_LENSREFL_INACTIVE),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_REFLSTRENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_REFLSV),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_SCALE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_ROTATION),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_REFERENCE),GeData(0.1),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_USELIGHTPARAMETER),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_FADENEARBORDER),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_FADEBEHINDOBJECT),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_FADEAPPROACHINGOBJECT),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_SCALEGLOW),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_LENSEFFECTS_SCALEREFLEXES),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_EXCLUSION_MODE),GeData(LIGHT_EXCLUSION_MODE_INCLUDE),flags);
    pObject->SetParameter(DescID(LIGHT_PYROCLUSTER_ILLUMINATION),GeData(true),flags);
    pObject->SetParameter(DescID(LIGHT_PYROCLUSTER_SHADOW),GeData(true),flags);
    pObject->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pObject->GetDataInstance();
    bc->SetBool(LIGHT_TEMPERATURE,true);
    bc->SetFloat(LIGHT_TEMPERATURE_MAIN,0.1);
    bc->SetFloat(LIGHT_BRIGHTNESS,0.1);
    bc->SetInt32(LIGHT_TYPE,LIGHT_TYPE_OMNI);
    bc->SetInt32(LIGHT_SHADOWTYPE,LIGHT_SHADOWTYPE_NONE);
    bc->SetInt32(LIGHT_VLTYPE,LIGHT_VLTYPE_NONE);
    bc->SetBool(LIGHT_NOLIGHTRADIATION,true);
    bc->SetBool(LIGHT_SHOWILLUMINATION,true);
    bc->SetBool(LIGHT_DETAILS_AMBIENT,true);
    bc->SetBool(LIGHT_SHOWVISIBLELIGHT,true);
    bc->SetBool(LIGHT_DETAILS_DIFFUSE,true);
    bc->SetBool(LIGHT_SHOWCLIPPING,true);
    bc->SetBool(LIGHT_DETAILS_SPECULAR,true);
    bc->SetBool(LIGHT_DETAILS_SEPARATEPASS,true);
    bc->SetBool(LIGHT_DETAILS_GI,true);
    bc->SetBool(LIGHT_AFX,true);
    bc->SetBool(LIGHT_DETAILS_INNERCONE,true);
    bc->SetFloat(LIGHT_DETAILS_INNERANGLE,0.1);
    bc->SetFloat(LIGHT_DETAILS_INNERRADIUS,0.1);
    bc->SetFloat(LIGHT_DETAILS_OUTERANGLE,0.1);
    bc->SetFloat(LIGHT_DETAILS_OUTERRADIUS,0.1);
    bc->SetFloat(LIGHT_DETAILS_ASPECTRATIO,0.1);
    bc->SetFloat(LIGHT_DETAILS_CONTRAST,0.1);
    bc->SetBool(LIGHT_DETAILS_SHADOWCASTER,true);
    bc->SetInt32(LIGHT_AREADETAILS_SHAPE,LIGHT_AREADETAILS_SHAPE_DISC);
    bc->SetFloat(LIGHT_AREADETAILS_SIZEX,0.1);
    bc->SetFloat(LIGHT_AREADETAILS_SIZEY,0.1);
    bc->SetFloat(LIGHT_AREADETAILS_SIZEZ,0.1);
    bc->SetFloat(LIGHT_AREADETAILS_FALLOFF_ANGLE,0.1);
    bc->SetFloat(LIGHT_AREADETAILS_INFINITE_ANGLE,0.1);
    bc->SetInt32(LIGHT_AREADETAILS_SAMPLES,1);
    bc->SetBool(LIGHT_AREADETAILS_ADDGRAIN,true);
    bc->SetBool(LIGHT_AREADETAILS_SHOWINRENDER,true);
    bc->SetBool(LIGHT_AREADETAILS_SHOWASSOLIDINVIEWPORT,true);
    bc->SetBool(LIGHT_AREADETAILS_SHOWINSPECULAR,true);
    bc->SetBool(LIGHT_AREADETAILS_SHOWINREFLECTION,true);
    bc->SetFloat(LIGHT_AREADETAILS_BRIGHTNESS,0.1);
    bc->SetInt32(LIGHT_DETAILS_FALLOFF,LIGHT_DETAILS_FALLOFF_NONE);
    bc->SetFloat(LIGHT_DETAILS_INNERDISTANCE,0.1);
    bc->SetFloat(LIGHT_DETAILS_OUTERDISTANCE,0.1);
    bc->SetBool(LIGHT_DETAILS_COLFALLOFF,true);
    bc->SetBool(LIGHT_DETAILS_ONLYZ,true);
    bc->SetBool(LIGHT_DETAILS_USEINNERCOLOR,true);
    bc->SetBool(LIGHT_DETAILS_NEARCLIP,true);
    bc->SetFloat(LIGHT_DETAILS_NEARFROM,0.1);
    bc->SetFloat(LIGHT_DETAILS_NEARTO,0.1);
    bc->SetBool(LIGHT_DETAILS_FARCLIP,true);
    bc->SetFloat(LIGHT_DETAILS_FARFROM,0.1);
    bc->SetFloat(LIGHT_DETAILS_FARTO,0.1);
    bc->SetBool(LIGHT_VISIBILITY_USEFALLOFF,true);
    bc->SetFloat(LIGHT_VISIBILITY_FALLOFF,0.1);
    bc->SetBool(LIGHT_VISIBILITY_USEEDGEFALLOFF,true);
    bc->SetFloat(LIGHT_VISIBILITY_EDGEFALLOFF,0.1);
    bc->SetBool(LIGHT_VISIBILITY_COLOREDEDGEFALLOFF,true);
    bc->SetFloat(LIGHT_VISIBILITY_INNERDISTANCE,0.1);
    bc->SetFloat(LIGHT_VISIBILITY_OUTERDISTANCE,0.1);
