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 Xambientocclusion

Xambientocclusion

Attributes

  • ENGLISH NAME : AmbientOcclusionShader
  • NAME : Xambientocclusion
  • INCLUDE : Mpreview
  • INCLUDE : Xbase
  • PATH : advanced_render/description/xambientocclusion.res
  • PLUGIN : advanced_render
  • MAXON online help (may not exist): XAMBIENTOCCLUSION

Elements

ID UI Name Type Parameters Cycle
AMBIENTOCCLUSIONSHADER_GRADIENT Color GRADIENT ICC_BASEDOCUMENT
AMBIENTOCCLUSIONSHADER_MINLENGTH MinimumRayLength REAL
UNIT METER
MIN 0.0
STEP 0.1
AMBIENTOCCLUSIONSHADER_MAXLENGTH MaximumRayLength REAL
UNIT METER
MIN 0.0
STEP 0.1
AMBIENTOCCLUSIONSHADER_DISPERSION Dispersion REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
AMBIENTOCCLUSIONSHADER_ACCURACY Accuracy REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
AMBIENTOCCLUSIONSHADER_MINSAMPLES MinimumSamples LONG
MIN 1
MAX 10000
AMBIENTOCCLUSIONSHADER_MAXSAMPLES MaximumSamples LONG
MIN 1
MAX 10000
AMBIENTOCCLUSIONSHADER_CONTRAST Contrast REAL
UNIT PERCENT
MIN -100.0
MAX 100.0
AMBIENTOCCLUSIONSHADER_ENVIRONMENT UseSkyEnvironment BOOL  
AMBIENTOCCLUSIONSHADER_TRANSPARENCY EvaluateTransparency BOOL  
AMBIENTOCCLUSIONSHADER_SELFTEST SelfShadowingOnly BOOL  
AMBIENTOCCLUSIONSHADER_REVERSE InvertDirection 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():
    shader = c4d.BaseShader(c4d.Xambientocclusion)
    
    #You can set parameters two different ways. 
    #First way              
    shader[c4d.AMBIENTOCCLUSIONSHADER_MINLENGTH] = 0.1
    shader[c4d.AMBIENTOCCLUSIONSHADER_MAXLENGTH] = 0.1
    shader[c4d.AMBIENTOCCLUSIONSHADER_DISPERSION] = 0.1
    shader[c4d.AMBIENTOCCLUSIONSHADER_ACCURACY] = 0.1
    shader[c4d.AMBIENTOCCLUSIONSHADER_MINSAMPLES] = 1
    shader[c4d.AMBIENTOCCLUSIONSHADER_MAXSAMPLES] = 1
    shader[c4d.AMBIENTOCCLUSIONSHADER_CONTRAST] = 0.1
    shader[c4d.AMBIENTOCCLUSIONSHADER_ENVIRONMENT] = True
    shader[c4d.AMBIENTOCCLUSIONSHADER_TRANSPARENCY] = True
    shader[c4d.AMBIENTOCCLUSIONSHADER_SELFTEST] = True
    shader[c4d.AMBIENTOCCLUSIONSHADER_REVERSE] = True
    
    #Second way, using the base container.
    bc = shader.GetDataInstance()
    bc.SetFloat(c4d.AMBIENTOCCLUSIONSHADER_MINLENGTH,0.1)
    bc.SetFloat(c4d.AMBIENTOCCLUSIONSHADER_MAXLENGTH,0.1)
    bc.SetFloat(c4d.AMBIENTOCCLUSIONSHADER_DISPERSION,0.1)
    bc.SetFloat(c4d.AMBIENTOCCLUSIONSHADER_ACCURACY,0.1)
    bc.SetInt32(c4d.AMBIENTOCCLUSIONSHADER_MINSAMPLES,1)
    bc.SetInt32(c4d.AMBIENTOCCLUSIONSHADER_MAXSAMPLES,1)
    bc.SetFloat(c4d.AMBIENTOCCLUSIONSHADER_CONTRAST,0.1)
    bc.SetBool(c4d.AMBIENTOCCLUSIONSHADER_ENVIRONMENT,True)
    bc.SetBool(c4d.AMBIENTOCCLUSIONSHADER_TRANSPARENCY,True)
    bc.SetBool(c4d.AMBIENTOCCLUSIONSHADER_SELFTEST,True)
    bc.SetBool(c4d.AMBIENTOCCLUSIONSHADER_REVERSE,True)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../advanced_render/description/xambientocclusion.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseShader *pShader = BaseShader::Alloc(Xambientocclusion);  
    
    //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(AMBIENTOCCLUSIONSHADER_MINLENGTH),GeData(0.1),flags);
    pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_MAXLENGTH),GeData(0.1),flags);
    pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_DISPERSION),GeData(0.1),flags);
    pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_ACCURACY),GeData(0.1),flags);
    pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_MINSAMPLES),GeData(1),flags);
    pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_MAXSAMPLES),GeData(1),flags);
    pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_CONTRAST),GeData(0.1),flags);
    pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_ENVIRONMENT),GeData(true),flags);
    pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_TRANSPARENCY),GeData(true),flags);
    pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_SELFTEST),GeData(true),flags);
    pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_REVERSE),GeData(true),flags);
    pShader->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pShader->GetDataInstance();
    bc->SetFloat(AMBIENTOCCLUSIONSHADER_MINLENGTH,0.1);
    bc->SetFloat(AMBIENTOCCLUSIONSHADER_MAXLENGTH,0.1);
    bc->SetFloat(AMBIENTOCCLUSIONSHADER_DISPERSION,0.1);
    bc->SetFloat(AMBIENTOCCLUSIONSHADER_ACCURACY,0.1);
    bc->SetInt32(AMBIENTOCCLUSIONSHADER_MINSAMPLES,1);
    bc->SetInt32(AMBIENTOCCLUSIONSHADER_MAXSAMPLES,1);
    bc->SetFloat(AMBIENTOCCLUSIONSHADER_CONTRAST,0.1);
    bc->SetBool(AMBIENTOCCLUSIONSHADER_ENVIRONMENT,true);
    bc->SetBool(AMBIENTOCCLUSIONSHADER_TRANSPARENCY,true);
    bc->SetBool(AMBIENTOCCLUSIONSHADER_SELFTEST,true);
    bc->SetBool(AMBIENTOCCLUSIONSHADER_REVERSE,true);
    pShader->Message(MSG_UPDATE);                                                      
}
             

Gradients

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

Python


C++

           
#include "customgui_gradient.h"
AMBIENTOCCLUSIONSHADER_GRADIENT
GeData data; pShader->GetParameter(DescID(AMBIENTOCCLUSIONSHADER_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); } pShader->SetParameter(DescID(AMBIENTOCCLUSIONSHADER_GRADIENT),data,DESCFLAGS_SET_PARAM_SET));