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 XSLABanji

XSLABanji

Attributes

  • ENGLISH NAME : BanjiShader
  • NAME : XSLABanji
  • INCLUDE : Mpreview
  • INCLUDE : Mbase
  • INCLUDE : Millum
  • INCLUDE : Massign
  • PATH : sla/description/xslabanji.res
  • PLUGIN : sla
  • MAXON online help (may not exist): XSLABANJI

Elements

ID UI Name Type Parameters Cycle
SLA_BANJI_DIFFUSE Diffuse BOOL PARENTMSG
SLA_BANJI_SPECULAR1 Specular1 BOOL PARENTMSG
SLA_BANJI_SPECULAR2 Specular2 BOOL PARENTMSG
SLA_BANJI_SPECULAR3 Specular3 BOOL PARENTMSG
SLA_BANJI_TRANSPARENCY Transparency BOOL PARENTMSG
SLA_BANJI_REFLECTION Reflection BOOL PARENTMSG
SLA_BANJI_ENVIRONMENT Environment BOOL PARENTMSG
SLA_BANJI_AMBIENT Ambient BOOL PARENTMSG
SLA_BANJI_ROUGHNESS Roughness BOOL PARENTMSG
SLA_BANJI_ANISOTROPY Anisotropy BOOL PARENTMSG
SLA_BANJI_ESOTERICA Esoterica BOOL
PAGE
HIDDEN
PARENTMSG ID_BANJI_ESOTERICA
SLA_BANJI_DIFFUSE_SURF_COLOR SurfaceColor COLOR  
SLA_BANJI_DIFFUSE_ALGORITHM Algorithm LONG  
SLA_BANJI_DIFFUSE_ALGORITHM_INTERNAL Internal
SLA_BANJI_DIFFUSE_ALGORITHM_OREN_NAYAR OrenNayar
SLA_BANJI_DIFFUSE_ROUGHNESS Roughness REAL
UNIT PERCENT
MIN 0
MAX 200
SLA_BANJI_DIFFUSE_SURF_ILLUMINATION SurfaceIllumination REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_DIFFUSE_CONTRAST Contrast REAL
UNIT PERCENT
MIN -1000
MAX 1000
SLA_BANJI_DIFFUSE_VOL_COLOR VolumeColor COLOR  
SLA_BANJI_DIFFUSE_VOL_ILLUMINATION VolumeIllumination REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_DIFFUSE_SHADOW_OPACITY ShadowOpacity REAL
UNIT PERCENT
MIN 0
MAX 100
SLA_BANJI_SPEC1_COLOR Color COLOR  
SLA_BANJI_SPEC1_INTENSITY Intensity REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_SPEC1_SIZE Size REAL
UNIT PERCENT
MIN 0
MAX 200
SLA_BANJI_SPEC1_CONTRAST Contrast REAL
UNIT PERCENT
MIN 0
MAX 100
SLA_BANJI_SPEC1_GLARE Glare REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_SPEC1_FALLOFF Falloff REAL
UNIT PERCENT
MIN 0
SLA_BANJI_SPEC2_COLOR Color COLOR  
SLA_BANJI_SPEC2_INTENSITY Intensity REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_SPEC2_SIZE Size REAL
UNIT PERCENT
MIN 0
MAX 200
SLA_BANJI_SPEC2_CONTRAST Contrast REAL
UNIT PERCENT
MIN 0
MAX 100
SLA_BANJI_SPEC2_GLARE Glare REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_SPEC2_FALLOFF Falloff REAL
UNIT PERCENT
MIN 0
SLA_BANJI_SPEC3_COLOR Color COLOR  
SLA_BANJI_SPEC3_INTENSITY Intensity REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_SPEC3_SIZE Size REAL
UNIT PERCENT
MIN 0
MAX 200
SLA_BANJI_SPEC3_CONTRAST Contrast REAL
UNIT PERCENT
MIN 0
MAX 100
SLA_BANJI_SPEC3_GLARE Glare REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_SPEC3_FALLOFF Falloff REAL
UNIT PERCENT
MIN 0
SLA_BANJI_TRANS_FRONT_OPACITY FrontOpacity REAL
UNIT PERCENT
MIN 0
MAX 100
SLA_BANJI_TRANS_BACK_OPACITY BackOpacity REAL
UNIT PERCENT
MIN 0
MAX 100
SLA_BANJI_TRANS_EDGE_OPACITY EdgeOpacity REAL
