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 XSLAGradient

XSLAGradient

Attributes

  • ENGLISH NAME : GradientShader
  • NAME : XSLAGradient
  • INCLUDE : Mpreview
  • INCLUDE : Xbase
  • PATH : sla/description/xslagradient.res
  • PLUGIN : sla
  • MAXON online help (may not exist): XSLAGRADIENT

Elements

ID UI Name Type Parameters Cycle
SLA_GRADIENT_GRADIENT Gradient GRADIENT ICC_BASEDOCUMENT
SLA_GRADIENT_TYPE Type LONG  
SLA_GRADIENT_TYPE_2D_U 2D-U
SLA_GRADIENT_TYPE_2D_V 2D-V
SLA_GRADIENT_TYPE_2D_DIAG 2D-Diagonal
SLA_GRADIENT_TYPE_2D_RAD 2D-Radial
SLA_GRADIENT_TYPE_2D_CIRC 2D-Circular
SLA_GRADIENT_TYPE_2D_BOX 2D-Box
SLA_GRADIENT_TYPE_2D_STAR 2D-Star
SLA_GRADIENT_TYPE_2D_FOUR_CORNER 2D-FourCorner
SLA_GRADIENT_TYPE_3D_LINEAR 3D-Linear
SLA_GRADIENT_TYPE_3D_CYLINDRICAL 3D-Cylindrical
SLA_GRADIENT_TYPE_3D_SPHERICAL 3D-Spherical
SLA_GRADIENT_CYCLE Cycle BOOL  
SLA_GRADIENT_START Start VECTOR UNIT
SLA_GRADIENT_END End VECTOR UNIT
SLA_GRADIENT_RADIUS Radius REAL UNIT
SLA_GRADIENT_TURBULENCE Turbulence REAL
UNIT PERCENT
MIN 0
MAX 100
SLA_GRADIENT_OCTAVES Octaves REAL
MIN 0
MAX 10
STEP .1
SLA_GRADIENT_SCALE Scale REAL
UNIT PERCENT
MIN 0
SLA_GRADIENT_FREQ Frequency REAL  
SLA_GRADIENT_SEED Seed LONG  
SLA_GRADIENT_ANGLE Angle REAL UNIT
SLA_GRADIENT_ABSOLUTE Absolute BOOL  
SLA_GRADIENT_SPACE Space LONG  
SLA_GRADIENT_SPACE_TEXTURE Texture
SLA_GRADIENT_SPACE_OBJECT Object
SLA_GRADIENT_SPACE_WORLD World
SLA_GRADIENT_SPACE_CAMERA Camera
SLA_GRADIENT_SPACE_SCREEN Screen
SLA_GRADIENT_SPACE_RASTER Raster

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.Xgradient)
    
    #You can set parameters two different ways. 
    #First way              
    shader[c4d.SLA_GRADIENT_TYPE] = c4d.SLA_GRADIENT_TYPE_2D_U
    shader[c4d.SLA_GRADIENT_CYCLE] = True
    shader[c4d.SLA_GRADIENT_START] = c4d.Vector(1.0,1.0,1.0)
    shader[c4d.SLA_GRADIENT_END] = c4d.Vector(1.0,1.0,1.0)
    shader[c4d.SLA_GRADIENT_RADIUS] = 0.1
    shader[c4d.SLA_GRADIENT_TURBULENCE] = 0.1
    shader[c4d.SLA_GRADIENT_OCTAVES] = 0.1
    shader[c4d.SLA_GRADIENT_SCALE] = 0.1
    shader[c4d.SLA_GRADIENT_FREQ] = 0.1
    shader[c4d.SLA_GRADIENT_SEED] = 1
    shader[c4d.SLA_GRADIENT_ANGLE] = 0.1
    shader[c4d.SLA_GRADIENT_ABSOLUTE] = True
    shader[c4d.SLA_GRADIENT_SPACE] = c4d.SLA_GRADIENT_SPACE_TEXTURE
    
    #Second way, using the base container.
    bc = shader.GetDataInstance()
    bc.SetInt32(c4d.SLA_GRADIENT_TYPE,c4d.SLA_GRADIENT_TYPE_2D_U)
    bc.SetBool(c4d.SLA_GRADIENT_CYCLE,True)
    bc.SetVector(c4d.SLA_GRADIENT_START, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.SLA_GRADIENT_END, c4d.Vector(1.0,1.0,1.0)
    bc.SetFloat(c4d.SLA_GRADIENT_RADIUS,0.1)
    bc.SetFloat(c4d.SLA_GRADIENT_TURBULENCE,0.1)
    bc.SetFloat(c4d.SLA_GRADIENT_OCTAVES,0.1)
    bc.SetFloat(c4d.SLA_GRADIENT_SCALE,0.1)
    bc.SetFloat(c4d.SLA_GRADIENT_FREQ,0.1)
    bc.SetInt32(c4d.SLA_GRADIENT_SEED,1)
    bc.SetFloat(c4d.SLA_GRADIENT_ANGLE,0.1)
    bc.SetBool(c4d.SLA_GRADIENT_ABSOLUTE,True)
    bc.SetInt32(c4d.SLA_GRADIENT_SPACE,c4d.SLA_GRADIENT_SPACE_TEXTURE)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../sla/description/xslagradient.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseShader *pShader = BaseShader::Alloc(Xgradient);  
    
    //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_GRADIENT_TYPE),GeData(SLA_GRADIENT_TYPE_2D_U),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_CYCLE),GeData(true),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_START),GeData(Vector(1.0,1.0,1.0)),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_END),GeData(Vector(1.0,1.0,1.0)),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_RADIUS),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_TURBULENCE),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_OCTAVES),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_SCALE),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_FREQ),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_SEED),GeData(1),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_ANGLE),GeData(0.1),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_ABSOLUTE),GeData(true),flags);
    pShader->SetParameter(DescID(SLA_GRADIENT_SPACE),GeData(SLA_GRADIENT_SPACE_TEXTURE),flags);
    pShader->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pShader->GetDataInstance();
    bc->SetInt32(SLA_GRADIENT_TYPE,SLA_GRADIENT_TYPE_2D_U);
    bc->SetBool(SLA_GRADIENT_CYCLE,true);
    bc->SetVector(SLA_GRADIENT_START, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(SLA_GRADIENT_END, c4d.Vector(1.0,1.0,1.0);
    bc->SetFloat(SLA_GRADIENT_RADIUS,0.1);
    bc->SetFloat(SLA_GRADIENT_TURBULENCE,0.1);
    bc->SetFloat(SLA_GRADIENT_OCTAVES,0.1);
    bc->SetFloat(SLA_GRADIENT_SCALE,0.1);
    bc->SetFloat(SLA_GRADIENT_FREQ,0.1);
    bc->SetInt32(SLA_GRADIENT_SEED,1);
    bc->SetFloat(SLA_GRADIENT_ANGLE,0.1);
    bc->SetBool(SLA_GRADIENT_ABSOLUTE,true);
    bc->SetInt32(SLA_GRADIENT_SPACE,SLA_GRADIENT_SPACE_TEXTURE);
    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"
SLA_GRADIENT_GRADIENT
GeData data; pShader->GetParameter(DescID(SLA_GRADIENT_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(SLA_GRADIENT_GRADIENT),data,DESCFLAGS_SET_PARAM_SET));