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.
Description Xflame
IDs and information for Xflame
Xflame
Attributes
- ENGLISH NAME : FlameShader
- NAME : Xflame
- INCLUDE : Mpreview
- INCLUDE : Xbase
- PATH : shader/description/xflame.res
- PLUGIN : shader
- MAXON online help (may not exist): XFLAME
Elements
ID | UI Name | Type | Parameters | Cycle | ||||
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FLAMESHADER_COLOR | Color | GRADIENT | ICC_BASEDOCUMENT |
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FLAMESHADER_FREQUENCY | TFrequency | REAL |
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FLAMESHADER_TURBULENCE | Turbulence | REAL |
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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.Xflame) #You can set parameters two different ways. #First way shader[c4d.FLAMESHADER_FREQUENCY] = 0.1 shader[c4d.FLAMESHADER_TURBULENCE] = 0.1 #Second way, using the base container. bc = shader.GetDataInstance() bc.SetFloat(c4d.FLAMESHADER_FREQUENCY,0.1) bc.SetFloat(c4d.FLAMESHADER_TURBULENCE,0.1) if __name__=='__main__': main()
C++
#include "c4d.h" #include "../shader/description/xflame.h" void SampleFunction() { BaseDocument *pDoc = GetActiveDocument(); BaseShader *pShader = BaseShader::Alloc(Xflame); //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(FLAMESHADER_FREQUENCY),GeData(0.1),flags); pShader->SetParameter(DescID(FLAMESHADER_TURBULENCE),GeData(0.1),flags); pShader->Message(MSG_UPDATE); //Second way, using the base container. BaseContainer *bc = pShader->GetDataInstance(); bc->SetFloat(FLAMESHADER_FREQUENCY,0.1); bc->SetFloat(FLAMESHADER_TURBULENCE,0.1); pShader->Message(MSG_UPDATE); }
Gradients
This node has gradients. Gradients can manually be edited by calling the following codePython
C++
#include "customgui_gradient.h"FLAMESHADER_COLOR
GeData data; pShader->GetParameter(DescID(FLAMESHADER_COLOR),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(FLAMESHADER_COLOR),data,DESCFLAGS_SET_PARAM_SET));