UNIT PERCENT
MIN 0
SLA_BANJI_TRANS_REFRACTION_INDEX RefractionIndex REAL
STEP .01
MIN 0.25
MAX 4.0
SLA_BANJI_TRANS_INTERNAL_REFLECTION InternalReflection BOOL  
SLA_BANJI_TRANS_SOLID_OBJECT SolidObject BOOL  
SLA_BANJI_REFLECTION_INTENSITY Intensity REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_REFLECTION_EDGE_INTENSITY EdgeIntensity REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_REFLECTION_FALLOFF Falloff REAL
UNIT PERCENT
MIN 0
SLA_BANJI_REFLECTION_DEPTH_ATTENUATION DepthAttenuation REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_REFLECTION_REFLECTION_COLOR ReflectionColor COLOR  
SLA_BANJI_REFLECTION_EDGE_COLOR ReflectionEdgeColor COLOR  
SLA_BANJI_ENVIRONMENT_IMAGE Image SHADERLINK  
SLA_BANJI_ENVIRONMENT_INTENSITY Intensity REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_ENVIRONMENT_GLARE Glare REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_ENVIRONMENT_FALLOFF Falloff REAL
UNIT PERCENT
MIN 0
SLA_BANJI_ENVIRONMENT_UTILIZE_ANISO_SCRATCHES UtilizeAnisotropicScratches BOOL  
SLA_BANJI_ENVIRONMENT_BLUR Blur REAL
UNIT PERCENT
MIN 0
MAX 100
SLA_BANJI_ENVIRONMENT_SAMPLES Samples LONG MIN
SLA_BANJI_ENVIRONMENT_JITTER Jitter REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_ENVIRONMENT_ENVIRONMENT_COLOR EnvironmentColor COLOR  
SLA_BANJI_ENVIRONMENT_EDGE_COLOR EdgeColor COLOR  
SLA_BANJI_AMBIENT_COLOR Color COLOR  
SLA_BANJI_AMBIENT_INTENSITY Intensity REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_AMBIENT_EDGE_INTENSITY EdgeIntensity REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_AMBIENT_FALLOFF Falloff REAL
UNIT PERCENT
MIN 0
SLA_BANJI_ROUGHNESS_SEED Seed LONG  
SLA_BANJI_ROUGHNESS_NOISE Function LONG
CUSTOMGUI NOISE
NOISE_OFFSET 2100
SLA_BANJI_ROUGHNESS_AMPLITUDE Amplitude REAL
UNIT PERCENT
MIN -1000
MAX 1000
SLA_BANJI_ROUGHNESS_OCTAVES Octaves REAL
MIN 0
MAX 20
STEP .5
SLA_BANJI_ROUGHNESS_SCALE Scale REAL
UNIT PERCENT
MIN 0
SLA_BANJI_ROUGHNESS_SPEED Speed REAL
UNIT PERCENT
MIN -100
MAX 100
SLA_BANJI_ROUGHNESS_ATTENUATION Attenuation REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_ROUGHNESS_DELTA Delta REAL
UNIT PERCENT
MIN 0
SLA_BANJI_ROUGHNESS_HARD_BUMP HardBump BOOL  
SLA_BANJI_ROUGHNESS_ABSOLUTE Absolute BOOL  
SLA_BANJI_ROUGHNESS_LOW_CLIP LowClip REAL
UNIT PERCENT
MIN 0
MAX 100
MINSLIDER 0
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_BANJI_ROUGHNESS_HIGH_CLIP HighClip REAL
UNIT PERCENT
MIN 0
MAX 100
MINSLIDER 0
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_BANJI_ROUGHNESS_GRIT_COLOR RoughnessColor COLOR  
SLA_BANJI_ROUGHNESS_GRIT_INTENSITY RoughnessIntensity REAL
UNIT PERCENT
MIN -200
MAX 200
MINSLIDER -200
MAXSLIDER 200
CUSTOMGUI REALSLIDER
SLA_BANJI_ROUGHNESS_GRIT_LOW_CLIP RoughnessLowClip REAL
UNIT PERCENT
MIN 0
MAX 100
MINSLIDER 0
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_BANJI_ROUGHNESS_GRIT_HIGH_CLIP RoughnessHighClip REAL
