With the new version 2024 I'm no longer able to set the interpolation knots in a gradient this way:
knot[c4d.GRADIENTKNOT_INTERPOLATION] = c4d.GRADIENT_INTERPOLATION_SMOOTHKNOT
as the console returns
AttributeError: module 'c4d' has no attribute 'GRADIENT_INTERPOLATION_SMOOTHKNOT'
But this way it works:
knot[c4d.GRADIENTKNOT_INTERPOLATION] = 2
However, from the new documentation, it should work as it always has been:
Am I missing anything?
BTW I'm experimenting with this example provided in the Extended Python SDK:
Copyright: MAXON Computer GmbH
Author: Maxime Adam, Ferdinand Hoppe
- Showcases the usage of the custom data type `c4d.Gradient`.
- Creates a material with a gradient shader in the color channel.
# Create a new material and a new gradient shader.
material = c4d.BaseMaterial(c4d.Mmaterial)
shader = c4d.BaseShader(c4d.Xgradient)
# Get a copy of the c4d.Gradient data referenced by the gradient shader
# and a copy of the knot data stored in the c4d.Gradient data. The knot
# data is expressed as a c4d.BaseCoontainer.
gradient = shader[c4d.SLA_GRADIENT_GRADIENT]
knotData = gradient.GetData(c4d.GRADIENT_KNOT)
# Iterate over all knots in the knot data container and set their
# interpolations to linear. Each knot in the knot data container is itself
# a c4d.BaseContainer, storing the data for a single knot.
for _, knot in knotData:
knot[c4d.GRADIENTKNOT_INTERPOLATION] = c4d.GRADIENT_INTERPOLATION_NONE
# Items can also be retrieved by their index from a BaseContainer, here
# the first index, i.e., second item, in the container. In this case the
# position of the knot is written and then the knot container is being
# written back into the index its has been retrieved from.
knot = knotData.GetIndexData(1)
knot[c4d.GRADIENTKNOT_POSITION] = 0.5
# After these modifications the knots must be written back into the
# c4d.Gradient data, because GetData() returned a copy above. This also
# does apply to the shader and its gradient for the same reason.
shader[c4d.SLA_GRADIENT_GRADIENT] = gradient
# Aside from assigning the shader to the correct parameter of the
# material, it is also important to call BaseList2D.InsertShader(), as
# otherwise the setup will not work.
material[c4d.MATERIAL_COLOR_SHADER] = shader
# Finally, the material is being inserted into the active document and an
# update event is being pushed event to Cinema 4D, so that its GUI can
# catch up to our changes. 'doc' is a predefined module attribute in
# script manger scripts which points to the active document. It is
# equivalent to c4d.documents.GetActiveDocument().