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 Omograph_fracturevoronoi

Omograph_fracturevoronoi

Attributes

Elements

ID UI Name Type Parameters Cycle
ID_FRACTURE_SELECTION MoGraphSelection LINK  
ID_FRACTURE_WEIGHT MoGraphWeightmap LINK  
ID_FRACTURE_COLORIZE ColorizeFragments BOOL NAME
ID_FRACTURE_CREATENGONS CreateN-GonSurfaces BOOL NAME
ID_FRACTURE_GAP OffsetFragments REAL
UNIT METER
MIN 0.0
STEP 0.1
ID_FRACTURE_GAP_INVERT Invert BOOL NAME
ID_FRACTURE_SHELL HullOnly BOOL NAME
ID_FRACTURE_THICKNESS Thickness REAL
UNIT METER
STEP 0.1
ID_FRACTURE_HOLLOW HollowObject BOOL NAME
ID_FRACTURE_AUTOCLOSE OptimizeandCloseHoles BOOL NAME
ID_FRACTURE_SCALE Scale VECTOR
MIN 0.01
MAX 100.0
STEP 0.01
CUSTOMGUI SUBDESCRIPTION
ID_FRACTURE_SAVE_CACHE SaveResulttoFile BOOL NAME
ID_FRACTURE_AUTOMATIC_UPDATE AutoupdateSettings BOOL NAME
ID_FRACTURE_AUTOMATIC_UPDATE_ANIMATION AutoupdateAnimation BOOL NAME
ID_FRACTURE_UPDATE Update BUTTON NAME
ID_FRACTURE_SHOWPOINTS ShowAllUsedPoints BOOL NAME
ID_FRACTURE_VIEWPORTRATIO ViewportAmount REAL
UNIT PERCENT
MIN 10.0
MAX 100.0
MAXSLIDER 100.0
STEP 1.0
CUSTOMGUI REALSLIDER
ID_FRACTURE_INPUT_POINTS Sources IN_EXCLUDE
NUM_FLAGS 2
INIT_STATE 3
SEND_SELCHNGMSG 1
SMALL_MODE_SIZE 80
BIG_MODE_SIZE 150
IMAGE_01_ON 300000131
IMAGE_01_OFF 300000130
IMAGE_02_ON 1037025
IMAGE_02_OFF 1037026
ID_FRACTURE_CREATEDISTRIBUTION AddDistributionSource BUTTON NAME
ID_FRACTURE_CREATESHADER AddShaderSource BUTTON NAME
ID_FRACTURE_CREATEDISTRIBUTION AddDistributionSource BUTTON NAME
ID_FRACTURE_CREATESHADER AddShaderSource BUTTON NAME
ID_FRACTURE_ACTIVATE_SORTORDER SortResult BOOL NAME
ID_FRACTURE_INVERT_SORTORDER InvertSort BOOL NAME
ID_FRACTURE_SORTORDER SortResultby LONG
CUSTOMGUI RADIOBUTTONS
COLUMNS 4
ANIM ON
ID_FRACTURE_SORTORDER_X X
ID_FRACTURE_SORTORDER_Y Y
ID_FRACTURE_SORTORDER_Z Z
ID_FRACTURE_SORTORDER_USER User
ID_FRACTURE_SORTORDER_USER_VECTOR Direction VECTOR
MIN -1.0
MAX 1.0
STEP 0.01
ID_FRACTURE_SORT_OBJECTDISTANCE DistancetoObject LINK  
ID_FRACTURE_SORT_SPLINESTEP AlongSpline BOOL NAME
ID_FRACTURE_DETAILING_ENABLE EnableDetailing BOOL NAME
ID_FRACTURE_DETAILING_ACTIVATE_IN_VIEWPORT ActivateinViewport BOOL NAME
ID_FRACTURE_DETAILING_MESH_DETAIL MeshDetailSubdivision LONG
MIN 0
MAX 7
STEP 1
ID_FRACTURE_DETAILING_MESH_DETAIL_LENGTH MaximumEdgeLength REAL
UNIT METER
MIN 0.1
STEP 1
ID_FRACTURE_DETAILING_NOISE_EDGES NoiseSurface BOOL NAME
ID_FRACTURE_DETAILING_NOISE_EDGES_FEATURE_PRESERVE ArtefactPreventionStrength REAL
MIN 1.0
STEP 1.0
ID_FRACTURE_DETAILING_SMOOTH_NORMALS SmoothNormals BOOL NAME
ID_FRACTURE_DETAILING_SMOOTH_USE_ORIGINAL_EDGES UseOriginalEdges BOOL NAME
ID_FRACTURE_DETAILING_SMOOTH_NORMALS_ANGLE PhongAngle REAL
UNIT DEGREE
MIN 0.0
MAX 180.0
ID_FRACTURE_DETAILING_RELAX_INSIDE_EDGES RelaxInsideEdges LONG
MIN 0
STEP 1
ID_FRACTURE_DETAILING_KEEP_ORIGINAL_SURFACE KeepOriginalSurface BOOL NAME
ID_FRACTURE_DETAILING_NOISE_TYPE NoiseType LONG SCALE_H
