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 Xspectral

Xspectral

Attributes

  • ENGLISH NAME : SpectralShader
  • NAME : Xspectral
  • INCLUDE : Mpreview
  • INCLUDE : Xbase
  • PATH : shader/description/xspectral.res
  • PLUGIN : shader
  • MAXON online help (may not exist): XSPECTRAL

Elements

ID UI Name Type Parameters Cycle
SPEC_INT Intensity REAL
MIN 0.0
UNIT PERCENT
SPEC_VAR Variation REAL UNIT
SPEC_RTYPE OutofRangeType LONG  
SPEC_RTYPE_STOP Stop
SPEC_RTYPE_MIRROR Mirror
SPEC_RTYPE_TILING Tiling
SPEC_GRADIENT Spectrum GRADIENT
COLOR
ICC_BASEDOCUMENT
SPEC_CD_ON UseCDEffect BOOL  
SPEC_CD_WIDTH Width REAL
MIN 0.0
UNIT PERCENT
SPEC_CD_PEAK Peak REAL
MIN 0.0
MAX 100.0
UNIT PERCENT
SPEC_CD_WFAC WFactor REAL
MIN 0.0
MAX 200.0
UNIT PERCENT
SPEC_CD_DINT DiffuseIntensity REAL
MIN 0.0
UNIT PERCENT
SPEC_CD_DVAR DiffuseVariation REAL UNIT
SPEC_CD_STYPE FrontSide LONG  
SPEC_STYPE_XY XY
SPEC_STYPE_YZ YZ
SPEC_STYPE_ZX ZX

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.Xspectral)
    
    #You can set parameters two different ways. 
    #First way              
    shader[c4d.SPEC_INT] = 0.1
    shader[c4d.SPEC_VAR] = 0.1
    shader[c4d.SPEC_RTYPE] = c4d.SPEC_RTYPE_STOP
    shader[c4d.SPEC_CD_ON] = True
    shader[c4d.SPEC_CD_WIDTH] = 0.1
    shader[c4d.SPEC_CD_PEAK] = 0.1
    shader[c4d.SPEC_CD_WFAC] = 0.1
    shader[c4d.SPEC_CD_DINT] = 0.1
    shader[c4d.SPEC_CD_DVAR] = 0.1
    shader[c4d.SPEC_CD_STYPE] = c4d.SPEC_STYPE_XY
    
    #Second way, using the base container.
    bc = shader.GetDataInstance()
    bc.SetFloat(c4d.SPEC_INT,0.1)
    bc.SetFloat(c4d.SPEC_VAR,0.1)
    bc.SetInt32(c4d.SPEC_RTYPE,c4d.SPEC_RTYPE_STOP)
    bc.SetBool(c4d.SPEC_CD_ON,True)
    bc.SetFloat(c4d.SPEC_CD_WIDTH,0.1)
    bc.SetFloat(c4d.SPEC_CD_PEAK,0.1)
    bc.SetFloat(c4d.SPEC_CD_WFAC,0.1)
    bc.SetFloat(c4d.SPEC_CD_DINT,0.1)
    bc.SetFloat(c4d.SPEC_CD_DVAR,0.1)
    bc.SetInt32(c4d.SPEC_CD_STYPE,c4d.SPEC_STYPE_XY)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../shader/description/xspectral.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseShader *pShader = BaseShader::Alloc(Xspectral);  
    
    //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(SPEC_INT),GeData(0.1),flags);
    pShader->SetParameter(DescID(SPEC_VAR),GeData(0.1),flags);
    pShader->SetParameter(DescID(SPEC_RTYPE),GeData(SPEC_RTYPE_STOP),flags);
    pShader->SetParameter(DescID(SPEC_CD_ON),GeData(true),flags);
    pShader->SetParameter(DescID(SPEC_CD_WIDTH),GeData(0.1),flags);
    pShader->SetParameter(DescID(SPEC_CD_PEAK),GeData(0.1),flags);
    pShader->SetParameter(DescID(SPEC_CD_WFAC),GeData(0.1),flags);
    pShader->SetParameter(DescID(SPEC_CD_DINT),GeData(0.1),flags);
    pShader->SetParameter(DescID(SPEC_CD_DVAR),GeData(0.1),flags);
    pShader->SetParameter(DescID(SPEC_CD_STYPE),GeData(SPEC_STYPE_XY),flags);
    pShader->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pShader->GetDataInstance();
    bc->SetFloat(SPEC_INT,0.1);
    bc->SetFloat(SPEC_VAR,0.1);
    bc->SetInt32(SPEC_RTYPE,SPEC_RTYPE_STOP);
    bc->SetBool(SPEC_CD_ON,true);
    bc->SetFloat(SPEC_CD_WIDTH,0.1);
    bc->SetFloat(SPEC_CD_PEAK,0.1);
    bc->SetFloat(SPEC_CD_WFAC,0.1);
    bc->SetFloat(SPEC_CD_DINT,0.1);
    bc->SetFloat(SPEC_CD_DVAR,0.1);
    bc->SetInt32(SPEC_CD_STYPE,SPEC_STYPE_XY);
    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"
SPEC_GRADIENT
GeData data; pShader->GetParameter(DescID(SPEC_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(SPEC_GRADIENT),data,DESCFLAGS_SET_PARAM_SET));