UNIT PERCENT
MIN 0
MAX 100
MINSLIDER 0
MAXSLIDER 100
CUSTOMGUI REALSLIDER
SLA_BANJI_ANISOTROPY_PROJECTION Projection LONG  
SLA_BANJI_ANISOTROPY_PROJECTION_PLANAR Planar
SLA_BANJI_ANISOTROPY_PROJECTION_AUTO_PLANAR AutoPlanar
SLA_BANJI_ANISOTROPY_PROJECTION_SHRINK_WRAP ShrinkWrap
SLA_BANJI_ANISOTROPY_PROJECTION_RADIAL_AUTO_PLANAR RadialAutoPlanar
SLA_BANJI_ANISOTROPY_PROJECTION_RAD_PATTERN_AUTO_PLANAR RadialPatternAutoPlanar
SLA_BANJI_ANISOTROPY_PROJECTION_RADIAL_PLANAR RadialPlanar
SLA_BANJI_ANISOTROPY_PROJECTION_RAD_PATTERN_PLANAR RadialPatternPlanar
SLA_BANJI_ANISOTROPY_PROJ_SCALE ProjectionScale REAL
UNIT PERCENT
MIN 0
MAX 1000
SLA_BANJI_ANISOTROPY_X_ROUGH RoughnessX REAL
UNIT PERCENT
MIN 0
SLA_BANJI_ANISOTROPY_Y_ROUGH RoughnessY REAL
UNIT PERCENT
MIN 0
SLA_BANJI_ANISOTROPY_AMPL Amplitude REAL
UNIT PERCENT
MIN 0
MAX 100
SLA_BANJI_ANISOTROPY_SCALE Scale REAL
UNIT PERCENT
MIN 0
SLA_BANJI_ANISOTROPY_LENGTH Length REAL
UNIT PERCENT
MIN 0
SLA_BANJI_ANISOTROPY_ATT Attenuation REAL
UNIT PERCENT
MIN 0
SLA_BANJI_ANISOTROPY_CHANNEL1 Specular1 BOOL  
SLA_BANJI_ANISOTROPY_CHANNEL2 Specular2 BOOL  
SLA_BANJI_ANISOTROPY_CHANNEL3 Specular3 BOOL  
SLA_BANJI_ESOTERICA_OPACITY GlobalShadowOpacity REAL
UNIT PERCENT
MIN 0
MAX 100

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():
    material = c4d.BaseMaterial(c4d.XSLABanji)
    
    #You can set parameters two different ways. 
    #First way              
    material[c4d.SLA_BANJI_DIFFUSE] = True
    material[c4d.SLA_BANJI_SPECULAR1] = True
    material[c4d.SLA_BANJI_SPECULAR2] = True
    material[c4d.SLA_BANJI_SPECULAR3] = True
    material[c4d.SLA_BANJI_TRANSPARENCY] = True
    material[c4d.SLA_BANJI_REFLECTION] = True
    material[c4d.SLA_BANJI_ENVIRONMENT] = True
    material[c4d.SLA_BANJI_AMBIENT] = True
    material[c4d.SLA_BANJI_ROUGHNESS] = True
    material[c4d.SLA_BANJI_ANISOTROPY] = True
    material[c4d.SLA_BANJI_ESOTERICA] = True
    material[c4d.SLA_BANJI_DIFFUSE_ALGORITHM] = c4d.SLA_BANJI_DIFFUSE_ALGORITHM_INTERNAL
    material[c4d.SLA_BANJI_DIFFUSE_ROUGHNESS] = 0.1
    material[c4d.SLA_BANJI_DIFFUSE_SURF_ILLUMINATION] = 0.1
    material[c4d.SLA_BANJI_DIFFUSE_CONTRAST] = 0.1
    material[c4d.SLA_BANJI_DIFFUSE_VOL_ILLUMINATION] = 0.1
    material[c4d.SLA_BANJI_DIFFUSE_SHADOW_OPACITY] = 0.1
    material[c4d.SLA_BANJI_SPEC1_INTENSITY] = 0.1
    material[c4d.SLA_BANJI_SPEC1_SIZE] = 0.1
    material[c4d.SLA_BANJI_SPEC1_CONTRAST] = 0.1
    material[c4d.SLA_BANJI_SPEC1_GLARE] = 0.1
    material[c4d.SLA_BANJI_SPEC1_FALLOFF] = 0.1
    material[c4d.SLA_BANJI_SPEC2_INTENSITY] = 0.1
    material[c4d.SLA_BANJI_SPEC2_SIZE] = 0.1
    material[c4d.SLA_BANJI_SPEC2_CONTRAST] = 0.1
    material[c4d.SLA_BANJI_SPEC2_GLARE] = 0.1
    material[c4d.SLA_BANJI_SPEC2_FALLOFF] = 0.1
    material[c4d.SLA_BANJI_SPEC3_INTENSITY] = 0.1
    material[c4d.SLA_BANJI_SPEC3_SIZE] = 0.1