ID_FRACTURE_DETAILING_NOISE_TYPE_BOX Box
ID_FRACTURE_DETAILING_NOISE_TYPE_BLISTEREDTURBULENCE BlisteredTurbulence
ID_FRACTURE_DETAILING_NOISE_TYPE_BUYA Buya
ID_FRACTURE_DETAILING_NOISE_TYPE_CELL CellNoise
ID_FRACTURE_DETAILING_NOISE_TYPE_CRANAL Cranal
ID_FRACTURE_DETAILING_NOISE_TYPE_DENTS Dents
ID_FRACTURE_DETAILING_NOISE_TYPE_DISPLACEDTURBULENCE DisplacedTurbulence
ID_FRACTURE_DETAILING_NOISE_TYPE_ELECTRIC Electric
ID_FRACTURE_DETAILING_NOISE_TYPE_FBM FBM
ID_FRACTURE_DETAILING_NOISE_TYPE_GASEOUS Gaseous
ID_FRACTURE_DETAILING_NOISE_TYPE_HAMA Hama
ID_FRACTURE_DETAILING_NOISE_TYPE_LUKA Luka
ID_FRACTURE_DETAILING_NOISE_TYPE_MODNOISE ModNoise
ID_FRACTURE_DETAILING_NOISE_TYPE_NAKI Naki
ID_FRACTURE_DETAILING_NOISE_TYPE_NUTOUS Nutous
ID_FRACTURE_DETAILING_NOISE_TYPE_OBER Ober
ID_FRACTURE_DETAILING_NOISE_TYPE_PEZO Pezo
ID_FRACTURE_DETAILING_NOISE_TYPE_POXO Poxo
ID_FRACTURE_DETAILING_NOISE_TYPE_SEMA Sema
ID_FRACTURE_DETAILING_NOISE_TYPE_STUPL Stupl
ID_FRACTURE_DETAILING_NOISE_TYPE_TURBULENCE Turbulence
ID_FRACTURE_DETAILING_NOISE_TYPE_VLNOISE VLNoise
ID_FRACTURE_DETAILING_NOISE_TYPE_WAVYTURBULENCE WavyTurbulence
ID_FRACTURE_DETAILING_NOISE_TYPE_CELLVORONOI CellVoronoi
ID_FRACTURE_DETAILING_NOISE_TYPE_DISPLACEDVORONOI DisplacedVoronoi
ID_FRACTURE_DETAILING_NOISE_TYPE_VORONOI1 Voronoi1
ID_FRACTURE_DETAILING_NOISE_TYPE_VORONOI2 Voronoi2
ID_FRACTURE_DETAILING_NOISE_TYPE_VORONOI3 Voronoi3
ID_FRACTURE_DETAILING_NOISE_TYPE_ZADA Zada
ID_FRACTURE_DETAILING_NOISE_TYPE_PERLIN Perlin
ID_FRACTURE_DETAILING_NOISE_TYPE_RIDGEDMULTIFRACTAL RidgedMultifractal
ID_FRACTURE_DETAILING_NOISE_STRENGTH NoiseStrength REAL
UNIT METER
STEP 0.1
ID_FRACTURE_DETAILING_NOISE_SEED NoiseSeed LONG
MIN 0
STEP 1
ID_FRACTURE_DETAILING_NOISE_OCTAVES Octaves LONG
MIN 0
MAX 16
STEP 1
SCALE_H
ID_FRACTURE_DETAILING_NOISE_GLOBAL_SCALE GlobalScale REAL
UNIT PERCENT
MIN 0.0
STEP 1.0
ID_FRACTURE_DETAILING_NOISE_RELATIVE_SCALE RelativeScale VECTOR
UNIT PERCENT
MIN 0.0
STEP 1.0
ID_FRACTURE_DETAILING_NOISE_ANIMATION_SPEED AnimationSpeed REAL
MIN 0.0
STEP 0.1
ID_FRACTURE_DETAILING_NOISE_LOW_CLIP LowClip REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
MAXSLIDER 100.0
STEP 1.0
CUSTOMGUI REALSLIDER
ID_FRACTURE_DETAILING_NOISE_HIGH_CLIP HighClip REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
MAXSLIDER 100.0
STEP 1.0
CUSTOMGUI REALSLIDER
ID_FRACTURE_DETAILING_NOISE_DEPTH_NOISE_RAMP StrengthatDepth SPLINE  
ID_FRACTURE_AUTOCONNECTOR_ENABLE CreateFixedConnector BUTTON NAME
ID_FRACTURE_AUTOCONNECTOR_TEMPLATE_LINK UseConnector LINK  
ID_FRACTURE_AUTOCONNECTOR_BREAKING_VALUE_WEIGHT BreakingWeight LINK  
ID_FRACTURE_AUTOCONNECTOR_BREAKING_VALUE_TORQUE_WEIGHT TorqueWeight LINK  
ID_FRACTURE_AUTOCONNECTOR_FALLOFF Falloffs IN_EXCLUDE
NUM_FLAGS 1
INIT_STATE 1
SMALL_MODE_SIZE 80
BIG_MODE_SIZE 150
IMAGE_01_ON 300000131
IMAGE_01_OFF 300000130
ID_FRACTURE_AUTOCONNECTOR_ADD_FALLOFF AddFalloff BUTTON NAME
