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 XSLABanzi
IDs and information for XSLABanzi
XSLABanzi
Attributes
- ENGLISH NAME : BanziShader
- NAME : XSLABanzi
- INCLUDE : Mpreview
- INCLUDE : Mbase
- INCLUDE : Millum
- INCLUDE : Massign
- PATH : sla/description/xslabanzi.res
- PLUGIN : sla
- MAXON online help (may not exist): XSLABANZI
Elements
| ID | UI Name | Type | Parameters | Cycle | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SLA_BANZI_WOOD | Wood | BOOL | PARENTMSG |
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| SLA_BANZI_DIFFUSE | Diffuse | BOOL | PARENTMSG |
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| SLA_BANZI_SPECULAR1 | Specular1 | BOOL | PARENTMSG |
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| SLA_BANZI_SPECULAR2 | Specular2 | BOOL | PARENTMSG |
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| SLA_BANZI_SPECULAR3 | Specular3 | BOOL | PARENTMSG |
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| SLA_BANZI_REFLECTION | Reflection | BOOL | PARENTMSG |
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| SLA_BANZI_ENVIRONMENT | Environment | BOOL | PARENTMSG |
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| SLA_BANZI_AMBIENT | Ambient | BOOL | PARENTMSG |
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| SLA_BANZI_ROUGHNESS | Roughness | BOOL | PARENTMSG |
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| SLA_BANZI_ANISOTROPY | Anisotropy | BOOL | PARENTMSG |
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| SLA_BANZI_WOOD_GRADIENT | Color | GRADIENT | ICC_BASEDOCUMENT |
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| SLA_BANZI_WOOD_RING_INTENSITY | Ringintensity | REAL | UNIT |
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| SLA_BANZI_WOOD_RING_SCALE | RingScale | REAL |
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| SLA_BANZI_WOOD_RING_TURBULENCE | RingTurbulence | REAL |
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| SLA_BANZI_WOOD_TURBULENCE_SCALE | TurbulenceScale | REAL |
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| SLA_BANZI_WOOD_RING_VARIANCE | RingVariance | REAL |
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| SLA_BANZI_WOOD_CORE_VARIANCE | CoreVariance | REAL |
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| SLA_BANZI_WOOD_VARIANCE_SCALE | VarianceScale | REAL |
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| SLA_BANZI_WOOD_RADIAL_VARIANCE | RadialVariance | REAL |
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| SLA_BANZI_WOOD_RADIAL_VARIANCE_SCALE | VarianceScale | REAL |
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| SLA_BANZI_WOOD_GRAIN_INTENSITY | GrainIntensity | REAL | UNIT |
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| SLA_BANZI_WOOD_GRAIN_SCALE | GrainScale | REAL |
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| SLA_BANZI_WOOD_ATTENUATION | Attenuation | REAL |
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| SLA_BANZI_DIFFUSE_SURF_COLOR | SurfaceColor | COLOR |
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| SLA_BANZI_DIFFUSE_ALGORITHM | Algorithm | LONG |
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| SLA_BANZI_DIFFUSE_ROUGHNESS | Roughness | REAL |
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| SLA_BANZI_DIFFUSE_SURF_ILLUMINATION | SurfaceIllumination | REAL |
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| SLA_BANZI_DIFFUSE_CONTRAST | Contrast | REAL |
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| SLA_BANZI_SPEC1_COLOR | Color | COLOR |
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| SLA_BANZI_SPEC1_INTENSITY | Intensity | REAL |
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| SLA_BANZI_SPEC1_SIZE | Size | REAL |
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| SLA_BANZI_SPEC1_CONTRAST | Contrast | REAL |
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| SLA_BANZI_SPEC1_GLARE | Glare | REAL |
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| SLA_BANZI_SPEC1_FALLOFF | Falloff | REAL |
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| SLA_BANZI_SPEC2_COLOR | Color | COLOR |
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| SLA_BANZI_SPEC2_INTENSITY | Intensity | REAL |
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| SLA_BANZI_SPEC2_SIZE | Size | REAL |
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| SLA_BANZI_SPEC2_CONTRAST | Contrast | REAL |
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| SLA_BANZI_SPEC2_GLARE | Glare | REAL |
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| SLA_BANZI_SPEC2_FALLOFF | Falloff | REAL |
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| SLA_BANZI_SPEC3_COLOR | Color | COLOR |