    material[c4d.SLA_BANJI_SPEC3_CONTRAST] = 0.1
    material[c4d.SLA_BANJI_SPEC3_GLARE] = 0.1
    material[c4d.SLA_BANJI_SPEC3_FALLOFF] = 0.1
    material[c4d.SLA_BANJI_TRANS_FRONT_OPACITY] = 0.1
    material[c4d.SLA_BANJI_TRANS_BACK_OPACITY] = 0.1
    material[c4d.SLA_BANJI_TRANS_EDGE_OPACITY] = 0.1
    material[c4d.SLA_BANJI_TRANS_REFRACTION_INDEX] = 0.1
    material[c4d.SLA_BANJI_TRANS_INTERNAL_REFLECTION] = True
    material[c4d.SLA_BANJI_TRANS_SOLID_OBJECT] = True
    material[c4d.SLA_BANJI_REFLECTION_INTENSITY] = 0.1
    material[c4d.SLA_BANJI_REFLECTION_EDGE_INTENSITY] = 0.1
    material[c4d.SLA_BANJI_REFLECTION_FALLOFF] = 0.1
    material[c4d.SLA_BANJI_REFLECTION_DEPTH_ATTENUATION] = 0.1
    material[c4d.SLA_BANJI_ENVIRONMENT_INTENSITY] = 0.1
    material[c4d.SLA_BANJI_ENVIRONMENT_GLARE] = 0.1
    material[c4d.SLA_BANJI_ENVIRONMENT_FALLOFF] = 0.1
    material[c4d.SLA_BANJI_ENVIRONMENT_UTILIZE_ANISO_SCRATCHES] = True
    material[c4d.SLA_BANJI_ENVIRONMENT_BLUR] = 0.1
    material[c4d.SLA_BANJI_ENVIRONMENT_SAMPLES] = 1
    material[c4d.SLA_BANJI_ENVIRONMENT_JITTER] = 0.1
    material[c4d.SLA_BANJI_AMBIENT_INTENSITY] = 0.1
    material[c4d.SLA_BANJI_AMBIENT_EDGE_INTENSITY] = 0.1
    material[c4d.SLA_BANJI_AMBIENT_FALLOFF] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_SEED] = 1
    material[c4d.SLA_BANJI_ROUGHNESS_NOISE] = 1
    material[c4d.SLA_BANJI_ROUGHNESS_AMPLITUDE] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_OCTAVES] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_SCALE] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_SPEED] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_ATTENUATION] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_DELTA] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_HARD_BUMP] = True
    material[c4d.SLA_BANJI_ROUGHNESS_ABSOLUTE] = True
    material[c4d.SLA_BANJI_ROUGHNESS_LOW_CLIP] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_HIGH_CLIP] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_GRIT_INTENSITY] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_GRIT_LOW_CLIP] = 0.1
    material[c4d.SLA_BANJI_ROUGHNESS_GRIT_HIGH_CLIP] = 0.1
    material[c4d.SLA_BANJI_ANISOTROPY_PROJECTION] = c4d.SLA_BANJI_ANISOTROPY_PROJECTION_PLANAR
    material[c4d.SLA_BANJI_ANISOTROPY_PROJ_SCALE] = 0.1
    material[c4d.SLA_BANJI_ANISOTROPY_X_ROUGH] = 0.1
    material[c4d.SLA_BANJI_ANISOTROPY_Y_ROUGH] = 0.1
    material[c4d.SLA_BANJI_ANISOTROPY_AMPL] = 0.1
    material[c4d.SLA_BANJI_ANISOTROPY_SCALE] = 0.1
    material[c4d.SLA_BANJI_ANISOTROPY_LENGTH] = 0.1
    material[c4d.SLA_BANJI_ANISOTROPY_ATT] = 0.1
    material[c4d.SLA_BANJI_ANISOTROPY_CHANNEL1] = True
    material[c4d.SLA_BANJI_ANISOTROPY_CHANNEL2] = True
    material[c4d.SLA_BANJI_ANISOTROPY_CHANNEL3] = True
    material[c4d.SLA_BANJI_ESOTERICA_OPACITY] = 0.1
    
    #Second way, using the base container.