ID_FRACTURE_GLUE_ACTIVATE EnableGeometryGlue BOOL NAME
ID_FRACTURE_GLUE_TYPE GlueType LONG SCALE_H
ID_FRACTURE_GLUE_TYPE_FALLOFF Falloff
ID_FRACTURE_GLUE_TYPE_CLUSTER Cluster
ID_FRACTURE_GLUE_TYPE_DISTANCE PointDistance
ID_FRACTURE_GLUE_REST GlueRest BOOL NAME
ID_FRACTURE_GLUE_CLUSTERSIZE ClusterAmount LONG
MIN 1
STEP 1
ID_FRACTURE_GLUE_CLUSTERSEED ClusterSeed LONG
MIN 0
STEP 1
ID_FRACTURE_GLUE_DISTANCE Distance REAL
UNIT METER
MIN 0.0
STEP 0.1
ID_FRACTURE_GLUE_DISTANCE_SWITCH Bigger BOOL NAME
ID_FRACTURE_GLUE_FALLOFF Falloffs IN_EXCLUDE
NUM_FLAGS 1
INIT_STATE 1
SMALL_MODE_SIZE 80
BIG_MODE_SIZE 150
IMAGE_01_ON 300000131
IMAGE_01_OFF 300000130
ID_FRACTURE_GLUE_ADD_FALLOFF AddGlueFalloff BUTTON NAME
ID_MG_VF_MOTIONGENERATOR_EFFECTORLIST Effectors IN_EXCLUDE
NUM_FLAGS 1
INIT_STATE 1
IMAGE_01_ON 300000131
IMAGE_01_OFF 300000130
ID_FRACTURE_CREATE_INSIDE_FACE_SELECTION InsideFaces BOOL
ANIM OFF
NAME ID_FRACTURE_CREATE_INSIDE_FACE_SELECTION
ID_FRACTURE_CREATE_INSIDE_VERTEX_SELECTION InsideVertices BOOL
ANIM OFF
NAME ID_FRACTURE_CREATE_INSIDE_VERTEX_SELECTION
ID_FRACTURE_CREATE_INSIDE_VERTEXMAP InsideVertexMap BOOL
ANIM OFF
NAME ID_FRACTURE_CREATE_INSIDE_VERTEXMAP
ID_FRACTURE_CREATE_OUTSIDE_FACE_SELECTION OutsideFaces BOOL
ANIM OFF
NAME ID_FRACTURE_CREATE_OUTSIDE_FACE_SELECTION
ID_FRACTURE_CREATE_OUTSIDE_VERTEX_SELECTION OutsideVertices BOOL
ANIM OFF
NAME ID_FRACTURE_CREATE_OUTSIDE_VERTEX_SELECTION
ID_FRACTURE_CREATE_OUTSIDE_VERTEXMAP OutsideVertexMap BOOL
ANIM OFF
NAME ID_FRACTURE_CREATE_OUTSIDE_VERTEXMAP
ID_FRACTURE_CREATE_EDGE_SELECTION SurfaceBreakEdges BOOL
ANIM OFF
NAME ID_FRACTURE_CREATE_EDGE_SELECTION
ID_FRACTURE_CREATE_EDGE_VERTEX_SELECTION EdgeVertices BOOL
ANIM OFF
NAME ID_FRACTURE_CREATE_EDGE_VERTEX_SELECTION
ID_FRACTURE_CREATE_EDGE_VERTEXMAP EdgeVertexMap BOOL
ANIM OFF
NAME ID_FRACTURE_CREATE_EDGE_VERTEXMAP

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.Omograph_fracturevoronoi)
    doc.InsertObject(obj)
    c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
    
    #You can set parameters two different ways. 
    #First way              
    obj[c4d.ID_FRACTURE_COLORIZE] = True
    obj[c4d.ID_FRACTURE_CREATENGONS] = True
    obj[c4d.ID_FRACTURE_GAP] = 0.1
    obj[c4d.ID_FRACTURE_GAP_INVERT] = True
    obj[c4d.ID_FRACTURE_SHELL] = True
    obj[c4d.ID_FRACTURE_THICKNESS] = 0.1
    obj[c4d.ID_FRACTURE_HOLLOW] = True
    obj[c4d.ID_FRACTURE_AUTOCLOSE] = True
    obj[c4d.ID_FRACTURE_SCALE] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.ID_FRACTURE_SAVE_CACHE] = True
    obj[c4d.ID_FRACTURE_AUTOMATIC_UPDATE] = True
    obj[c4d.ID_FRACTURE_AUTOMATIC_UPDATE_ANIMATION] = True
    obj[c4d.ID_FRACTURE_SHOWPOINTS] = True
    obj[c4d.ID_FRACTURE_VIEWPORTRATIO] = 0.1
    obj[c4d.ID_FRACTURE_ACTIVATE_SORTORDER] = True
    obj[c4d.ID_FRACTURE_INVERT_SORTORDER] = True
    obj[c4d.ID_FRACTURE_SORTORDER] = c4d.ID_FRACTURE_SORTORDER_X
