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 Orelief

Orelief

Attributes

  • ENGLISH NAME : ReliefObject
  • NAME : Orelief
  • INCLUDE : Obase
  • PATH : objects/description/orelief.res
  • PLUGIN : objects
  • MAXON online help (may not exist): ORELIEF

Elements

ID UI Name Type Parameters Cycle
PRIM_RELIEF_TEXTURE Texture TEXTURE  
PRIM_RELIEF_LEN Size VECTOR
UNIT METER
MIN 0.0
PRIM_RELIEF_SUBW WidthSegments LONG
MIN 4
MAX 1000
PRIM_RELIEF_SUBH DepthSegments LONG
MIN 4
MAX 1000
PRIM_RELIEF_BLEVEL BottomLevel REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
PRIM_RELIEF_TLEVEL TopLevel REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
PRIM_RELIEF_SPHERICAL Spherical BOOL  
PRIM_RELIEF_SWITCH_TO_UPDATED SwitchtoUpdatedRelief BUTTON  

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():
    obj = c4d.BaseObject(c4d.Orelief)
    doc.InsertObject(obj)
    c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
    
    #You can set parameters two different ways. 
    #First way              
    obj[c4d.PRIM_RELIEF_LEN] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.PRIM_RELIEF_SUBW] = 1
    obj[c4d.PRIM_RELIEF_SUBH] = 1
    obj[c4d.PRIM_RELIEF_BLEVEL] = 0.1
    obj[c4d.PRIM_RELIEF_TLEVEL] = 0.1
    obj[c4d.PRIM_RELIEF_SPHERICAL] = True
    
    #Second way, using the base container.
    bc = obj.GetDataInstance()
    bc.SetVector(c4d.PRIM_RELIEF_LEN, c4d.Vector(1.0,1.0,1.0)
    bc.SetInt32(c4d.PRIM_RELIEF_SUBW,1)
    bc.SetInt32(c4d.PRIM_RELIEF_SUBH,1)
    bc.SetFloat(c4d.PRIM_RELIEF_BLEVEL,0.1)
    bc.SetFloat(c4d.PRIM_RELIEF_TLEVEL,0.1)
    bc.SetBool(c4d.PRIM_RELIEF_SPHERICAL,True)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../objects/description/orelief.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseObject *pObject = BaseObject::Alloc(Orelief);
    pDoc->InsertObject(pObject);
    pDoc->StartUndo();
    pDoc->AddUndo(UNDO_NEW,pObject);
    pDoc->EndUndo();
    EventAdd(EVENT_FORCEREDRAW);
    
    //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;
    pObject->SetParameter(DescID(PRIM_RELIEF_LEN),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(PRIM_RELIEF_SUBW),GeData(1),flags);
    pObject->SetParameter(DescID(PRIM_RELIEF_SUBH),GeData(1),flags);
    pObject->SetParameter(DescID(PRIM_RELIEF_BLEVEL),GeData(0.1),flags);
    pObject->SetParameter(DescID(PRIM_RELIEF_TLEVEL),GeData(0.1),flags);
    pObject->SetParameter(DescID(PRIM_RELIEF_SPHERICAL),GeData(true),flags);
    pObject->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pObject->GetDataInstance();
    bc->SetVector(PRIM_RELIEF_LEN, c4d.Vector(1.0,1.0,1.0);
    bc->SetInt32(PRIM_RELIEF_SUBW,1);
    bc->SetInt32(PRIM_RELIEF_SUBH,1);
    bc->SetFloat(PRIM_RELIEF_BLEVEL,0.1);
    bc->SetFloat(PRIM_RELIEF_TLEVEL,0.1);
    bc->SetBool(PRIM_RELIEF_SPHERICAL,true);
    pObject->Message(MSG_UPDATE);                                                      
}
             

Buttons

This node has buttons. Buttons can manually be executed by calling the following code

Python

c4d.CallButton(obj,c4d.PRIM_RELIEF_SWITCH_TO_UPDATED)

C++

DescriptionCommand dc;
dc.id = DescID(PRIM_RELIEF_SWITCH_TO_UPDATED);             
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);