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.
ID ID_MG_SHADER_CHANNELSELECT
Element Information
Sample Code
Example code for the id ID_MG_SHADER_CHANNELSELECT in Oshader_panel
Note that this is not the actual code from the Oshader_panel file.
This code is just an example to show you how to add a similar control to your own description.
Resource File Code (Oshader_panel.res)
LONG ID_MG_SHADER_CHANNELSELECT
{
FIT_H ;
CYCLE
{ ID_MG_SHADER_CHANNELSELECT_COLOR;
ID_MG_SHADER_CHANNELSELECT_LUMINANCE;
ID_MG_SHADER_CHANNELSELECT_TRANSPARENCY;
ID_MG_SHADER_CHANNELSELECT_ENVIRONMENT;
ID_MG_SHADER_CHANNELSELECT_BUMP;
ID_MG_SHADER_CHANNELSELECT_ALPHA;
ID_MG_SHADER_CHANNELSELECT_SPECULAR;
ID_MG_SHADER_CHANNELSELECT_DISPLACEMENT;
ID_MG_SHADER_CHANNELSELECT_DIFFUSION;
ID_MG_SHADER_CHANNELSELECT_NORMAL;
ID_MG_SHADER_CHANNELSELECT_DIRECT;
}
}
Header File Code (Oshader_panel.h)
#ifndef OSHADER_PANEL_H__
#define OSHADER_PANEL_H__
enum
{
ID_MG_SHADER_CHANNELSELECT = 1000, //First ID should start at 1000
ID_MG_SHADER_CHANNELSELECT_COLOR = 1,
ID_MG_SHADER_CHANNELSELECT_LUMINANCE = 2,
ID_MG_SHADER_CHANNELSELECT_TRANSPARENCY = 3,
ID_MG_SHADER_CHANNELSELECT_ENVIRONMENT = 4,
ID_MG_SHADER_CHANNELSELECT_BUMP = 5,
ID_MG_SHADER_CHANNELSELECT_ALPHA = 6,
ID_MG_SHADER_CHANNELSELECT_SPECULAR = 7,
ID_MG_SHADER_CHANNELSELECT_DISPLACEMENT = 8,
ID_MG_SHADER_CHANNELSELECT_DIFFUSION = 9,
ID_MG_SHADER_CHANNELSELECT_NORMAL = 10,
ID_MG_SHADER_CHANNELSELECT_DIRECT = 11,
};
#endif // OSHADER_PANEL_H__
String File Code (Oshader_panel.str)
// C4D-StringResource
// Identifier Text
STRINGTABLE
{
ID_MG_SHADER_CHANNELSELECT "Channel";
ID_MG_SHADER_CHANNELSELECT_COLOR "Color";
ID_MG_SHADER_CHANNELSELECT_LUMINANCE "Luminance";
ID_MG_SHADER_CHANNELSELECT_TRANSPARENCY "Transparency";
ID_MG_SHADER_CHANNELSELECT_ENVIRONMENT "Environment";
ID_MG_SHADER_CHANNELSELECT_BUMP "Bump";
ID_MG_SHADER_CHANNELSELECT_ALPHA "Alpha";
ID_MG_SHADER_CHANNELSELECT_SPECULAR "Specular";
ID_MG_SHADER_CHANNELSELECT_DISPLACEMENT "Displacement";
ID_MG_SHADER_CHANNELSELECT_DIFFUSION "Diffusion";
ID_MG_SHADER_CHANNELSELECT_NORMAL "Normal";
ID_MG_SHADER_CHANNELSELECT_DIRECT "CustomShader";
}