    obj[c4d.ID_FRACTURE_SORTORDER_USER_VECTOR] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.ID_FRACTURE_SORT_SPLINESTEP] = True
    obj[c4d.ID_FRACTURE_DETAILING_ENABLE] = True
    obj[c4d.ID_FRACTURE_DETAILING_ACTIVATE_IN_VIEWPORT] = True
    obj[c4d.ID_FRACTURE_DETAILING_MESH_DETAIL] = 1
    obj[c4d.ID_FRACTURE_DETAILING_MESH_DETAIL_LENGTH] = 0.1
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_EDGES] = True
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_EDGES_FEATURE_PRESERVE] = 0.1
    obj[c4d.ID_FRACTURE_DETAILING_SMOOTH_NORMALS] = True
    obj[c4d.ID_FRACTURE_DETAILING_SMOOTH_USE_ORIGINAL_EDGES] = True
    obj[c4d.ID_FRACTURE_DETAILING_SMOOTH_NORMALS_ANGLE] = 0.1
    obj[c4d.ID_FRACTURE_DETAILING_RELAX_INSIDE_EDGES] = 1
    obj[c4d.ID_FRACTURE_DETAILING_KEEP_ORIGINAL_SURFACE] = True
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_TYPE] = c4d.ID_FRACTURE_DETAILING_NOISE_TYPE_BOX
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_STRENGTH] = 0.1
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_SEED] = 1
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_OCTAVES] = 1
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_GLOBAL_SCALE] = 0.1
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_RELATIVE_SCALE] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_ANIMATION_SPEED] = 0.1
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_LOW_CLIP] = 0.1
    obj[c4d.ID_FRACTURE_DETAILING_NOISE_HIGH_CLIP] = 0.1
    obj[c4d.ID_FRACTURE_GLUE_ACTIVATE] = True
    obj[c4d.ID_FRACTURE_GLUE_TYPE] = c4d.ID_FRACTURE_GLUE_TYPE_FALLOFF
    obj[c4d.ID_FRACTURE_GLUE_REST] = True
    obj[c4d.ID_FRACTURE_GLUE_CLUSTERSIZE] = 1
    obj[c4d.ID_FRACTURE_GLUE_CLUSTERSEED] = 1
    obj[c4d.ID_FRACTURE_GLUE_DISTANCE] = 0.1
    obj[c4d.ID_FRACTURE_GLUE_DISTANCE_SWITCH] = True
    obj[c4d.ID_FRACTURE_CREATE_INSIDE_FACE_SELECTION] = True
    obj[c4d.ID_FRACTURE_CREATE_INSIDE_VERTEX_SELECTION] = True
    obj[c4d.ID_FRACTURE_CREATE_INSIDE_VERTEXMAP] = True
    obj[c4d.ID_FRACTURE_CREATE_OUTSIDE_FACE_SELECTION] = True
    obj[c4d.ID_FRACTURE_CREATE_OUTSIDE_VERTEX_SELECTION] = True
    obj[c4d.ID_FRACTURE_CREATE_OUTSIDE_VERTEXMAP] = True
    obj[c4d.ID_FRACTURE_CREATE_EDGE_SELECTION] = True
    obj[c4d.ID_FRACTURE_CREATE_EDGE_VERTEX_SELECTION] = True
    obj[c4d.ID_FRACTURE_CREATE_EDGE_VERTEXMAP] = True
    
    #Second way, using the base container.
    bc = obj.GetDataInstance()
    bc.SetBool(c4d.ID_FRACTURE_COLORIZE,True)
    bc.SetBool(c4d.ID_FRACTURE_CREATENGONS,True)
    bc.SetFloat(c4d.ID_FRACTURE_GAP,0.1)
    bc.SetBool(c4d.ID_FRACTURE_GAP_INVERT,True)
    bc.SetBool(c4d.ID_FRACTURE_SHELL,True)
    bc.SetFloat(c4d.ID_FRACTURE_THICKNESS,0.1)
    bc.SetBool(c4d.ID_FRACTURE_HOLLOW,True)
    bc.SetBool(c4d.ID_FRACTURE_AUTOCLOSE,True)
    bc.SetVector(c4d.ID_FRACTURE_SCALE, c4d.Vector(1.0,1.0,1.0)
    bc.SetBool(c4d.ID_FRACTURE_SAVE_CACHE,True)
    bc.SetBool(c4d.ID_FRACTURE_AUTOMATIC_UPDATE,True)