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| SLA_BANZI_SPEC3_INTENSITY | Intensity | REAL |
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| SLA_BANZI_SPEC3_SIZE | Size | REAL |
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| SLA_BANZI_SPEC3_CONTRAST | Contrast | REAL |
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| SLA_BANZI_SPEC3_GLARE | Glare | REAL |
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| SLA_BANZI_SPEC3_FALLOFF | Falloff | REAL |
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| SLA_BANZI_REFLECTION_INTENSITY | Intensity | REAL |
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| SLA_BANZI_REFLECTION_EDGE_INTENSITY | EdgeIntensity | REAL |
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| SLA_BANZI_REFLECTION_FALLOFF | Falloff | REAL |
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| SLA_BANZI_REFLECTION_REFLECTION_COLOR | ReflectionColor | COLOR |
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| SLA_BANZI_REFLECTION_EDGE_COLOR | ReflectionEdgeColor | COLOR |
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| SLA_BANZI_ENVIRONMENT_IMAGE | Image | SHADERLINK |
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| SLA_BANZI_ENVIRONMENT_INTENSITY | Intensity | REAL |
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| SLA_BANZI_ENVIRONMENT_GLARE | Glare | REAL |
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| SLA_BANZI_ENVIRONMENT_FALLOFF | Falloff | REAL |
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| SLA_BANZI_ENVIRONMENT_UTILIZE_ANISO_SCRATCHES | UtilizeAnisotropicScratches | BOOL |
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| SLA_BANZI_ENVIRONMENT_BLUR | Blur | REAL |
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| SLA_BANZI_ENVIRONMENT_SAMPLES | Samples | LONG | MIN |
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| SLA_BANZI_ENVIRONMENT_JITTER | Jitter | REAL |
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| SLA_BANZI_ENVIRONMENT_ENVIRONMENT_COLOR | EnvironmentColor | COLOR |
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| SLA_BANZI_ENVIRONMENT_EDGE_COLOR | EdgeColor | COLOR |
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| SLA_BANZI_AMBIENT_COLOR | Color | COLOR |
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| SLA_BANZI_AMBIENT_INTENSITY | Intensity | REAL |
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| SLA_BANZI_AMBIENT_EDGE_INTENSITY | EdgeIntensity | REAL |
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| SLA_BANZI_AMBIENT_FALLOFF | Falloff | REAL |
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| SLA_BANZI_ROUGHNESS_AMPLITUDE | Amplitude | REAL |
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| SLA_BANZI_ROUGHNESS_DELTA | Delta | REAL |
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| SLA_BANZI_ROUGHNESS_LOW_CLIP | LowClip | REAL |
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| SLA_BANZI_ROUGHNESS_HIGH_CLIP | HighClip | REAL |
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| SLA_BANZI_ROUGHNESS_GRIT_COLOR | GritColor | COLOR |
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| SLA_BANZI_ROUGHNESS_GRIT_INTENSITY | GritIntensity | REAL |
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| SLA_BANZI_ROUGHNESS_GRIT_LOW_CLIP | GritLowClip | REAL |
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| SLA_BANZI_ROUGHNESS_GRIT_HIGH_CLIP | GritHighClip | REAL |
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| SLA_BANZI_ANISOTROPY_PROJECTION | Projection | LONG |
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| SLA_BANZI_ANISOTROPY_PROJ_SCALE | ProjectionScale | REAL |
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| SLA_BANZI_ANISOTROPY_X_ROUGH | RoughnessX | REAL |
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| SLA_BANZI_ANISOTROPY_Y_ROUGH | RoughnessY | REAL |
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| SLA_BANZI_ANISOTROPY_AMPL | Amplitude | REAL |
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| SLA_BANZI_ANISOTROPY_SCALE | Scale | REAL |
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| SLA_BANZI_ANISOTROPY_LENGTH | Length | REAL |
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| SLA_BANZI_ANISOTROPY_ATT | Attenuation | REAL |
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| SLA_BANZI_ANISOTROPY_CHANNEL1 | Specular1 | BOOL |
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| SLA_BANZI_ANISOTROPY_CHANNEL2 | Specular2 | BOOL |
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| SLA_BANZI_ANISOTROPY_CHANNEL3 | Specular3 | BOOL |
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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():
material = c4d.BaseMaterial(c4d.XSLABanzi)
#You can set parameters two different ways.