    bc = material.GetDataInstance()
    bc.SetBool(c4d.SLA_BANJI_DIFFUSE,True)
    bc.SetBool(c4d.SLA_BANJI_SPECULAR1,True)
    bc.SetBool(c4d.SLA_BANJI_SPECULAR2,True)
    bc.SetBool(c4d.SLA_BANJI_SPECULAR3,True)
    bc.SetBool(c4d.SLA_BANJI_TRANSPARENCY,True)
    bc.SetBool(c4d.SLA_BANJI_REFLECTION,True)
    bc.SetBool(c4d.SLA_BANJI_ENVIRONMENT,True)
    bc.SetBool(c4d.SLA_BANJI_AMBIENT,True)
    bc.SetBool(c4d.SLA_BANJI_ROUGHNESS,True)
    bc.SetBool(c4d.SLA_BANJI_ANISOTROPY,True)
    bc.SetBool(c4d.SLA_BANJI_ESOTERICA,True)
    bc.SetInt32(c4d.SLA_BANJI_DIFFUSE_ALGORITHM,c4d.SLA_BANJI_DIFFUSE_ALGORITHM_INTERNAL)
    bc.SetFloat(c4d.SLA_BANJI_DIFFUSE_ROUGHNESS,0.1)
    bc.SetFloat(c4d.SLA_BANJI_DIFFUSE_SURF_ILLUMINATION,0.1)
    bc.SetFloat(c4d.SLA_BANJI_DIFFUSE_CONTRAST,0.1)
    bc.SetFloat(c4d.SLA_BANJI_DIFFUSE_VOL_ILLUMINATION,0.1)
    bc.SetFloat(c4d.SLA_BANJI_DIFFUSE_SHADOW_OPACITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC1_INTENSITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC1_SIZE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC1_CONTRAST,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC1_GLARE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC1_FALLOFF,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC2_INTENSITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC2_SIZE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC2_CONTRAST,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC2_GLARE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC2_FALLOFF,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC3_INTENSITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC3_SIZE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC3_CONTRAST,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC3_GLARE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_SPEC3_FALLOFF,0.1)
    bc.SetFloat(c4d.SLA_BANJI_TRANS_FRONT_OPACITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_TRANS_BACK_OPACITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_TRANS_EDGE_OPACITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_TRANS_REFRACTION_INDEX,0.1)
    bc.SetBool(c4d.SLA_BANJI_TRANS_INTERNAL_REFLECTION,True)
    bc.SetBool(c4d.SLA_BANJI_TRANS_SOLID_OBJECT,True)
    bc.SetFloat(c4d.SLA_BANJI_REFLECTION_INTENSITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_REFLECTION_EDGE_INTENSITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_REFLECTION_FALLOFF,0.1)
    bc.SetFloat(c4d.SLA_BANJI_REFLECTION_DEPTH_ATTENUATION,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ENVIRONMENT_INTENSITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ENVIRONMENT_GLARE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ENVIRONMENT_FALLOFF,0.1)
    bc.SetBool(c4d.SLA_BANJI_ENVIRONMENT_UTILIZE_ANISO_SCRATCHES,True)
    bc.SetFloat(c4d.SLA_BANJI_ENVIRONMENT_BLUR,0.1)
    bc.SetInt32(c4d.SLA_BANJI_ENVIRONMENT_SAMPLES,1)
    bc.SetFloat(c4d.SLA_BANJI_ENVIRONMENT_JITTER,0.1)
    bc.SetFloat(c4d.SLA_BANJI_AMBIENT_INTENSITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_AMBIENT_EDGE_INTENSITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_AMBIENT_FALLOFF,0.1)
    bc.SetInt32(c4d.SLA_BANJI_ROUGHNESS_SEED,1)
    bc.SetInt32(c4d.SLA_BANJI_ROUGHNESS_NOISE,1)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_AMPLITUDE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_OCTAVES,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_SCALE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_SPEED,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_ATTENUATION,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_DELTA,0.1)
    bc.SetBool(c4d.SLA_BANJI_ROUGHNESS_HARD_BUMP,True)