    bc.SetBool(c4d.ID_FRACTURE_AUTOMATIC_UPDATE_ANIMATION,True)
    bc.SetBool(c4d.ID_FRACTURE_SHOWPOINTS,True)
    bc.SetFloat(c4d.ID_FRACTURE_VIEWPORTRATIO,0.1)
    bc.SetBool(c4d.ID_FRACTURE_ACTIVATE_SORTORDER,True)
    bc.SetBool(c4d.ID_FRACTURE_INVERT_SORTORDER,True)
    bc.SetInt32(c4d.ID_FRACTURE_SORTORDER,c4d.ID_FRACTURE_SORTORDER_X)
    bc.SetVector(c4d.ID_FRACTURE_SORTORDER_USER_VECTOR, c4d.Vector(1.0,1.0,1.0)
    bc.SetBool(c4d.ID_FRACTURE_SORT_SPLINESTEP,True)
    bc.SetBool(c4d.ID_FRACTURE_DETAILING_ENABLE,True)
    bc.SetBool(c4d.ID_FRACTURE_DETAILING_ACTIVATE_IN_VIEWPORT,True)
    bc.SetInt32(c4d.ID_FRACTURE_DETAILING_MESH_DETAIL,1)
    bc.SetFloat(c4d.ID_FRACTURE_DETAILING_MESH_DETAIL_LENGTH,0.1)
    bc.SetBool(c4d.ID_FRACTURE_DETAILING_NOISE_EDGES,True)
    bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_EDGES_FEATURE_PRESERVE,0.1)
    bc.SetBool(c4d.ID_FRACTURE_DETAILING_SMOOTH_NORMALS,True)
    bc.SetBool(c4d.ID_FRACTURE_DETAILING_SMOOTH_USE_ORIGINAL_EDGES,True)
    bc.SetFloat(c4d.ID_FRACTURE_DETAILING_SMOOTH_NORMALS_ANGLE,0.1)
    bc.SetInt32(c4d.ID_FRACTURE_DETAILING_RELAX_INSIDE_EDGES,1)
    bc.SetBool(c4d.ID_FRACTURE_DETAILING_KEEP_ORIGINAL_SURFACE,True)
    bc.SetInt32(c4d.ID_FRACTURE_DETAILING_NOISE_TYPE,c4d.ID_FRACTURE_DETAILING_NOISE_TYPE_BOX)
    bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_STRENGTH,0.1)
    bc.SetInt32(c4d.ID_FRACTURE_DETAILING_NOISE_SEED,1)
    bc.SetInt32(c4d.ID_FRACTURE_DETAILING_NOISE_OCTAVES,1)
    bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_GLOBAL_SCALE,0.1)
    bc.SetVector(c4d.ID_FRACTURE_DETAILING_NOISE_RELATIVE_SCALE, c4d.Vector(1.0,1.0,1.0)
    bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_ANIMATION_SPEED,0.1)
    bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_LOW_CLIP,0.1)
    bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_HIGH_CLIP,0.1)
    bc.SetBool(c4d.ID_FRACTURE_GLUE_ACTIVATE,True)
    bc.SetInt32(c4d.ID_FRACTURE_GLUE_TYPE,c4d.ID_FRACTURE_GLUE_TYPE_FALLOFF)
    bc.SetBool(c4d.ID_FRACTURE_GLUE_REST,True)
    bc.SetInt32(c4d.ID_FRACTURE_GLUE_CLUSTERSIZE,1)
    bc.SetInt32(c4d.ID_FRACTURE_GLUE_CLUSTERSEED,1)
    bc.SetFloat(c4d.ID_FRACTURE_GLUE_DISTANCE,0.1)
    bc.SetBool(c4d.ID_FRACTURE_GLUE_DISTANCE_SWITCH,True)
    bc.SetBool(c4d.ID_FRACTURE_CREATE_INSIDE_FACE_SELECTION,True)
    bc.SetBool(c4d.ID_FRACTURE_CREATE_INSIDE_VERTEX_SELECTION,True)
    bc.SetBool(c4d.ID_FRACTURE_CREATE_INSIDE_VERTEXMAP,True)
    bc.SetBool(c4d.ID_FRACTURE_CREATE_OUTSIDE_FACE_SELECTION,True)
    bc.SetBool(c4d.ID_FRACTURE_CREATE_OUTSIDE_VERTEX_SELECTION,True)
    bc.SetBool(c4d.ID_FRACTURE_CREATE_OUTSIDE_VERTEXMAP,True)
    bc.SetBool(c4d.ID_FRACTURE_CREATE_EDGE_SELECTION,True)
    bc.SetBool(c4d.ID_FRACTURE_CREATE_EDGE_VERTEX_SELECTION,True)
