About
A Material object represents a Cinema 4D standard material. It is based on BaseMaterial. A standard material offers multiple parameters organized in "channels".
Material objects are an instance of Mmaterial.
Access
A Material is accessed like any other material.
See also BaseMaterial Manual.
Allocation/Deallocation
Material objects are created with the usual tools.
  
 
  if (material == nullptr)
 
  const Vector blue { 0.0, 0.0, 1.0 };
 
  material->
SetName(
"Blue Material"_s);
 
 
  doc->InsertMaterial(material);
 
void SetName(const maxon::String &name, Bool setDirty=true)
Definition: c4d_baselist.h:2550
 
Bool SetParameter(const DescID &id, const GeData &t_data, DESCFLAGS_SET flags)
 
Definition: c4d_basematerial.h:241
 
static Material * Alloc()
 
#define MAXON_SOURCE_LOCATION
Definition: memoryallocationbase.h:67
 
#define ConstDescID(...)
Definition: lib_description.h:594
 
@ MATERIAL_COLOR_COLOR
Definition: mmaterial.h:56
 
const char * doc
Definition: pyerrors.h:226
 
Represents a level within a DescID.
Definition: lib_description.h:298
 
  
Properties
The parameters of a Material can be edited as usual with C4DAtom::SetParameter() and C4DAtom::GetParameter(). The parameter IDs are defined in mmaterial.h. For convenience the parameters of a group are often combined to a "channel".
Channel States
These utility functions allow to edit the state of a "channel":
  
 
 
void SetChannelState(Int32 channel, Bool state)
Definition: c4d_basematerial.h:280
 
Bool GetChannelState(Int32 channel)
Definition: c4d_basematerial.h:273
 
maxon::Bool Bool
Definition: ge_sys_math.h:51
 
#define CHANNEL_COLOR
The color channel of a material.
Definition: c4d_shader.h:95
 
  
Channels
Certain parameters and functionality of a parameter group are combined in a BaseChannel object:
The returned BaseChannel object can be used to handle the referenced shaders:
Between the call of InitTexture() and FreeTexture() the shader of the channel can be sampled:
Further operations are:
These functions are useful to get general settings of the channel and the settings of a used bitmap shader:
  
 
  
  if (channel == nullptr)
 
  
  if (shader != nullptr)
 
  
  {
  }
Definition: c4d_basechannel.h:231
 
Definition: c4d_basecontainer.h:48
 
String GetString(Int32 id, const maxon::String &preset=maxon::String()) const
Definition: c4d_basecontainer.h:432
 
String GetName() const
Definition: c4d_baselist.h:2544
 
BaseChannel * GetChannel(Int32 id)
Definition: c4d_basematerial.h:92
 
Definition: c4d_basechannel.h:36
 
Bool IsInstanceOf(Int32 id) const
Definition: c4d_baselist.h:1562
 
#define BASECHANNEL_TEXTURE
String. The texture for this channel.
Definition: c4d_shader.h:120
 
#define ApplicationOutput(formatString,...)
Definition: debugdiagnostics.h:204
 
#define Xbitmap
Bitmap.
Definition: ge_prepass.h:1324
 
  
Reflection Layers
A standard material can manage multiple reflection layers. Such reflection layers can be created and edited. The used parameter IDs are defined in c4d_reflection.h, see REFLECTION_LAYER.
The settings of a ReflectionLayer object are:
- Note
 - If a Material is created and configured in some import context (e.g. SceneLoaderData) one has to set the material parameter REFLECTION_LAYER_IMPORTED to true.
 
  
 
  
  if (layer == nullptr)
 
 
  
 
 
 
Definition: lib_description.h:355
 
ReflectionLayer * AddReflectionLayer()
Definition: c4d_basematerial.h:292
 
Definition: c4d_reflection.h:462
 
void SetName(const maxon::String &name)
 
void SetFlags(Int32 flags)
 
maxon::Int32 Int32
Definition: ge_sys_math.h:56
 
#define REFLECTION_DISTRIBUTION_BECKMANN
Beckmann.
Definition: c4d_reflection.h:50
 
#define REFLECTION_FLAG_ACTIVE
Active.
Definition: c4d_reflection.h:24
 
#define REFLECTION_FLAG_TAB
Tab.
Definition: c4d_reflection.h:25
 
#define REFLECTION_FLAG_SELECTED
Selected.
Definition: c4d_reflection.h:23
 
#define REFLECTION_FRESNEL_METAL_GOLD
Gold.
Definition: c4d_reflection.h:191
 
#define REFLECTION_FRESNEL_CONDUCTOR
Conductor.
Definition: c4d_reflection.h:154
 
#define REFLECTION_LAYER_FRESNEL_METAL
Int32 Metal preset: REFLECTION_FRESNEL_METAL
Definition: c4d_reflection.h:383
 
#define REFLECTION_LAYER_FRESNEL_MODE
Int32 Fresnel mode: REFLECTION_FRESNEL
Definition: c4d_reflection.h:381
 
#define REFLECTION_LAYER_MAIN_DISTRIBUTION
Int32 Distribution type: REFLECTION_DISTRIBUTION
Definition: c4d_reflection.h:288
 
#define CreateDescID(...)
Definition: lib_description.h:595
 
 and
  
 
 
  {
    if (layer == nullptr)
 
    
 
 
 
    
 
 
    
 
    
 
    
  }
Py_ssize_t i
Definition: abstract.h:645
 
PyObject * value
Definition: abstract.h:715
 
Bool GetParameter(const DescID &id, GeData &t_data, DESCFLAGS_GET flags) const
 
Definition: c4d_gedata.h:83
 
Int32 GetInt32() const
Definition: c4d_gedata.h:456
 
Float GetFloat() const
Definition: c4d_gedata.h:468
 
Int32 GetReflectionLayerCount()
Definition: c4d_basematerial.h:322
 
ReflectionLayer * GetReflectionLayerIndex(Int32 index)
Definition: c4d_basematerial.h:308
 
static String FloatToString(Float32 v, Int32 vvk=-1, Int32 nnk=-3)
Definition: c4d_string.h:531
 
maxon::Float Float
Definition: ge_sys_math.h:62
 
#define REFLECTION_LAYER_MAIN_BLEND_MODE
Int32 Blend mode.
Definition: c4d_reflection.h:292
 
#define REFLECTION_LAYER_TRANS_BRIGHTNESS
Float Brightness.
Definition: c4d_reflection.h:338
 
@ MATERIAL_TEXTUREMIXING_ADD
Definition: mmaterial.h:61
 
@ MATERIAL_TEXTUREMIXING_NORMAL
Definition: mmaterial.h:60
 
 See also Blog post: Cinema 4D R16 Reflectance channel's API
Further Reading