#First way
material[c4d.SLA_BANZI_WOOD] = True
material[c4d.SLA_BANZI_DIFFUSE] = True
material[c4d.SLA_BANZI_SPECULAR1] = True
material[c4d.SLA_BANZI_SPECULAR2] = True
material[c4d.SLA_BANZI_SPECULAR3] = True
material[c4d.SLA_BANZI_REFLECTION] = True
material[c4d.SLA_BANZI_ENVIRONMENT] = True
material[c4d.SLA_BANZI_AMBIENT] = True
material[c4d.SLA_BANZI_ROUGHNESS] = True
material[c4d.SLA_BANZI_ANISOTROPY] = True
material[c4d.SLA_BANZI_WOOD_RING_INTENSITY] = 0.1
material[c4d.SLA_BANZI_WOOD_RING_SCALE] = 0.1
material[c4d.SLA_BANZI_WOOD_RING_TURBULENCE] = 0.1
material[c4d.SLA_BANZI_WOOD_TURBULENCE_SCALE] = 0.1
material[c4d.SLA_BANZI_WOOD_RING_VARIANCE] = 0.1
material[c4d.SLA_BANZI_WOOD_CORE_VARIANCE] = 0.1
material[c4d.SLA_BANZI_WOOD_VARIANCE_SCALE] = 0.1
material[c4d.SLA_BANZI_WOOD_RADIAL_VARIANCE] = 0.1
material[c4d.SLA_BANZI_WOOD_RADIAL_VARIANCE_SCALE] = 0.1
material[c4d.SLA_BANZI_WOOD_GRAIN_INTENSITY] = 0.1
material[c4d.SLA_BANZI_WOOD_GRAIN_SCALE] = 0.1
material[c4d.SLA_BANZI_WOOD_ATTENUATION] = 0.1
material[c4d.SLA_BANZI_DIFFUSE_ALGORITHM] = c4d.SLA_BANZI_DIFFUSE_ALGORITHM_INTERNAL
material[c4d.SLA_BANZI_DIFFUSE_ROUGHNESS] = 0.1
material[c4d.SLA_BANZI_DIFFUSE_SURF_ILLUMINATION] = 0.1
material[c4d.SLA_BANZI_DIFFUSE_CONTRAST] = 0.1
material[c4d.SLA_BANZI_SPEC1_INTENSITY] = 0.1
material[c4d.SLA_BANZI_SPEC1_SIZE] = 0.1
material[c4d.SLA_BANZI_SPEC1_CONTRAST] = 0.1
material[c4d.SLA_BANZI_SPEC1_GLARE] = 0.1
material[c4d.SLA_BANZI_SPEC1_FALLOFF] = 0.1
material[c4d.SLA_BANZI_SPEC2_INTENSITY] = 0.1
material[c4d.SLA_BANZI_SPEC2_SIZE] = 0.1
material[c4d.SLA_BANZI_SPEC2_CONTRAST] = 0.1
material[c4d.SLA_BANZI_SPEC2_GLARE] = 0.1
material[c4d.SLA_BANZI_SPEC2_FALLOFF] = 0.1
material[c4d.SLA_BANZI_SPEC3_INTENSITY] = 0.1
material[c4d.SLA_BANZI_SPEC3_SIZE] = 0.1
material[c4d.SLA_BANZI_SPEC3_CONTRAST] = 0.1
material[c4d.SLA_BANZI_SPEC3_GLARE] = 0.1
material[c4d.SLA_BANZI_SPEC3_FALLOFF] = 0.1
material[c4d.SLA_BANZI_REFLECTION_INTENSITY] = 0.1
material[c4d.SLA_BANZI_REFLECTION_EDGE_INTENSITY] = 0.1
material[c4d.SLA_BANZI_REFLECTION_FALLOFF] = 0.1
material[c4d.SLA_BANZI_ENVIRONMENT_INTENSITY] = 0.1
material[c4d.SLA_BANZI_ENVIRONMENT_GLARE] = 0.1
material[c4d.SLA_BANZI_ENVIRONMENT_FALLOFF] = 0.1
material[c4d.SLA_BANZI_ENVIRONMENT_UTILIZE_ANISO_SCRATCHES] = True
material[c4d.SLA_BANZI_ENVIRONMENT_BLUR] = 0.1
material[c4d.SLA_BANZI_ENVIRONMENT_SAMPLES] = 1
material[c4d.SLA_BANZI_ENVIRONMENT_JITTER] = 0.1
material[c4d.SLA_BANZI_AMBIENT_INTENSITY] = 0.1
material[c4d.SLA_BANZI_AMBIENT_EDGE_INTENSITY] = 0.1
material[c4d.SLA_BANZI_AMBIENT_FALLOFF] = 0.1
material[c4d.SLA_BANZI_ROUGHNESS_AMPLITUDE] = 0.1
material[c4d.SLA_BANZI_ROUGHNESS_DELTA] = 0.1
material[c4d.SLA_BANZI_ROUGHNESS_LOW_CLIP] = 0.1
material[c4d.SLA_BANZI_ROUGHNESS_HIGH_CLIP] = 0.1
material[c4d.SLA_BANZI_ROUGHNESS_GRIT_INTENSITY] = 0.1
material[c4d.SLA_BANZI_ROUGHNESS_GRIT_LOW_CLIP] = 0.1
material[c4d.SLA_BANZI_ROUGHNESS_GRIT_HIGH_CLIP] = 0.1
material[c4d.SLA_BANZI_ANISOTROPY_PROJECTION] = c4d.SLA_BANZI_ANISOTROPY_PROJECTION_PLANAR
material[c4d.SLA_BANZI_ANISOTROPY_PROJ_SCALE] = 0.1
material[c4d.SLA_BANZI_ANISOTROPY_X_ROUGH] = 0.1
material[c4d.SLA_BANZI_ANISOTROPY_Y_ROUGH] = 0.1
material[c4d.SLA_BANZI_ANISOTROPY_AMPL] = 0.1
material[c4d.SLA_BANZI_ANISOTROPY_SCALE] = 0.1
material[c4d.SLA_BANZI_ANISOTROPY_LENGTH] = 0.1
material[c4d.SLA_BANZI_ANISOTROPY_ATT] = 0.1