    bc.SetBool(c4d.ID_FRACTURE_CREATE_EDGE_VERTEXMAP,True)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../mograph/description/omograph_fracturevoronoi.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseObject *pObject = BaseObject::Alloc(Omograph_fracturevoronoi);
    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(ID_FRACTURE_COLORIZE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_CREATENGONS),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_GAP),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_GAP_INVERT),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_SHELL),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_THICKNESS),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_HOLLOW),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_AUTOCLOSE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_SCALE),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_SAVE_CACHE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_AUTOMATIC_UPDATE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_AUTOMATIC_UPDATE_ANIMATION),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_SHOWPOINTS),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_VIEWPORTRATIO),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_ACTIVATE_SORTORDER),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_INVERT_SORTORDER),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_SORTORDER),GeData(ID_FRACTURE_SORTORDER_X),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_SORTORDER_USER_VECTOR),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_SORT_SPLINESTEP),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_ENABLE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_ACTIVATE_IN_VIEWPORT),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_MESH_DETAIL),GeData(1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_MESH_DETAIL_LENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_EDGES),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_EDGES_FEATURE_PRESERVE),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_SMOOTH_NORMALS),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_SMOOTH_USE_ORIGINAL_EDGES),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_SMOOTH_NORMALS_ANGLE),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_RELAX_INSIDE_EDGES),GeData(1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_KEEP_ORIGINAL_SURFACE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_TYPE),GeData(ID_FRACTURE_DETAILING_NOISE_TYPE_BOX),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_STRENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_SEED),GeData(1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_OCTAVES),GeData(1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_GLOBAL_SCALE),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_RELATIVE_SCALE),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_ANIMATION_SPEED),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_LOW_CLIP),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