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 Xhair

Xhair

Attributes

  • ENGLISH NAME : Hair
  • NAME : Xhair
  • INCLUDE : Mpreview
  • INCLUDE : Xbase
  • PATH : hair/description/xhair.res
  • PLUGIN : hair
  • MAXON online help (may not exist): XHAIR

Elements

ID UI Name Type Parameters Cycle
HAIR_SHADER_COLOR Color GRADIENT
COLOR
ICC_BASEDOCUMENT
HAIR_SHADER_DIFFUSE_STRENGTH Diffuse REAL
UNIT PERCENT
MIN 0.0
MAX 10000.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_DIFFUSE_SHADER Texture SHADERLINK  
HAIR_SHADER_SPECULAR_STRENGTH Specular REAL
UNIT PERCENT
MIN 0.0
MAX 10000.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_SPECULAR_POWER Sharpness REAL
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_SPECULAR_SHADER Texture SHADERLINK  
HAIR_SHADER_ISPECULAR_STRENGTH Strength REAL
UNIT PERCENT
MIN 0.0
MAX 10000.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_ISPECULAR_POWER Sharpness REAL
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_ISPECULAR_SHADER Texture SHADERLINK  
HAIR_SHADER_ROUGHNESS Roughness REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_ROUGHNESS_VAR Variation REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_REFLECT Reflectiveness REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_TRANSMIT Translucence REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_SHADOW Shadow REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_ALPHA_DEPTH AlphaDepth LONG MIN
HAIR_SHADER_SHADOW_TRANSPARENCY ShadowTransparency REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
HAIR_SHADER_FROM_MATERIAL FromHairMaterials BOOL  

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.Xhair)
    
    #You can set parameters two different ways. 
    #First way              
    shader[c4d.HAIR_SHADER_DIFFUSE_STRENGTH] = 0.1
    shader[c4d.HAIR_SHADER_SPECULAR_STRENGTH] = 0.1
    shader[c4d.HAIR_SHADER_SPECULAR_POWER] = 0.1
    shader[c4d.HAIR_SHADER_ISPECULAR_STRENGTH] = 0.1
    shader[c4d.HAIR_SHADER_ISPECULAR_POWER] = 0.1
    shader[c4d.HAIR_SHADER_ROUGHNESS] = 0.1
    shader[c4d.HAIR_SHADER_ROUGHNESS_VAR] = 0.1
    shader[c4d.HAIR_SHADER_REFLECT] = 0.1
    shader[c4d.HAIR_SHADER_TRANSMIT] = 0.1
    shader[c4d.HAIR_SHADER_SHADOW] = 0.1
    shader[c4d.HAIR_SHADER_ALPHA_DEPTH] = 1
    shader[c4d.HAIR_SHADER_SHADOW_TRANSPARENCY] = 0.1
    shader[c4d.HAIR_SHADER_FROM_MATERIAL] = True
    
    #Second way, using the base container.
    bc = shader.GetDataInstance()
    bc.SetFloat(c4d.HAIR_SHADER_DIFFUSE_STRENGTH,0.1)
    bc.SetFloat(c4d.HAIR_SHADER_SPECULAR_STRENGTH,0.1)
    bc.SetFloat(c4d.HAIR_SHADER_SPECULAR_POWER,0.1)
    bc.SetFloat(c4d.HAIR_SHADER_ISPECULAR_STRENGTH,0.1)
    bc.SetFloat(c4d.HAIR_SHADER_ISPECULAR_POWER,0.1)
    bc.SetFloat(c4d.HAIR_SHADER_ROUGHNESS,0.1)
    bc.SetFloat(c4d.HAIR_SHADER_ROUGHNESS_VAR,0.1)
    bc.SetFloat(c4d.HAIR_SHADER_REFLECT,0.1)
    bc.SetFloat(c4d.HAIR_SHADER_TRANSMIT,0.1)
    bc.SetFloat(c4d.HAIR_SHADER_SHADOW,0.1)
    bc.SetInt32(c4d.HAIR_SHADER_ALPHA_DEPTH,1)
    bc.SetFloat(c4d.HAIR_SHADER_SHADOW_TRANSPARENCY,0.1)
    bc.SetBool(c4d.HAIR_SHADER_FROM_MATERIAL,True)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../hair/description/xhair.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseShader *pShader = BaseShader::Alloc(Xhair);  
    
    //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(HAIR_SHADER_DIFFUSE_STRENGTH),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_SPECULAR_STRENGTH),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_SPECULAR_POWER),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_ISPECULAR_STRENGTH),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_ISPECULAR_POWER),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_ROUGHNESS),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_ROUGHNESS_VAR),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_REFLECT),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_TRANSMIT),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_SHADOW),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_ALPHA_DEPTH),GeData(1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_SHADOW_TRANSPARENCY),GeData(0.1),flags);
    pShader->SetParameter(DescID(HAIR_SHADER_FROM_MATERIAL),GeData(true),flags);
    pShader->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pShader->GetDataInstance();
    bc->SetFloat(HAIR_SHADER_DIFFUSE_STRENGTH,0.1);
    bc->SetFloat(HAIR_SHADER_SPECULAR_STRENGTH,0.1);
    bc->SetFloat(HAIR_SHADER_SPECULAR_POWER,0.1);
    bc->SetFloat(HAIR_SHADER_ISPECULAR_STRENGTH,0.1);
    bc->SetFloat(HAIR_SHADER_ISPECULAR_POWER,0.1);
    bc->SetFloat(HAIR_SHADER_ROUGHNESS,0.1);
    bc->SetFloat(HAIR_SHADER_ROUGHNESS_VAR,0.1);
    bc->SetFloat(HAIR_SHADER_REFLECT,0.1);
    bc->SetFloat(HAIR_SHADER_TRANSMIT,0.1);
    bc->SetFloat(HAIR_SHADER_SHADOW,0.1);
    bc->SetInt32(HAIR_SHADER_ALPHA_DEPTH,1);
    bc->SetFloat(HAIR_SHADER_SHADOW_TRANSPARENCY,0.1);
    bc->SetBool(HAIR_SHADER_FROM_MATERIAL,true);
    pShader->Message(MSG_UPDATE);                                                      
}
             

Gradients

This node has gradients. Gradients can manually be edited by calling the following code

Python


C++

           
#include "customgui_gradient.h"
HAIR_SHADER_COLOR
GeData data; pShader->GetParameter(DescID(HAIR_SHADER_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(HAIR_SHADER_COLOR),data,DESCFLAGS_SET_PARAM_SET));