material[c4d.SLA_BANZI_ANISOTROPY_CHANNEL1] = True
material[c4d.SLA_BANZI_ANISOTROPY_CHANNEL2] = True
material[c4d.SLA_BANZI_ANISOTROPY_CHANNEL3] = True
#Second way, using the base container.
bc = material.GetDataInstance()
bc.SetBool(c4d.SLA_BANZI_WOOD,True)
bc.SetBool(c4d.SLA_BANZI_DIFFUSE,True)
bc.SetBool(c4d.SLA_BANZI_SPECULAR1,True)
bc.SetBool(c4d.SLA_BANZI_SPECULAR2,True)
bc.SetBool(c4d.SLA_BANZI_SPECULAR3,True)
bc.SetBool(c4d.SLA_BANZI_REFLECTION,True)
bc.SetBool(c4d.SLA_BANZI_ENVIRONMENT,True)
bc.SetBool(c4d.SLA_BANZI_AMBIENT,True)
bc.SetBool(c4d.SLA_BANZI_ROUGHNESS,True)
bc.SetBool(c4d.SLA_BANZI_ANISOTROPY,True)
bc.SetFloat(c4d.SLA_BANZI_WOOD_RING_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_RING_SCALE,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_RING_TURBULENCE,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_TURBULENCE_SCALE,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_RING_VARIANCE,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_CORE_VARIANCE,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_VARIANCE_SCALE,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_RADIAL_VARIANCE,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_RADIAL_VARIANCE_SCALE,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_GRAIN_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_GRAIN_SCALE,0.1)
bc.SetFloat(c4d.SLA_BANZI_WOOD_ATTENUATION,0.1)
bc.SetInt32(c4d.SLA_BANZI_DIFFUSE_ALGORITHM,c4d.SLA_BANZI_DIFFUSE_ALGORITHM_INTERNAL)
bc.SetFloat(c4d.SLA_BANZI_DIFFUSE_ROUGHNESS,0.1)
bc.SetFloat(c4d.SLA_BANZI_DIFFUSE_SURF_ILLUMINATION,0.1)
bc.SetFloat(c4d.SLA_BANZI_DIFFUSE_CONTRAST,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC1_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC1_SIZE,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC1_CONTRAST,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC1_GLARE,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC1_FALLOFF,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC2_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC2_SIZE,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC2_CONTRAST,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC2_GLARE,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC2_FALLOFF,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC3_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC3_SIZE,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC3_CONTRAST,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC3_GLARE,0.1)
bc.SetFloat(c4d.SLA_BANZI_SPEC3_FALLOFF,0.1)
bc.SetFloat(c4d.SLA_BANZI_REFLECTION_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_REFLECTION_EDGE_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_REFLECTION_FALLOFF,0.1)
bc.SetFloat(c4d.SLA_BANZI_ENVIRONMENT_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_ENVIRONMENT_GLARE,0.1)
bc.SetFloat(c4d.SLA_BANZI_ENVIRONMENT_FALLOFF,0.1)
bc.SetBool(c4d.SLA_BANZI_ENVIRONMENT_UTILIZE_ANISO_SCRATCHES,True)
bc.SetFloat(c4d.SLA_BANZI_ENVIRONMENT_BLUR,0.1)
bc.SetInt32(c4d.SLA_BANZI_ENVIRONMENT_SAMPLES,1)
bc.SetFloat(c4d.SLA_BANZI_ENVIRONMENT_JITTER,0.1)
bc.SetFloat(c4d.SLA_BANZI_AMBIENT_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_AMBIENT_EDGE_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_AMBIENT_FALLOFF,0.1)
bc.SetFloat(c4d.SLA_BANZI_ROUGHNESS_AMPLITUDE,0.1)