    bc.SetBool(c4d.SLA_BANJI_ROUGHNESS_ABSOLUTE,True)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_LOW_CLIP,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_HIGH_CLIP,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_GRIT_INTENSITY,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_GRIT_LOW_CLIP,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ROUGHNESS_GRIT_HIGH_CLIP,0.1)
    bc.SetInt32(c4d.SLA_BANJI_ANISOTROPY_PROJECTION,c4d.SLA_BANJI_ANISOTROPY_PROJECTION_PLANAR)
    bc.SetFloat(c4d.SLA_BANJI_ANISOTROPY_PROJ_SCALE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ANISOTROPY_X_ROUGH,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ANISOTROPY_Y_ROUGH,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ANISOTROPY_AMPL,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ANISOTROPY_SCALE,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ANISOTROPY_LENGTH,0.1)
    bc.SetFloat(c4d.SLA_BANJI_ANISOTROPY_ATT,0.1)
    bc.SetBool(c4d.SLA_BANJI_ANISOTROPY_CHANNEL1,True)
    bc.SetBool(c4d.SLA_BANJI_ANISOTROPY_CHANNEL2,True)
    bc.SetBool(c4d.SLA_BANJI_ANISOTROPY_CHANNEL3,True)
    bc.SetFloat(c4d.SLA_BANJI_ESOTERICA_OPACITY,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../sla/description/xslabanji.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseMaterial *pMaterial = BaseMaterial::Alloc(XSLABanji);  
    
    //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;
    pMaterial->SetParameter(DescID(SLA_BANJI_DIFFUSE),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPECULAR1),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPECULAR2),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPECULAR3),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_TRANSPARENCY),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_REFLECTION),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ENVIRONMENT),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_AMBIENT),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ESOTERICA),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_DIFFUSE_ALGORITHM),GeData(SLA_BANJI_DIFFUSE_ALGORITHM_INTERNAL),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_DIFFUSE_ROUGHNESS),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_DIFFUSE_SURF_ILLUMINATION),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_DIFFUSE_CONTRAST),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_DIFFUSE_VOL_ILLUMINATION),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_DIFFUSE_SHADOW_OPACITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC1_INTENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC1_SIZE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC1_CONTRAST),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC1_GLARE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC1_FALLOFF),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC2_INTENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC2_SIZE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC2_CONTRAST),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC2_GLARE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC2_FALLOFF),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC3_INTENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC3_SIZE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC3_CONTRAST),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC3_GLARE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_SPEC3_FALLOFF),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_TRANS_FRONT_OPACITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_TRANS_BACK_OPACITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_TRANS_EDGE_OPACITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_TRANS_REFRACTION_INDEX),