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 xpavement

xpavement

Attributes

  • ENGLISH NAME : PavementShader
  • NAME : xpavement
  • INCLUDE : Mpreview
  • INCLUDE : Xbase
  • PATH : shader/description/xpavement.res
  • PLUGIN : shader
  • MAXON online help (may not exist): XPAVEMENT

Elements

ID UI Name Type Parameters Cycle
PAVEMENT_SCALE Scale REAL
UNIT PERCENT
MIN 0.0
STEP 1.0
PAVEMENT_SEED Seed LONG MIN
PAVEMENT_GAP_SIZE Width REAL
UNIT PERCENT
MIN 1.0
MAX 100.0
STEP 1.0
PAVEMENT_GAP_BLUR Soft REAL
UNIT PERCENT
MIN 0.0
MAX 200.0
STEP 1.0
PAVEMENT_GAP_CROOKED_INTENSITY Crookedness REAL
UNIT PERCENT
MIN 0.0
STEP 1.0
PAVEMENT_GAP_CROOKED_SCALE CrookednessScale REAL
UNIT PERCENT
MIN 0.0
STEP 1.0
PAVEMENT_COL_STONE StoneColor GRADIENT
COLOR
ICC_BASEDOCUMENT
PAVEMENT_COL_STONE_STRUCT1 RoughStructure REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
STEP 1.0
PAVEMENT_COL_STONE_STRUCT2 FineStructure REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
STEP 1.0
PAVEMENT_COL_GAP GapColor GRADIENT
COLOR
ICC_BASEDOCUMENT
PAVEMENT_COL_GRAINYGAPS GrainyGaps REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
STEP 1.0
PAVEMENT_COL_GRAINYGAPS_MODE ContrastGrain BOOL  
PAVEMENT_COL_SMUDGE SmudgyColor GRADIENT
COLOR
ICC_BASEDOCUMENT
PAVEMENT_COL_SMUDGYEDGES SmudgyEdges REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
STEP 1.0
PAVEMENT_COL_SMUDGYEDGES_SIZE SmudgyEdgesSize REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
STEP 1.0

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.Xpavement)
    
    #You can set parameters two different ways. 
    #First way              
    shader[c4d.PAVEMENT_SCALE] = 0.1
    shader[c4d.PAVEMENT_SEED] = 1
    shader[c4d.PAVEMENT_GAP_SIZE] = 0.1
    shader[c4d.PAVEMENT_GAP_BLUR] = 0.1
    shader[c4d.PAVEMENT_GAP_CROOKED_INTENSITY] = 0.1
    shader[c4d.PAVEMENT_GAP_CROOKED_SCALE] = 0.1
    shader[c4d.PAVEMENT_COL_STONE_STRUCT1] = 0.1
    shader[c4d.PAVEMENT_COL_STONE_STRUCT2] = 0.1
    shader[c4d.PAVEMENT_COL_GRAINYGAPS] = 0.1
    shader[c4d.PAVEMENT_COL_GRAINYGAPS_MODE] = True
    shader[c4d.PAVEMENT_COL_SMUDGYEDGES] = 0.1
    shader[c4d.PAVEMENT_COL_SMUDGYEDGES_SIZE] = 0.1
    
    #Second way, using the base container.
    bc = shader.GetDataInstance()
    bc.SetFloat(c4d.PAVEMENT_SCALE,0.1)
    bc.SetInt32(c4d.PAVEMENT_SEED,1)
    bc.SetFloat(c4d.PAVEMENT_GAP_SIZE,0.1)
    bc.SetFloat(c4d.PAVEMENT_GAP_BLUR,0.1)
    bc.SetFloat(c4d.PAVEMENT_GAP_CROOKED_INTENSITY,0.1)
    bc.SetFloat(c4d.PAVEMENT_GAP_CROOKED_SCALE,0.1)
    bc.SetFloat(c4d.PAVEMENT_COL_STONE_STRUCT1,0.1)
    bc.SetFloat(c4d.PAVEMENT_COL_STONE_STRUCT2,0.1)
    bc.SetFloat(c4d.PAVEMENT_COL_GRAINYGAPS,0.1)
    bc.SetBool(c4d.PAVEMENT_COL_GRAINYGAPS_MODE,True)
    bc.SetFloat(c4d.PAVEMENT_COL_SMUDGYEDGES,0.1)
    bc.SetFloat(c4d.PAVEMENT_COL_SMUDGYEDGES_SIZE,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../shader/description/xpavement.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseShader *pShader = BaseShader::Alloc(Xpavement);  
    
    //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(PAVEMENT_SCALE),GeData(0.1),flags);
    pShader->SetParameter(DescID(PAVEMENT_SEED),GeData(1),flags);
    pShader->SetParameter(DescID(PAVEMENT_GAP_SIZE),GeData(0.1),flags);
    pShader->SetParameter(DescID(PAVEMENT_GAP_BLUR),GeData(0.1),flags);
    pShader->SetParameter(DescID(PAVEMENT_GAP_CROOKED_INTENSITY),GeData(0.1),flags);
    pShader->SetParameter(DescID(PAVEMENT_GAP_CROOKED_SCALE),GeData(0.1),flags);
    pShader->SetParameter(DescID(PAVEMENT_COL_STONE_STRUCT1),GeData(0.1),flags);
    pShader->SetParameter(DescID(PAVEMENT_COL_STONE_STRUCT2),GeData(0.1),flags);
    pShader->SetParameter(DescID(PAVEMENT_COL_GRAINYGAPS),GeData(0.1),flags);
    pShader->SetParameter(DescID(PAVEMENT_COL_GRAINYGAPS_MODE),GeData(true),flags);
    pShader->SetParameter(DescID(PAVEMENT_COL_SMUDGYEDGES),GeData(0.1),flags);
    pShader->SetParameter(DescID(PAVEMENT_COL_SMUDGYEDGES_SIZE),GeData(0.1),flags);
    pShader->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pShader->GetDataInstance();
    bc->SetFloat(PAVEMENT_SCALE,0.1);
    bc->SetInt32(PAVEMENT_SEED,1);
    bc->SetFloat(PAVEMENT_GAP_SIZE,0.1);
    bc->SetFloat(PAVEMENT_GAP_BLUR,0.1);
    bc->SetFloat(PAVEMENT_GAP_CROOKED_INTENSITY,0.1);
    bc->SetFloat(PAVEMENT_GAP_CROOKED_SCALE,0.1);
    bc->SetFloat(PAVEMENT_COL_STONE_STRUCT1,0.1);
    bc->SetFloat(PAVEMENT_COL_STONE_STRUCT2,0.1);
    bc->SetFloat(PAVEMENT_COL_GRAINYGAPS,0.1);
    bc->SetBool(PAVEMENT_COL_GRAINYGAPS_MODE,true);
    bc->SetFloat(PAVEMENT_COL_SMUDGYEDGES,0.1);
    bc->SetFloat(PAVEMENT_COL_SMUDGYEDGES_SIZE,0.1);
    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"
PAVEMENT_COL_STONE
GeData data; pShader->GetParameter(DescID(PAVEMENT_COL_STONE),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(PAVEMENT_COL_STONE),data,DESCFLAGS_SET_PARAM_SET));
PAVEMENT_COL_GAP
pShader->GetParameter(DescID(PAVEMENT_COL_GAP),data,DESCFLAGS_GET_PARAM_GET));
PAVEMENT_COL_SMUDGE
pShader->GetParameter(DescID(PAVEMENT_COL_SMUDGE),data,DESCFLAGS_GET_PARAM_GET));