bc.SetFloat(c4d.SLA_BANZI_ROUGHNESS_DELTA,0.1)
bc.SetFloat(c4d.SLA_BANZI_ROUGHNESS_LOW_CLIP,0.1)
bc.SetFloat(c4d.SLA_BANZI_ROUGHNESS_HIGH_CLIP,0.1)
bc.SetFloat(c4d.SLA_BANZI_ROUGHNESS_GRIT_INTENSITY,0.1)
bc.SetFloat(c4d.SLA_BANZI_ROUGHNESS_GRIT_LOW_CLIP,0.1)
bc.SetFloat(c4d.SLA_BANZI_ROUGHNESS_GRIT_HIGH_CLIP,0.1)
bc.SetInt32(c4d.SLA_BANZI_ANISOTROPY_PROJECTION,c4d.SLA_BANZI_ANISOTROPY_PROJECTION_PLANAR)
bc.SetFloat(c4d.SLA_BANZI_ANISOTROPY_PROJ_SCALE,0.1)
bc.SetFloat(c4d.SLA_BANZI_ANISOTROPY_X_ROUGH,0.1)
bc.SetFloat(c4d.SLA_BANZI_ANISOTROPY_Y_ROUGH,0.1)
bc.SetFloat(c4d.SLA_BANZI_ANISOTROPY_AMPL,0.1)
bc.SetFloat(c4d.SLA_BANZI_ANISOTROPY_SCALE,0.1)
bc.SetFloat(c4d.SLA_BANZI_ANISOTROPY_LENGTH,0.1)
bc.SetFloat(c4d.SLA_BANZI_ANISOTROPY_ATT,0.1)
bc.SetBool(c4d.SLA_BANZI_ANISOTROPY_CHANNEL1,True)
bc.SetBool(c4d.SLA_BANZI_ANISOTROPY_CHANNEL2,True)
bc.SetBool(c4d.SLA_BANZI_ANISOTROPY_CHANNEL3,True)
if __name__=='__main__':
main()
C++
#include "c4d.h"
#include "../sla/description/xslabanzi.h"
void SampleFunction()
{
BaseDocument *pDoc = GetActiveDocument();
BaseMaterial *pMaterial = BaseMaterial::Alloc(XSLABanzi);
//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_BANZI_WOOD),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_DIFFUSE),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPECULAR1),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPECULAR2),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPECULAR3),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_REFLECTION),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ENVIRONMENT),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_AMBIENT),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ROUGHNESS),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_RING_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_RING_SCALE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_RING_TURBULENCE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_TURBULENCE_SCALE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_RING_VARIANCE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_CORE_VARIANCE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_VARIANCE_SCALE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_RADIAL_VARIANCE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_RADIAL_VARIANCE_SCALE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_GRAIN_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_GRAIN_SCALE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_ATTENUATION),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_DIFFUSE_ALGORITHM),GeData(SLA_BANZI_DIFFUSE_ALGORITHM_INTERNAL),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_DIFFUSE_ROUGHNESS),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_DIFFUSE_SURF_ILLUMINATION),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_DIFFUSE_CONTRAST),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC1_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC1_SIZE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC1_CONTRAST),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC1_GLARE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC1_FALLOFF),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC2_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC2_SIZE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC2_CONTRAST),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC2_GLARE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC2_FALLOFF),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC3_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC3_SIZE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC3_CONTRAST),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC3_GLARE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_SPEC3_FALLOFF),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_REFLECTION_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_REFLECTION_EDGE_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_REFLECTION_FALLOFF),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ENVIRONMENT_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ENVIRONMENT_GLARE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ENVIRONMENT_FALLOFF),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ENVIRONMENT_UTILIZE_ANISO_SCRATCHES),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ENVIRONMENT_BLUR),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ENVIRONMENT_SAMPLES),GeData(1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ENVIRONMENT_JITTER),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_AMBIENT_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_AMBIENT_EDGE_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_AMBIENT_FALLOFF),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ROUGHNESS_AMPLITUDE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ROUGHNESS_DELTA),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ROUGHNESS_LOW_CLIP),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ROUGHNESS_HIGH_CLIP),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ROUGHNESS_GRIT_INTENSITY),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ROUGHNESS_GRIT_LOW_CLIP),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ROUGHNESS_GRIT_HIGH_CLIP),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_PROJECTION),GeData(SLA_BANZI_ANISOTROPY_PROJECTION_PLANAR),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_PROJ_SCALE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_X_ROUGH),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_Y_ROUGH),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_AMPL),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_SCALE),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_LENGTH),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_ATT),GeData(0.1),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_CHANNEL1),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_CHANNEL2),GeData(true),flags);
pMaterial->SetParameter(DescID(SLA_BANZI_ANISOTROPY_CHANNEL3),GeData(true),flags);
pMaterial->Message(MSG_UPDATE);
//Second way, using the base container.
BaseContainer *bc = pMaterial->GetDataInstance();
bc->SetBool(SLA_BANZI_WOOD,true);
bc->SetBool(SLA_BANZI_DIFFUSE,true);
bc->SetBool(SLA_BANZI_SPECULAR1,true);
bc->SetBool(SLA_BANZI_SPECULAR2,true);
bc->SetBool(SLA_BANZI_SPECULAR3,true);
bc->SetBool(SLA_BANZI_REFLECTION,true);
bc->SetBool(SLA_BANZI_ENVIRONMENT,true);
bc->SetBool(SLA_BANZI_AMBIENT,true);
bc->SetBool(SLA_BANZI_ROUGHNESS,true);
bc->SetBool(SLA_BANZI_ANISOTROPY,true);
bc->SetFloat(SLA_BANZI_WOOD_RING_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_WOOD_RING_SCALE,0.1);
bc->SetFloat(SLA_BANZI_WOOD_RING_TURBULENCE,0.1);
bc->SetFloat(SLA_BANZI_WOOD_TURBULENCE_SCALE,0.1);
