Material Manual

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.

  • Material::Alloc(): Creates a new Material.
  • Material::Free(): Deletes the given Material.
// This example creates, configures and inserts a new standard material.
Material* const material = Material::Alloc();
if (material == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
const Vector blue { 0.0, 0.0, 1.0 };
material->SetParameter(ConstDescID(DescLevel(MATERIAL_COLOR_COLOR)), blue, DESCFLAGS_SET::NONE);
material->SetName("Blue Material"_s);
doc->InsertMaterial(material);
NONE
Definition: asset_browser.h:1
#define MAXON_SOURCE_LOCATION
Definition: memoryallocationbase.h:69
#define ConstDescID(...)
Definition: lib_description.h:592
@ MATERIAL_COLOR_COLOR
Definition: mmaterial.h:56
maxon::Vec3< maxon::Float64, 1 > Vector
Definition: ge_math.h:140
const char * doc
Definition: pyerrors.h:226

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":

  • Material::GetChannelState(): Returns the state of the given channel.
  • Material::SetChannelState(): Sets the state of the given channel.
// This example reads the state of the color channel of the given material and inverts it.
const Bool state = material->GetChannelState(CHANNEL_COLOR);
material->SetChannelState(CHANNEL_COLOR, !state);
#define CHANNEL_COLOR
The color channel of a material.
Definition: c4d_shader.h:94
maxon::Bool Bool
Definition: ge_sys_math.h:46
Definition: grammar.h:37

Channels

Certain parameters and functionality of a parameter group are combined in a BaseChannel object:

  • BaseMaterial::GetChannel(): Returns a BaseChannel object.

The returned BaseChannel object can be used to handle the referenced shaders:

  • BaseChannel::InitTexture(): Initializes the channel texture, loading any files required.
  • BaseChannel::FreeTexture(): Frees all resources used by this channel.

Between the call of InitTexture() and FreeTexture() the shader of the channel can be sampled:

  • BaseChannel::GetBitmap(): Retrieves the channels bitmap texture.
  • BaseChannel::Sample(): Samples the channel's shader.

Further operations are:

  • BaseChannel::GetShaderID(): Returns the ID of the channel's shader.
  • BaseChannel::GetShader(): Returns the channel's shader.
  • BaseChannel::Compare(): Returns true if the given BaseChannel is identical.

These functions are useful to get general settings of the channel and the settings of a used bitmap shader:

  • BaseChannel::GetData(): Returns a BaseContainer with the settings.
  • BaseChannel::SetData(): Sets the settings with the values stored in the given BaseContainer.
// This example accesses some material parameters using a BaseChannel object.
// get the BaseChannel
BaseChannel* const channel = material->GetChannel(CHANNEL_COLOR);
if (channel == nullptr)
return maxon::UnexpectedError(MAXON_SOURCE_LOCATION);
// check the shader
BaseShader* const shader = channel->GetShader();
if (shader != nullptr)
ApplicationOutput("Used Shader: " + shader->GetName());
// if the shader is a "Bitmap" shader, access some data
if (shader != nullptr && shader->IsInstanceOf(Xbitmap))
{
const BaseContainer bc = channel->GetData();
ApplicationOutput("Image File: " + bc.GetString(BASECHANNEL_TEXTURE));
}
#define BASECHANNEL_TEXTURE
String. The texture for this channel.
Definition: c4d_shader.h:119
#define ApplicationOutput(formatString,...)
Definition: debugdiagnostics.h:204
#define Xbitmap
Bitmap.
Definition: ge_prepass.h:1331

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.

  • Material::AddReflectionLayer(): Creates and returns a new reflection layer.
  • Material::GetReflectionLayerID(): Returns the reflection layer with the given ID.
  • Material::GetReflectionLayerIndex(): Returns the reflection layer at the given index.
  • Material::GetReflectionLayerTrans(): Returns the transparency layer.
  • Material::GetReflectionLayerCount(): Returns the number of reflection layers.
  • Material::RemoveReflectionLayerID(): Removes the reflection layer with the given ID.
  • Material::RemoveReflectionLayerIndex(): Removes the reflection layer at the given index.
  • Material::RemoveReflectionAllLayers(): Removes all reflection layers.
  • Material::GetAllReflectionShaders(): Gets an array of all shaders used by reflection layers.
  • Material::GetReflectionPrimaryLayers(): Gets the indices to the primary reflection and specular layers (can be -1 for empty).