    bc->SetVector(LIGHT_VISIBILITY_OUTERDISTANCEREL, c4d.Vector(1.0,1.0,1.0);
    bc->SetFloat(LIGHT_VISIBILITY_SAMPLEDISTANCE,0.1);
    bc->SetFloat(LIGHT_VISIBILITY_BRIGHTNESS,0.1);
    bc->SetFloat(LIGHT_VISIBILITY_DUST,0.1);
    bc->SetFloat(LIGHT_VISIBILITY_DITHERING,0.1);
    bc->SetBool(LIGHT_VISIBILITY_CUSTOMCOLORS,true);
    bc->SetBool(LIGHT_VISIBILITY_ADDITIVE,true);
    bc->SetBool(LIGHT_VISIBILITY_ADAPTBRIGHTNESS,true);
    bc->SetInt32(LIGHT_SHADOWTYPE_VIRTUAL,LIGHT_SHADOWTYPE_NONE);
    bc->SetFloat(LIGHT_SHADOW_DENSITY,0.1);
    bc->SetBool(LIGHT_SHADOW_TRANSPARENCY,true);
    bc->SetBool(LIGHT_SHADOW_CLIPINFLUENCE,true);
    bc->SetInt32(LIGHT_SHADOW_MAPSIZE,LIGHT_SHADOW_MAPSIZE_250);
    bc->SetInt32(LIGHT_SHADOW_MAPSIZEX,1);
    bc->SetInt32(LIGHT_SHADOW_MAPSIZEY,1);
    bc->SetInt32(LIGHT_SHADOW_SAMPLERADIUS,1);
    bc->SetInt32(LIGHT_SHADOW_SAMPLEBOOST,LIGHT_SHADOW_SAMPLEBOOST_NONE);
    bc->SetBool(LIGHT_SHADOW_ABSOLUTE,true);
    bc->SetFloat(LIGHT_SHADOW_RELATIVEBIAS,0.1);
    bc->SetFloat(LIGHT_SHADOW_ABSOLUTEBIAS,0.1);
    bc->SetFloat(LIGHT_SHADOW_PARALLELWIDTH,0.1);
    bc->SetBool(LIGHT_SHADOW_OUTLINE,true);
    bc->SetBool(LIGHT_SHADOW_HIGHQUALITY,true);
    bc->SetBool(LIGHT_SHADOW_USECONE,true);
    bc->SetFloat(LIGHT_SHADOW_CONEANGLE,0.1);
    bc->SetBool(LIGHT_SHADOW_SOFTCONE,true);
    bc->SetFloat(LIGHT_SHADOW_AREAWIDTH,0.1);
    bc->SetFloat(LIGHT_SHADOW_ACCURACY,0.1);
    bc->SetInt32(LIGHT_SHADOW_MINSAMPLES,1);
    bc->SetInt32(LIGHT_SHADOW_MAXSAMPLES,1);
    bc->SetBool(LIGHT_PHOTOMETRIC_UNITS,true);
    bc->SetFloat(LIGHT_PHOTOMETRIC_INTENSITY,0.1);
    bc->SetInt32(LIGHT_PHOTOMETRIC_UNIT,LIGHT_PHOTOMETRIC_UNIT_LUMEN);
    bc->SetBool(LIGHT_PHOTOMETRIC_DATA,true);
    bc->SetFileName(LIGHT_PHOTOMETRIC_FILE,"c:\\SomeFile.txt");
    bc->SetBool(LIGHT_PHOTOMETRIC_SIZE,true);
    bc->SetBool(LIGHT_CAUSTIC_ENABLE,true);
    bc->SetFloat(LIGHT_CAUSTIC_ENERGY,0.1);
    bc->SetInt32(LIGHT_CAUSTIC_PHOTONS,1);
    bc->SetBool(LIGHT_VOLCAUSTIC_ENABLE,true);
    bc->SetFloat(LIGHT_VOLCAUSTIC_ENERGY,0.1);
    bc->SetInt32(LIGHT_VOLCAUSTIC_PHOTONS,1);
    bc->SetInt32(LIGHT_VOLCAUSTIC_FALLOFF,LIGHT_VOLCAUSTIC_FALLOFF_NONE);
    bc->SetFloat(LIGHT_VOLCAUSTIC_INNERDISTANCE,0.1);
    bc->SetFloat(LIGHT_VOLCAUSTIC_OUTERDISTANCE,0.1);
    bc->SetInt32(LIGHT_NOISETYPE,LIGHT_NOISETYPE_NONE);
    bc->SetInt32(LIGHT_NOISE_TYPE,LIGHT_NOISE_TYPE_NOISE);
    bc->SetInt32(LIGHT_NOISE_OCTAVES,1);
    bc->SetFloat(LIGHT_NOISE_VELOCITY,0.1);
    bc->SetFloat(LIGHT_NOISE_BRIGHTNESS,0.1);
    bc->SetFloat(LIGHT_NOISE_CONTRAST,0.1);
    bc->SetBool(LIGHT_NOISE_LOCAL,true);
    bc->SetVector(LIGHT_NOISE_SCALE, c4d.Vector(1.0,1.0,1.0);
    bc->SetFloat(LIGHT_NOISE_SCALEILLUMINATION,0.1);
    bc->SetVector(LIGHT_NOISE_WIND, c4d.Vector(1.0,1.0,1.0);
    bc->SetFloat(LIGHT_NOISE_WINDVELOCITY,0.1);
    bc->SetInt32(LIGHT_LENSEFFECTS_LENSGLOW,LIGHT_LENSEFFECTS_LENSGLOW_INACTIVE);
    bc->SetFloat(LIGHT_LENSEFFECTS_GLOWSTRENGTH,0.1);
    bc->SetFloat(LIGHT_LENSEFFECTS_GLOWSV,0.1);
    bc->SetInt32(LIGHT_LENSEFFECTS_LENSREFL,LIGHT_LENSEFFECTS_LENSREFL_INACTIVE);
    bc->SetFloat(LIGHT_LENSEFFECTS_REFLSTRENGTH,0.1);
    bc->SetFloat(LIGHT_LENSEFFECTS_REFLSV,0.1);
    bc->SetFloat(LIGHT_LENSEFFECTS_SCALE,0.1);
    bc->SetFloat(LIGHT_LENSEFFECTS_ROTATION,0.1);
    bc->SetFloat(LIGHT_LENSEFFECTS_REFERENCE,0.1);
    bc->SetBool(LIGHT_LENSEFFECTS_USELIGHTPARAMETER,true);
    bc->SetBool(LIGHT_LENSEFFECTS_FADENEARBORDER,true);
    bc->SetBool(LIGHT_LENSEFFECTS_FADEBEHINDOBJECT,true);
    bc->SetBool(LIGHT_LENSEFFECTS_FADEAPPROACHINGOBJECT,true);
    bc->SetBool(LIGHT_LENSEFFECTS_SCALEGLOW,true);
    bc->SetBool(LIGHT_LENSEFFECTS_SCALEREFLEXES,true);
    bc->SetInt32(LIGHT_EXCLUSION_MODE,LIGHT_EXCLUSION_MODE_INCLUDE);
    bc->SetBool(LIGHT_PYROCLUSTER_ILLUMINATION,true);
    bc->SetBool(LIGHT_PYROCLUSTER_SHADOW,true);
    pObject->Message(MSG_UPDATE);                                                      
}
             

