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 XSLABanj

XSLABanj

Attributes

  • ENGLISH NAME : BacklightShader
  • NAME : XSLABanj
  • INCLUDE : Mpreview
  • INCLUDE : Xbase
  • PATH : sla/description/xslabanj.res
  • PLUGIN : sla
  • MAXON online help (may not exist): XSLABANJ

Elements

ID UI Name Type Parameters Cycle
SLA_BANJ_COLOR Color COLOR  
SLA_BANJ_ALGORITHM Algorithm LONG  
SLA_BANJ_ALGORITHM_INTERNAL Internal
SLA_BANJ_ALGORITHM_OREN_NAYAR OrenNayar
SLA_BANJ_ALGORITHM_SIMPLE Simple
SLA_BANJ_ILLIMINATION Illumination REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJ_ROUGHNESS Roughness REAL
UNIT PERCENT
MIN 0
MAX 200
SLA_BANJ_SHADOW_INTENSITY ShadowIntensity REAL
UNIT PERCENT
MIN 0
MAX 100
SLA_BANJ_CLIP Clip BOOL  
SLA_BANJ_CONTRAST Contrast REAL
UNIT PERCENT
MIN -500
MAX 500

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.Xbanj)
    
    #You can set parameters two different ways. 
    #First way              
    shader[c4d.SLA_BANJ_ALGORITHM] = c4d.SLA_BANJ_ALGORITHM_INTERNAL
    shader[c4d.SLA_BANJ_ILLIMINATION] = 0.1
    shader[c4d.SLA_BANJ_ROUGHNESS] = 0.1
    shader[c4d.SLA_BANJ_SHADOW_INTENSITY] = 0.1
    shader[c4d.SLA_BANJ_CLIP] = True
    shader[c4d.SLA_BANJ_CONTRAST] = 0.1
    
    #Second way, using the base container.
    bc = shader.GetDataInstance()
    bc.SetInt32(c4d.SLA_BANJ_ALGORITHM,c4d.SLA_BANJ_ALGORITHM_INTERNAL)
    bc.SetFloat(c4d.SLA_BANJ_ILLIMINATION,0.1)
    bc.SetFloat(c4d.SLA_BANJ_ROUGHNESS,0.1)
    bc.SetFloat(c4d.SLA_BANJ_SHADOW_INTENSITY,0.1)
    bc.SetBool(c4d.SLA_BANJ_CLIP,True)
    bc.SetFloat(c4d.SLA_BANJ_CONTRAST,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../sla/description/xslabanj.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseShader *pShader = BaseShader::Alloc(Xbanj);  
    
    //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_BANJ_ALGORITHM),GeData(SLA_BANJ_ALGORITHM_INTERNAL),flags);
    pShader->SetParameter(DescID(SLA_BANJ_ILLIMINATION),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_BANJ_ROUGHNESS),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_BANJ_SHADOW_INTENSITY),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_BANJ_CLIP),GeData(true),flags);
    pShader->SetParameter(DescID(SLA_BANJ_CONTRAST),GeData(0.1),flags);
    pShader->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pShader->GetDataInstance();
    bc->SetInt32(SLA_BANJ_ALGORITHM,SLA_BANJ_ALGORITHM_INTERNAL);
    bc->SetFloat(SLA_BANJ_ILLIMINATION,0.1);
    bc->SetFloat(SLA_BANJ_ROUGHNESS,0.1);
    bc->SetFloat(SLA_BANJ_SHADOW_INTENSITY,0.1);
    bc->SetBool(SLA_BANJ_CLIP,true);
    bc->SetFloat(SLA_BANJ_CONTRAST,0.1);
    pShader->Message(MSG_UPDATE);                                                      
}