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_TRANS_INTERNAL_REFLECTION),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_TRANS_SOLID_OBJECT),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_REFLECTION_INTENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_REFLECTION_EDGE_INTENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_REFLECTION_FALLOFF),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_REFLECTION_DEPTH_ATTENUATION),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ENVIRONMENT_INTENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ENVIRONMENT_GLARE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ENVIRONMENT_FALLOFF),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ENVIRONMENT_UTILIZE_ANISO_SCRATCHES),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ENVIRONMENT_BLUR),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ENVIRONMENT_SAMPLES),GeData(1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ENVIRONMENT_JITTER),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_AMBIENT_INTENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_AMBIENT_EDGE_INTENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_AMBIENT_FALLOFF),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_SEED),GeData(1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_NOISE),GeData(1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_AMPLITUDE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_OCTAVES),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_SCALE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_SPEED),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_ATTENUATION),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_DELTA),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_HARD_BUMP),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_ABSOLUTE),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_LOW_CLIP),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_HIGH_CLIP),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_GRIT_INTENSITY),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_GRIT_LOW_CLIP),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ROUGHNESS_GRIT_HIGH_CLIP),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_PROJECTION),GeData(SLA_BANJI_ANISOTROPY_PROJECTION_PLANAR),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_PROJ_SCALE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_X_ROUGH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_Y_ROUGH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_AMPL),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_SCALE),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_LENGTH),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_ATT),GeData(0.1),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_CHANNEL1),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_CHANNEL2),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ANISOTROPY_CHANNEL3),GeData(true),flags);
    pMaterial->SetParameter(DescID(SLA_BANJI_ESOTERICA_OPACITY),GeData(0.1),flags);
    pMaterial->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pMaterial->GetDataInstance();
    bc->SetBool(SLA_BANJI_DIFFUSE,true);
    bc->SetBool(SLA_BANJI_SPECULAR1,true);
    bc->SetBool(SLA_BANJI_SPECULAR2,true);
    bc->SetBool(SLA_BANJI_SPECULAR3,true);
    bc->SetBool(SLA_BANJI_TRANSPARENCY,true);
    bc->SetBool(SLA_BANJI_REFLECTION,true);
    bc->SetBool(SLA_BANJI_ENVIRONMENT,true);
    bc->SetBool(SLA_BANJI_AMBIENT,true);
    bc->SetBool(SLA_BANJI_ROUGHNESS,true);
    bc->SetBool(SLA_BANJI_ANISOTROPY,true);
    bc->SetBool(SLA_BANJI_ESOTERICA,true);
    bc->SetInt32(SLA_BANJI_DIFFUSE_ALGORITHM,SLA_BANJI_DIFFUSE_ALGORITHM_INTERNAL);
    bc->SetFloat(SLA_BANJI_DIFFUSE_ROUGHNESS,0.1);