bc->SetFloat(SLA_BANZI_WOOD_RING_VARIANCE,0.1);
bc->SetFloat(SLA_BANZI_WOOD_CORE_VARIANCE,0.1);
bc->SetFloat(SLA_BANZI_WOOD_VARIANCE_SCALE,0.1);
bc->SetFloat(SLA_BANZI_WOOD_RADIAL_VARIANCE,0.1);
bc->SetFloat(SLA_BANZI_WOOD_RADIAL_VARIANCE_SCALE,0.1);
bc->SetFloat(SLA_BANZI_WOOD_GRAIN_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_WOOD_GRAIN_SCALE,0.1);
bc->SetFloat(SLA_BANZI_WOOD_ATTENUATION,0.1);
bc->SetInt32(SLA_BANZI_DIFFUSE_ALGORITHM,SLA_BANZI_DIFFUSE_ALGORITHM_INTERNAL);
bc->SetFloat(SLA_BANZI_DIFFUSE_ROUGHNESS,0.1);
bc->SetFloat(SLA_BANZI_DIFFUSE_SURF_ILLUMINATION,0.1);
bc->SetFloat(SLA_BANZI_DIFFUSE_CONTRAST,0.1);
bc->SetFloat(SLA_BANZI_SPEC1_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_SPEC1_SIZE,0.1);
bc->SetFloat(SLA_BANZI_SPEC1_CONTRAST,0.1);
bc->SetFloat(SLA_BANZI_SPEC1_GLARE,0.1);
bc->SetFloat(SLA_BANZI_SPEC1_FALLOFF,0.1);
bc->SetFloat(SLA_BANZI_SPEC2_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_SPEC2_SIZE,0.1);
bc->SetFloat(SLA_BANZI_SPEC2_CONTRAST,0.1);
bc->SetFloat(SLA_BANZI_SPEC2_GLARE,0.1);
bc->SetFloat(SLA_BANZI_SPEC2_FALLOFF,0.1);
bc->SetFloat(SLA_BANZI_SPEC3_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_SPEC3_SIZE,0.1);
bc->SetFloat(SLA_BANZI_SPEC3_CONTRAST,0.1);
bc->SetFloat(SLA_BANZI_SPEC3_GLARE,0.1);
bc->SetFloat(SLA_BANZI_SPEC3_FALLOFF,0.1);
bc->SetFloat(SLA_BANZI_REFLECTION_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_REFLECTION_EDGE_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_REFLECTION_FALLOFF,0.1);
bc->SetFloat(SLA_BANZI_ENVIRONMENT_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_ENVIRONMENT_GLARE,0.1);
bc->SetFloat(SLA_BANZI_ENVIRONMENT_FALLOFF,0.1);
bc->SetBool(SLA_BANZI_ENVIRONMENT_UTILIZE_ANISO_SCRATCHES,true);
bc->SetFloat(SLA_BANZI_ENVIRONMENT_BLUR,0.1);
bc->SetInt32(SLA_BANZI_ENVIRONMENT_SAMPLES,1);
bc->SetFloat(SLA_BANZI_ENVIRONMENT_JITTER,0.1);
bc->SetFloat(SLA_BANZI_AMBIENT_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_AMBIENT_EDGE_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_AMBIENT_FALLOFF,0.1);
bc->SetFloat(SLA_BANZI_ROUGHNESS_AMPLITUDE,0.1);
bc->SetFloat(SLA_BANZI_ROUGHNESS_DELTA,0.1);
bc->SetFloat(SLA_BANZI_ROUGHNESS_LOW_CLIP,0.1);
bc->SetFloat(SLA_BANZI_ROUGHNESS_HIGH_CLIP,0.1);
bc->SetFloat(SLA_BANZI_ROUGHNESS_GRIT_INTENSITY,0.1);
bc->SetFloat(SLA_BANZI_ROUGHNESS_GRIT_LOW_CLIP,0.1);
bc->SetFloat(SLA_BANZI_ROUGHNESS_GRIT_HIGH_CLIP,0.1);
bc->SetInt32(SLA_BANZI_ANISOTROPY_PROJECTION,SLA_BANZI_ANISOTROPY_PROJECTION_PLANAR);
bc->SetFloat(SLA_BANZI_ANISOTROPY_PROJ_SCALE,0.1);
bc->SetFloat(SLA_BANZI_ANISOTROPY_X_ROUGH,0.1);
bc->SetFloat(SLA_BANZI_ANISOTROPY_Y_ROUGH,0.1);
bc->SetFloat(SLA_BANZI_ANISOTROPY_AMPL,0.1);
bc->SetFloat(SLA_BANZI_ANISOTROPY_SCALE,0.1);
bc->SetFloat(SLA_BANZI_ANISOTROPY_LENGTH,0.1);
bc->SetFloat(SLA_BANZI_ANISOTROPY_ATT,0.1);
bc->SetBool(SLA_BANZI_ANISOTROPY_CHANNEL1,true);
bc->SetBool(SLA_BANZI_ANISOTROPY_CHANNEL2,true);
bc->SetBool(SLA_BANZI_ANISOTROPY_CHANNEL3,true);
pMaterial->Message(MSG_UPDATE);
}
Gradients
This node has gradients. Gradients can manually be edited by calling the following codePython
C++
#include "customgui_gradient.h"SLA_BANZI_WOOD_GRADIENT
GeData data; pMaterial->GetParameter(DescID(SLA_BANZI_WOOD_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); } pMaterial->SetParameter(DescID(SLA_BANZI_WOOD_GRADIENT),data,DESCFLAGS_SET_PARAM_SET));