_HIGH_CLIP),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_GLUE_ACTIVATE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_GLUE_TYPE),GeData(ID_FRACTURE_GLUE_TYPE_FALLOFF),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_GLUE_REST),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_GLUE_CLUSTERSIZE),GeData(1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_GLUE_CLUSTERSEED),GeData(1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_GLUE_DISTANCE),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_GLUE_DISTANCE_SWITCH),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_CREATE_INSIDE_FACE_SELECTION),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_CREATE_INSIDE_VERTEX_SELECTION),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_CREATE_INSIDE_VERTEXMAP),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_CREATE_OUTSIDE_FACE_SELECTION),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_CREATE_OUTSIDE_VERTEX_SELECTION),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_CREATE_OUTSIDE_VERTEXMAP),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_CREATE_EDGE_SELECTION),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_CREATE_EDGE_VERTEX_SELECTION),GeData(true),flags);
    pObject->SetParameter(DescID(ID_FRACTURE_CREATE_EDGE_VERTEXMAP),GeData(true),flags);
    pObject->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pObject->GetDataInstance();
    bc->SetBool(ID_FRACTURE_COLORIZE,true);
    bc->SetBool(ID_FRACTURE_CREATENGONS,true);
    bc->SetFloat(ID_FRACTURE_GAP,0.1);
    bc->SetBool(ID_FRACTURE_GAP_INVERT,true);
    bc->SetBool(ID_FRACTURE_SHELL,true);
    bc->SetFloat(ID_FRACTURE_THICKNESS,0.1);
    bc->SetBool(ID_FRACTURE_HOLLOW,true);
    bc->SetBool(ID_FRACTURE_AUTOCLOSE,true);
    bc->SetVector(ID_FRACTURE_SCALE, c4d.Vector(1.0,1.0,1.0);
    bc->SetBool(ID_FRACTURE_SAVE_CACHE,true);
    bc->SetBool(ID_FRACTURE_AUTOMATIC_UPDATE,true);
    bc->SetBool(ID_FRACTURE_AUTOMATIC_UPDATE_ANIMATION,true);
    bc->SetBool(ID_FRACTURE_SHOWPOINTS,true);
    bc->SetFloat(ID_FRACTURE_VIEWPORTRATIO,0.1);
    bc->SetBool(ID_FRACTURE_ACTIVATE_SORTORDER,true);
    bc->SetBool(ID_FRACTURE_INVERT_SORTORDER,true);
    bc->SetInt32(ID_FRACTURE_SORTORDER,ID_FRACTURE_SORTORDER_X);
    bc->SetVector(ID_FRACTURE_SORTORDER_USER_VECTOR, c4d.Vector(1.0,1.0,1.0);
    bc->SetBool(ID_FRACTURE_SORT_SPLINESTEP,true);
    bc->SetBool(ID_FRACTURE_DETAILING_ENABLE,true);
    bc->SetBool(ID_FRACTURE_DETAILING_ACTIVATE_IN_VIEWPORT,true);
    bc->SetInt32(ID_FRACTURE_DETAILING_MESH_DETAIL,1);
    bc->SetFloat(ID_FRACTURE_DETAILING_MESH_DETAIL_LENGTH,0.1);
    bc->SetBool(ID_FRACTURE_DETAILING_NOISE_EDGES,true);
    bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_EDGES_FEATURE_PRESERVE,0.1);
    bc->SetBool(ID_FRACTURE_DETAILING_SMOOTH_NORMALS,true);
    bc->SetBool(ID_FRACTURE_DETAILING_SMOOTH_USE_ORIGINAL_EDGES,true);