The settings of a ReflectionLayer object are:

  • ReflectionLayer::GetDataID(): Returns the ID of the reflection layer.
  • ReflectionLayer::GetName(): Returns the name of the layer.
  • ReflectionLayer::SetName(): Sets the name of the layer.
  • ReflectionLayer::GetLayerID(): Returns the ID of the layer.
  • ReflectionLayer::GetFlags(): Returns the flags of the layer. See REFLECTION_FLAG.
  • ReflectionLayer::SetFlags() Sets the flags of the layer.
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.
// This example creates and configures a new reflection layer.
// create a new layer
ReflectionLayer* const layer = material->AddReflectionLayer();
if (layer == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
const Int32 layerID = layer->GetDataID();
// configure layer
layer->SetName("Gold Layer"_s);
const DescID distributionID = CreateDescID(DescLevel(layerID + REFLECTION_LAYER_MAIN_DISTRIBUTION));
material->SetParameter(distributionID, REFLECTION_DISTRIBUTION_BECKMANN, DESCFLAGS_SET::NONE);
const DescID fresnelModeID = CreateDescID(DescLevel(layerID + REFLECTION_LAYER_FRESNEL_MODE));
material->SetParameter(fresnelModeID, REFLECTION_FRESNEL_CONDUCTOR, DESCFLAGS_SET::NONE);
const DescID fresnelMetalID = CreateDescID(DescLevel(layerID + REFLECTION_LAYER_FRESNEL_METAL));
material->SetParameter(fresnelMetalID, REFLECTION_FRESNEL_METAL_GOLD, DESCFLAGS_SET::NONE);
#define REFLECTION_DISTRIBUTION_BECKMANN
Beckmann.
Definition: c4d_reflection.h:49
#define REFLECTION_FLAG_ACTIVE
Active.
Definition: c4d_reflection.h:23
#define REFLECTION_FLAG_TAB
Tab.
Definition: c4d_reflection.h:24
#define REFLECTION_FLAG_SELECTED
Selected.
Definition: c4d_reflection.h:22
#define REFLECTION_FRESNEL_METAL_GOLD
Gold.
Definition: c4d_reflection.h:190
#define REFLECTION_FRESNEL_CONDUCTOR
Conductor.
Definition: c4d_reflection.h:153
#define REFLECTION_LAYER_FRESNEL_METAL
::Int32 Metal preset: REFLECTION_FRESNEL_METAL
Definition: c4d_reflection.h:382
#define REFLECTION_LAYER_FRESNEL_MODE
::Int32 Fresnel mode: REFLECTION_FRESNEL
Definition: c4d_reflection.h:380
#define REFLECTION_LAYER_MAIN_DISTRIBUTION
::Int32 Distribution type: REFLECTION_DISTRIBUTION
Definition: c4d_reflection.h:287
#define CreateDescID(...)
Definition: lib_description.h:593
maxon::Int32 Int32
Definition: ge_sys_math.h:51

and

// This example loops through all layers of the given material.
const Int32 layerCount = material->GetReflectionLayerCount();
for (Int32 i = 0; i < layerCount; ++i)
{
ReflectionLayer* const layer = material->GetReflectionLayerIndex(i);
if (layer == nullptr)
return maxon::UnexpectedError(MAXON_SOURCE_LOCATION);
// print name
ApplicationOutput("Layer: " + layer->GetName());
const Int32 layerID = layer->GetDataID();
GeData data;
// access and print value
const DescID valueID = CreateDescID(layerID + REFLECTION_LAYER_TRANS_BRIGHTNESS);
material->GetParameter(valueID, data, DESCFLAGS_GET::NONE);
const Float value = data.GetFloat();
ApplicationOutput("Value: " + String::FloatToString(value));
// print mode
const DescID blendModeID = CreateDescID(layerID + REFLECTION_LAYER_MAIN_BLEND_MODE);
material->GetParameter(blendModeID, data, DESCFLAGS_GET::NONE);
// check if blend mode is "Normal"
if (data.GetInt32() == MATERIAL_TEXTUREMIXING_NORMAL)
ApplicationOutput("Mode: Normal");
// check if blend mode is "Add"
if (data.GetInt32() == MATERIAL_TEXTUREMIXING_ADD)
ApplicationOutput("Mode: Add");
}
Py_ssize_t i
Definition: abstract.h:645
PyObject * value
Definition: abstract.h:715
#define REFLECTION_LAYER_MAIN_BLEND_MODE
::Int32 Blend mode.
Definition: c4d_reflection.h:291
#define REFLECTION_LAYER_TRANS_BRIGHTNESS
::Float Brightness.
Definition: c4d_reflection.h:337
@ MATERIAL_TEXTUREMIXING_ADD
Definition: mmaterial.h:61
@ MATERIAL_TEXTUREMIXING_NORMAL
Definition: mmaterial.h:60
maxon::Float Float
Definition: ge_sys_math.h:57

See also Blog post: Cinema 4D R16 Reflectance channel's API

Further Reading