Buttons

This node has buttons. Buttons can manually be executed by calling the following code

Python

c4d.CallButton(obj,c4d.LIGHT_PHOTOMETRIC_PREVIEW)
c4d.CallButton(obj,c4d.LIGHT_NOISE_PREVIEW)
c4d.CallButton(obj,c4d.LIGHT_LENSEFFECTS_PREVIEW)
c4d.CallButton(obj,c4d.LIGHT_LENSEFFECTS_REFL_EDIT)

C++

DescriptionCommand dc;
dc.id = DescID(LIGHT_PHOTOMETRIC_PREVIEW);             
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);

DescriptionCommand dc; dc.id = DescID(LIGHT_NOISE_PREVIEW); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(LIGHT_LENSEFFECTS_PREVIEW); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(LIGHT_LENSEFFECTS_REFL_EDIT); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);

Gradients

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

Python


C++

           
#include "customgui_gradient.h"
LIGHT_DETAILS_GRADIENT
GeData data; pObject->GetParameter(DescID(LIGHT_DETAILS_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); } pObject->SetParameter(DescID(LIGHT_DETAILS_GRADIENT),data,DESCFLAGS_SET_PARAM_SET));
LIGHT_VISIBILITY_GRADIENT
pObject->GetParameter(DescID(LIGHT_VISIBILITY_GRADIENT),data,DESCFLAGS_GET_PARAM_GET));