    bc->SetFloat(ID_FRACTURE_DETAILING_SMOOTH_NORMALS_ANGLE,0.1);
    bc->SetInt32(ID_FRACTURE_DETAILING_RELAX_INSIDE_EDGES,1);
    bc->SetBool(ID_FRACTURE_DETAILING_KEEP_ORIGINAL_SURFACE,true);
    bc->SetInt32(ID_FRACTURE_DETAILING_NOISE_TYPE,ID_FRACTURE_DETAILING_NOISE_TYPE_BOX);
    bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_STRENGTH,0.1);
    bc->SetInt32(ID_FRACTURE_DETAILING_NOISE_SEED,1);
    bc->SetInt32(ID_FRACTURE_DETAILING_NOISE_OCTAVES,1);
    bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_GLOBAL_SCALE,0.1);
    bc->SetVector(ID_FRACTURE_DETAILING_NOISE_RELATIVE_SCALE, c4d.Vector(1.0,1.0,1.0);
    bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_ANIMATION_SPEED,0.1);
    bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_LOW_CLIP,0.1);
    bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_HIGH_CLIP,0.1);
    bc->SetBool(ID_FRACTURE_GLUE_ACTIVATE,true);
    bc->SetInt32(ID_FRACTURE_GLUE_TYPE,ID_FRACTURE_GLUE_TYPE_FALLOFF);
    bc->SetBool(ID_FRACTURE_GLUE_REST,true);
    bc->SetInt32(ID_FRACTURE_GLUE_CLUSTERSIZE,1);
    bc->SetInt32(ID_FRACTURE_GLUE_CLUSTERSEED,1);
    bc->SetFloat(ID_FRACTURE_GLUE_DISTANCE,0.1);
    bc->SetBool(ID_FRACTURE_GLUE_DISTANCE_SWITCH,true);
    bc->SetBool(ID_FRACTURE_CREATE_INSIDE_FACE_SELECTION,true);
    bc->SetBool(ID_FRACTURE_CREATE_INSIDE_VERTEX_SELECTION,true);
    bc->SetBool(ID_FRACTURE_CREATE_INSIDE_VERTEXMAP,true);
    bc->SetBool(ID_FRACTURE_CREATE_OUTSIDE_FACE_SELECTION,true);
    bc->SetBool(ID_FRACTURE_CREATE_OUTSIDE_VERTEX_SELECTION,true);
    bc->SetBool(ID_FRACTURE_CREATE_OUTSIDE_VERTEXMAP,true);
    bc->SetBool(ID_FRACTURE_CREATE_EDGE_SELECTION,true);
    bc->SetBool(ID_FRACTURE_CREATE_EDGE_VERTEX_SELECTION,true);
    bc->SetBool(ID_FRACTURE_CREATE_EDGE_VERTEXMAP,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.ID_FRACTURE_UPDATE)
c4d.CallButton(obj,c4d.ID_FRACTURE_CREATEDISTRIBUTION)
c4d.CallButton(obj,c4d.ID_FRACTURE_CREATESHADER)
c4d.CallButton(obj,c4d.ID_FRACTURE_CREATEDISTRIBUTION)
c4d.CallButton(obj,c4d.ID_FRACTURE_CREATESHADER)
c4d.CallButton(obj,c4d.ID_FRACTURE_AUTOCONNECTOR_ENABLE)
c4d.CallButton(obj,c4d.ID_FRACTURE_AUTOCONNECTOR_ADD_FALLOFF)
c4d.CallButton(obj,c4d.ID_FRACTURE_GLUE_ADD_FALLOFF)

C++

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

DescriptionCommand dc; dc.id = DescID(ID_FRACTURE_CREATEDISTRIBUTION); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(ID_FRACTURE_CREATESHADER); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(ID_FRACTURE_CREATEDISTRIBUTION); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(ID_FRACTURE_CREATESHADER); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(ID_FRACTURE_AUTOCONNECTOR_ENABLE); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(ID_FRACTURE_AUTOCONNECTOR_ADD_FALLOFF); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(ID_FRACTURE_GLUE_ADD_FALLOFF); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);