<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[How to create physical sky on C++code?]]></title><description><![CDATA[<p dir="auto"><em>On 12/08/2018 at 18:19, <strong>xxxxxxxx</strong> wrote:</em></p>
<p dir="auto">User Information:<br />
Cinema 4D Version:   19 <br />
Platform:   Windows  ;   <br />
Language(s) :     C++  ;</p>
<p dir="auto">---------<br />
How to create physical sky on C++code? I just have looked for a word(OSkyShader) but not working in my project. could you please give me some example about physical sky?</p>
<p dir="auto">part of my code:</p>
<p dir="auto">baseObject* PhysicalSky = baseObject::Alloc(OSkyShader);</p>
]]></description><link>http://developers.maxon.net/forum/topic/10911/14362_how-to-create-physical-sky-on-ccode</link><generator>RSS for Node</generator><lastBuildDate>Sun, 12 Jul 2026 09:43:24 GMT</lastBuildDate><atom:link href="http://developers.maxon.net/forum/topic/10911.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 01 Sep 2018 10:55:53 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to How to create physical sky on C++code? on Sat, 01 Sep 2018 10:55:58 GMT]]></title><description><![CDATA[<p dir="auto"><em>On 14/08/2018 at 18:41, <strong>xxxxxxxx</strong> wrote:</em></p>
<p dir="auto">It works. Thanks<img src="http://developers.maxon.net/forum/assets/plugins/nodebb-plugin-emoji/emoji/android/1f604.png?v=0b8ddba251d" class="not-responsive emoji emoji-android emoji--smile" style="height:23px;width:auto;vertical-align:middle" title=":smile:" alt="😄" /></p>
]]></description><link>http://developers.maxon.net/forum/post/55429</link><guid isPermaLink="true">http://developers.maxon.net/forum/post/55429</guid><dc:creator><![CDATA[Helper]]></dc:creator><pubDate>Sat, 01 Sep 2018 10:55:58 GMT</pubDate></item><item><title><![CDATA[Reply to How to create physical sky on C++code? on Sat, 01 Sep 2018 10:55:55 GMT]]></title><description><![CDATA[<p dir="auto"><em>On 13/08/2018 at 04:05, <strong>xxxxxxxx</strong> wrote:</em></p>
<p dir="auto">Hi zhhm156156,</p>
<p dir="auto">First of all welcome in the plugin cafe community!</p>
<p dir="auto">Physical objects is a bit special. Here is what a basic object will look like.</p>
<pre><code>BaseObject* PhysicalSky = BaseObject::Alloc(1011146);
if (PhysicalSky == nullptr)
	return;
	
doc-&gt;InsertObject(PhysicalSky);
EventAdd();
</code></pre>
<p dir="auto">You can know such ID, by drag and drop a Physical sky you created from c4d to the console.</p>
<p dir="auto">But, since a physical sky is a bit special (when you edit it you can see there are some materials), so in order to get them fully initialized you should call a command since you can't manually initialize them due to some classes not exposed in the SDK. So the correct way to do it is the following.</p>
<pre><code>    CallCommand(1011145);
    BaseObject* PhysicalSky = doc-&gt;GetActiveObject();
</code></pre>
<p dir="auto">You can know the command ID by looking at the script log while creating a Physical Sky object.</p>
<p dir="auto">Hope it's helpful, if you have any question please let me know!</p>
<p dir="auto">Cheers,<br />
Maxime.</p>
]]></description><link>http://developers.maxon.net/forum/post/55428</link><guid isPermaLink="true">http://developers.maxon.net/forum/post/55428</guid><dc:creator><![CDATA[Helper]]></dc:creator><pubDate>Sat, 01 Sep 2018 10:55:55 GMT</pubDate></item></channel></rss>