    bc->SetFloat(SLA_BANJI_DIFFUSE_SURF_ILLUMINATION,0.1);
    bc->SetFloat(SLA_BANJI_DIFFUSE_CONTRAST,0.1);
    bc->SetFloat(SLA_BANJI_DIFFUSE_VOL_ILLUMINATION,0.1);
    bc->SetFloat(SLA_BANJI_DIFFUSE_SHADOW_OPACITY,0.1);
    bc->SetFloat(SLA_BANJI_SPEC1_INTENSITY,0.1);
    bc->SetFloat(SLA_BANJI_SPEC1_SIZE,0.1);
    bc->SetFloat(SLA_BANJI_SPEC1_CONTRAST,0.1);
    bc->SetFloat(SLA_BANJI_SPEC1_GLARE,0.1);
    bc->SetFloat(SLA_BANJI_SPEC1_FALLOFF,0.1);
    bc->SetFloat(SLA_BANJI_SPEC2_INTENSITY,0.1);
    bc->SetFloat(SLA_BANJI_SPEC2_SIZE,0.1);
    bc->SetFloat(SLA_BANJI_SPEC2_CONTRAST,0.1);
    bc->SetFloat(SLA_BANJI_SPEC2_GLARE,0.1);
    bc->SetFloat(SLA_BANJI_SPEC2_FALLOFF,0.1);
    bc->SetFloat(SLA_BANJI_SPEC3_INTENSITY,0.1);
    bc->SetFloat(SLA_BANJI_SPEC3_SIZE,0.1);
    bc->SetFloat(SLA_BANJI_SPEC3_CONTRAST,0.1);
    bc->SetFloat(SLA_BANJI_SPEC3_GLARE,0.1);
    bc->SetFloat(SLA_BANJI_SPEC3_FALLOFF,0.1);
    bc->SetFloat(SLA_BANJI_TRANS_FRONT_OPACITY,0.1);
    bc->SetFloat(SLA_BANJI_TRANS_BACK_OPACITY,0.1);
    bc->SetFloat(SLA_BANJI_TRANS_EDGE_OPACITY,0.1);
    bc->SetFloat(SLA_BANJI_TRANS_REFRACTION_INDEX,0.1);
    bc->SetBool(SLA_BANJI_TRANS_INTERNAL_REFLECTION,true);
    bc->SetBool(SLA_BANJI_TRANS_SOLID_OBJECT,true);
    bc->SetFloat(SLA_BANJI_REFLECTION_INTENSITY,0.1);
    bc->SetFloat(SLA_BANJI_REFLECTION_EDGE_INTENSITY,0.1);
    bc->SetFloat(SLA_BANJI_REFLECTION_FALLOFF,0.1);
    bc->SetFloat(SLA_BANJI_REFLECTION_DEPTH_ATTENUATION,0.1);
    bc->SetFloat(SLA_BANJI_ENVIRONMENT_INTENSITY,0.1);
    bc->SetFloat(SLA_BANJI_ENVIRONMENT_GLARE,0.1);
    bc->SetFloat(SLA_BANJI_ENVIRONMENT_FALLOFF,0.1);
    bc->SetBool(SLA_BANJI_ENVIRONMENT_UTILIZE_ANISO_SCRATCHES,true);
    bc->SetFloat(SLA_BANJI_ENVIRONMENT_BLUR,0.1);
    bc->SetInt32(SLA_BANJI_ENVIRONMENT_SAMPLES,1);
    bc->SetFloat(SLA_BANJI_ENVIRONMENT_JITTER,0.1);
    bc->SetFloat(SLA_BANJI_AMBIENT_INTENSITY,0.1);
    bc->SetFloat(SLA_BANJI_AMBIENT_EDGE_INTENSITY,0.1);
    bc->SetFloat(SLA_BANJI_AMBIENT_FALLOFF,0.1);
    bc->SetInt32(SLA_BANJI_ROUGHNESS_SEED,1);
    bc->SetInt32(SLA_BANJI_ROUGHNESS_NOISE,1);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_AMPLITUDE,0.1);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_OCTAVES,0.1);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_SCALE,0.1);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_SPEED,0.1);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_ATTENUATION,0.1);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_DELTA,0.1);
    bc->SetBool(SLA_BANJI_ROUGHNESS_HARD_BUMP,true);
    bc->SetBool(SLA_BANJI_ROUGHNESS_ABSOLUTE,true);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_LOW_CLIP,0.1);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_HIGH_CLIP,0.1);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_GRIT_INTENSITY,0.1);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_GRIT_LOW_CLIP,0.1);
    bc->SetFloat(SLA_BANJI_ROUGHNESS_GRIT_HIGH_CLIP,0.1);
    bc->SetInt32(SLA_BANJI_ANISOTROPY_PROJECTION,SLA_BANJI_ANISOTROPY_PROJECTION_PLANAR);
    bc->SetFloat(SLA_BANJI_ANISOTROPY_PROJ_SCALE,0.1);
    bc->SetFloat(SLA_BANJI_ANISOTROPY_X_ROUGH,0.1);
    bc->SetFloat(SLA_BANJI_ANISOTROPY_Y_ROUGH,0.1);
    bc->SetFloat(SLA_BANJI_ANISOTROPY_AMPL,0.1);
    bc->SetFloat(SLA_BANJI_ANISOTROPY_SCALE,0.1);
    bc->SetFloat(SLA_BANJI_ANISOTROPY_LENGTH,0.1);
    bc->SetFloat(SLA_BANJI_ANISOTROPY_ATT,0.1);
    bc->SetBool(SLA_BANJI_ANISOTROPY_CHANNEL1,true);
    bc->SetBool(SLA_BANJI_ANISOTROPY_CHANNEL2,true);
    bc->SetBool(SLA_BANJI_ANISOTROPY_CHANNEL3,true);
    bc->SetFloat(SLA_BANJI_ESOTERICA_OPACITY,0.1);
    pMaterial->Message(MSG_UPDATE);                                                      
}