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 XSLADistorter

XSLADistorter

Attributes

  • ENGLISH NAME : DistortionShader
  • NAME : XSLADistorter
  • INCLUDE : Mpreview
  • INCLUDE : Xbase
  • PATH : sla/description/xsladistorter.res
  • PLUGIN : sla
  • MAXON online help (may not exist): XSLADISTORTER

Elements

ID UI Name Type Parameters Cycle
SLA_DISTORTER_TYPE Type LONG  
SLA_DISTORTER_TYPE_DIRECTIONAL Directional
SLA_DISTORTER_TYPE_BIDIRECTIONAL Bidirectional
SLA_DISTORTER_TYPE_FLOW_FIELD FlowField
SLA_DISTORTER_WRAP Wrap LONG  
SLA_DISTORTER_WRAP_NONE None
SLA_DISTORTER_WRAP_CYCLE Cycle
SLA_DISTORTER_WRAP_CLAMP Clamp
SLA_DISTORTER_WRAP_SEAMLESS Seamless
SLA_DISTORTER_AMOUNT Amount REAL
UNIT PERCENT
MINSLIDER -100
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_DISTORTER_X X REAL
UNIT PERCENT
MINSLIDER -100
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_DISTORTER_Y Y REAL
UNIT PERCENT
MINSLIDER -100
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_DISTORTER_Z Z REAL
UNIT PERCENT
MINSLIDER -100
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_DISTORTER_DELTA Delta REAL
UNIT PERCENT
MIN 0
SLA_DISTORTER_STEP Step REAL
UNIT PERCENT
MIN 0
MAX 1000
MINSLIDER 0
MAXSLIDER 1000
CUSTOMGUI REALSLIDER
SLA_DISTORTER_TEXTURE Texture SHADERLINK  
SLA_DISTORTER_DISTORTER Distorter SHADERLINK  

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():
    shader = c4d.BaseShader(c4d.Xdistorter)
    
    #You can set parameters two different ways. 
    #First way              
    shader[c4d.SLA_DISTORTER_TYPE] = c4d.SLA_DISTORTER_TYPE_DIRECTIONAL
    shader[c4d.SLA_DISTORTER_WRAP] = c4d.SLA_DISTORTER_WRAP_NONE
    shader[c4d.SLA_DISTORTER_AMOUNT] = 0.1
    shader[c4d.SLA_DISTORTER_X] = 0.1
    shader[c4d.SLA_DISTORTER_Y] = 0.1
    shader[c4d.SLA_DISTORTER_Z] = 0.1
    shader[c4d.SLA_DISTORTER_DELTA] = 0.1
    shader[c4d.SLA_DISTORTER_STEP] = 0.1
    
    #Second way, using the base container.
    bc = shader.GetDataInstance()
    bc.SetInt32(c4d.SLA_DISTORTER_TYPE,c4d.SLA_DISTORTER_TYPE_DIRECTIONAL)
    bc.SetInt32(c4d.SLA_DISTORTER_WRAP,c4d.SLA_DISTORTER_WRAP_NONE)
    bc.SetFloat(c4d.SLA_DISTORTER_AMOUNT,0.1)
    bc.SetFloat(c4d.SLA_DISTORTER_X,0.1)
    bc.SetFloat(c4d.SLA_DISTORTER_Y,0.1)
    bc.SetFloat(c4d.SLA_DISTORTER_Z,0.1)
    bc.SetFloat(c4d.SLA_DISTORTER_DELTA,0.1)
    bc.SetFloat(c4d.SLA_DISTORTER_STEP,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../sla/description/xsladistorter.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseShader *pShader = BaseShader::Alloc(Xdistorter);  
    
    //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;
    pShader->SetParameter(DescID(SLA_DISTORTER_TYPE),GeData(SLA_DISTORTER_TYPE_DIRECTIONAL),flags);
    pShader->SetParameter(DescID(SLA_DISTORTER_WRAP),GeData(SLA_DISTORTER_WRAP_NONE),flags);
    pShader->SetParameter(DescID(SLA_DISTORTER_AMOUNT),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_DISTORTER_X),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_DISTORTER_Y),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_DISTORTER_Z),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_DISTORTER_DELTA),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_DISTORTER_STEP),GeData(0.1),flags);
    pShader->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pShader->GetDataInstance();
    bc->SetInt32(SLA_DISTORTER_TYPE,SLA_DISTORTER_TYPE_DIRECTIONAL);
    bc->SetInt32(SLA_DISTORTER_WRAP,SLA_DISTORTER_WRAP_NONE);
    bc->SetFloat(SLA_DISTORTER_AMOUNT,0.1);
    bc->SetFloat(SLA_DISTORTER_X,0.1);
    bc->SetFloat(SLA_DISTORTER_Y,0.1);
    bc->SetFloat(SLA_DISTORTER_Z,0.1);
    bc->SetFloat(SLA_DISTORTER_DELTA,0.1);
    bc->SetFloat(SLA_DISTORTER_STEP,0.1);
    pShader->Message(MSG_UPDATE);                                                      
}