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 XSLAFilter

XSLAFilter

Attributes

  • ENGLISH NAME : FilterShader
  • NAME : XSLAFilter
  • INCLUDE : Mpreview
  • INCLUDE : Xbase
  • PATH : sla/description/xslafilter.res
  • PLUGIN : sla
  • MAXON online help (may not exist): XSLAFILTER

Elements

ID UI Name Type Parameters Cycle
SLA_FILTER_TEXTURE Texture SHADERLINK  
SLA_FILTER_HUE Hue REAL
CUSTOMGUI REALSLIDER
UNIT DEGREE
MIN 0
MAX 360
MINSLIDER 0
MAXSLIDER 360
SLA_FILTER_SATURATION Saturation REAL
CUSTOMGUI REALSLIDER
UNIT PERCENT
MIN -100
MAX 100
MINSLIDER -100
MAXSLIDER 100
SLA_FILTER_LIGHTNESS Lightness REAL
CUSTOMGUI REALSLIDER
UNIT PERCENT
MIN -100
MAX 100
MINSLIDER -100
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_FILTER_COLORIZE Colorize BOOL  
SLA_FILTER_BRIGHNESS Brightness REAL
UNIT PERCENT
MIN -100
MAX 100
CUSTOMGUI REALSLIDER
SLA_FILTER_CONTRAST Contrast REAL
UNIT PERCENT
MIN -100
MAX 100
CUSTOMGUI REALSLIDER
SLA_FILTER_GAMMA Gamma REAL
MIN .1
MAX 100
MAXSLIDER 10
STEP 0.01
CUSTOMGUI REALSLIDER
SLA_FILTER_CLIPPING EnableClipping BOOL  
SLA_FILTER_LOW_CLIP LowClip REAL
UNIT PERCENT
MIN 0
MAX 10000
MINSLIDER 0
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_FILTER_HIGH_CLIP HighClip REAL
UNIT PERCENT
MIN 0
MAX 10000
MINSLIDER 0
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_FILTER_GRADING_ENABLED Enabled BOOL  
SLA_FILTER_GRADING_INTENSITY Intensity REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
SLA_FILTER_GRADING_CURVE_RGB RGB SPLINE  
SLA_FILTER_GRADING_CURVE_R R SPLINE  
SLA_FILTER_GRADING_CURVE_G G SPLINE  
SLA_FILTER_GRADING_CURVE_B B SPLINE  

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.Xfilter)
    
    #You can set parameters two different ways. 
    #First way              
    shader[c4d.SLA_FILTER_HUE] = 0.1
    shader[c4d.SLA_FILTER_SATURATION] = 0.1
    shader[c4d.SLA_FILTER_LIGHTNESS] = 0.1
    shader[c4d.SLA_FILTER_COLORIZE] = True
    shader[c4d.SLA_FILTER_BRIGHNESS] = 0.1
    shader[c4d.SLA_FILTER_CONTRAST] = 0.1
    shader[c4d.SLA_FILTER_GAMMA] = 0.1
    shader[c4d.SLA_FILTER_CLIPPING] = True
    shader[c4d.SLA_FILTER_LOW_CLIP] = 0.1
    shader[c4d.SLA_FILTER_HIGH_CLIP] = 0.1
    shader[c4d.SLA_FILTER_GRADING_ENABLED] = True
    shader[c4d.SLA_FILTER_GRADING_INTENSITY] = 0.1
    
    #Second way, using the base container.
    bc = shader.GetDataInstance()
    bc.SetFloat(c4d.SLA_FILTER_HUE,0.1)
    bc.SetFloat(c4d.SLA_FILTER_SATURATION,0.1)
    bc.SetFloat(c4d.SLA_FILTER_LIGHTNESS,0.1)
    bc.SetBool(c4d.SLA_FILTER_COLORIZE,True)
    bc.SetFloat(c4d.SLA_FILTER_BRIGHNESS,0.1)
    bc.SetFloat(c4d.SLA_FILTER_CONTRAST,0.1)
    bc.SetFloat(c4d.SLA_FILTER_GAMMA,0.1)
    bc.SetBool(c4d.SLA_FILTER_CLIPPING,True)
    bc.SetFloat(c4d.SLA_FILTER_LOW_CLIP,0.1)
    bc.SetFloat(c4d.SLA_FILTER_HIGH_CLIP,0.1)
    bc.SetBool(c4d.SLA_FILTER_GRADING_ENABLED,True)
    bc.SetFloat(c4d.SLA_FILTER_GRADING_INTENSITY,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../sla/description/xslafilter.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseShader *pShader = BaseShader::Alloc(Xfilter);  
    
    //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_FILTER_HUE),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_FILTER_SATURATION),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_FILTER_LIGHTNESS),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_FILTER_COLORIZE),GeData(true),flags);
    pShader->SetParameter(DescID(SLA_FILTER_BRIGHNESS),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_FILTER_CONTRAST),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_FILTER_GAMMA),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_FILTER_CLIPPING),GeData(true),flags);
    pShader->SetParameter(DescID(SLA_FILTER_LOW_CLIP),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_FILTER_HIGH_CLIP),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_FILTER_GRADING_ENABLED),GeData(true),flags);
    pShader->SetParameter(DescID(SLA_FILTER_GRADING_INTENSITY),GeData(0.1),flags);
    pShader->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pShader->GetDataInstance();
    bc->SetFloat(SLA_FILTER_HUE,0.1);
    bc->SetFloat(SLA_FILTER_SATURATION,0.1);
    bc->SetFloat(SLA_FILTER_LIGHTNESS,0.1);
    bc->SetBool(SLA_FILTER_COLORIZE,true);
    bc->SetFloat(SLA_FILTER_BRIGHNESS,0.1);
    bc->SetFloat(SLA_FILTER_CONTRAST,0.1);
    bc->SetFloat(SLA_FILTER_GAMMA,0.1);
    bc->SetBool(SLA_FILTER_CLIPPING,true);
    bc->SetFloat(SLA_FILTER_LOW_CLIP,0.1);
    bc->SetFloat(SLA_FILTER_HIGH_CLIP,0.1);
    bc->SetBool(SLA_FILTER_GRADING_ENABLED,true);
    bc->SetFloat(SLA_FILTER_GRADING_INTENSITY,0.1);
    pShader->Message(MSG_UPDATE);                                                      
}