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Hi @jenandesign, first of all, welcome in the plugincafe community.
No worry at all, since it's your first post, but I would like to point you about few rules in order to properly ask questions in this forum for future ones (I've set up this one).
With that's said. Regarding your question. I get it to work (a bit hacky) but it's working. When C4D render a scene, actually the whole scene is cloned in memory and then it renders this one. (It allow a user to still work on C4D while the other scene is rendering). So this render scene is read-only, you shouldn't modify at anytime anything in this scene, or you can screw up the render. Moreover in a shaderData, in order to optimize memory, only relevant information (aka polygon, UV) are copied. So you are losing your UserData. This means you have to find another way to find your effector. So the way I find to achieve what you want is to get the document from the object passed to the shader(the rendered document). Then in this document, I search for an effector called "Plain" (Not the most robust way but it's working).
Then here the final code I put on the python color channel of a sketch and toon
import c4d def main(): doc = op.GetDocument() effector = doc.SearchObject("Plain") if not effector: return c4d.Vector() eff = c4d.modules.mograph.C4D_Falloff() if not eff: return c4d.Vector() eff.InitFalloff(bc=effector.GetData()) eff.SetMg(effector.GetMg()) eff.SetMode(effector[c4d.FALLOFF_MODE]) # World position currently sampled value = eff.Sample(wPnt, False) return c4d.Vector(value)
And the attached scene where a plain effector drives a mograph effector and the sketch and toon shader. 0_1542626486830_SketchAndToon.c4d
If you have any questions, please let me know! Cheers, Maxime!
Hi @merkvilson, I indeed overlooked the issue, since in all topic it's only Python 3.6, I didn't tried.
But in MacOs, certifi is not installed (which cause the issue), but you can directly get the certificate file to make it works as expected. Here the code which works on mac and windows.
import c4d import os import ssl import urllib f = os.path.join(os.path.dirname(c4d.storage.GeGetStartupApplication()), "resource", "ssl", "cacert.pem") context = ssl.create_default_context(cafile=f) urllib.urlopen("https://google.com",context=context)
Or with urllib2
import c4d import urllib2 import os f = os.path.join(os.path.dirname(c4d.storage.GeGetStartupApplication()), "resource", "ssl", "cacert.pem") urllib2.urlopen("https://google.com", cafile=f)
Hi @merkvilson first of all pip and Niklas localimport module is completely two different things.
Now how to install pip?
cmd
c4dpy get-pip.py
c4dpy -m pip install numpy
With that's said we do not provide support for 3rd party modules, so if it does not work with Cinema 4D Python environment, we can't help you.
Cheers, Maxime.
Hi @kisaf,
MCOMMAND_MIRROR is indeed a bit special because when you click on the Apply button from the GUI, it does send a message to some c4d elements, then these elements read MDATA_MIRROR_VALUE, MDATA_MIRROR_SYSTEM and MDATA_MIRROR_PLANE calculates values for MDATA_MIRROR_POINT and MDATA_MIRROR_VECTOR and then call the SendModelingCommand. Unfortunately, there is no way for you to send this message, and the best way to do it is to recalculate the stuff as bellow.
import c4d def main(): # Checks if selected object is valid if op is None: raise ValueError("op is none, please select one object.") # Defines some general settings, take care MDATA_MIRROR_VALUE, MDATA_MIRROR_SYSTEM and MDATA_MIRROR_PLANE settings = c4d.BaseContainer() settings[c4d.MDATA_MIRROR_DUPLICATE] = True settings[c4d.MDATA_MIRROR_SELECTIONS] = True settings[c4d.MDATA_MIRROR_ONPLANE] = True settings[c4d.MDATA_MIRROR_WELD] = True settings[c4d.MDATA_MIRROR_TOLERANCE] = 0.01 # Corresponds to MDATA_MIRROR_VALUE, MDATA_MIRROR_SYSTEM and MDATA_MIRROR_PLANE value = 1000.0 system = 0 # 0 = Object, 1 = World plane = 1 # 0 = XY, 1 = ZY, 2 = XZ if not 0 <= system < 2: raise ValueError("System can only be 0 or 1") # Buffer position vector pos = c4d.Vector() # Calculates Local (Object) coordinates if system == 0: globalMatrix = op.GetMg() if plane == 0: pos = globalMatrix.v3 elif plane == 1: pos = globalMatrix.v1 elif plane == 2: pos = globalMatrix.v2 settings[c4d.MDATA_MIRROR_POINT] = globalMatrix.off + pos * value settings[c4d.MDATA_MIRROR_VECTOR] = pos # Calculates World coordinates elif system == 1: if plane == 0: pos = c4d.Vector(0.0, 0.0, 1.0) elif plane == 1: pos = c4d.Vector(1.0, 0.0, 0.0) elif plane == 2: pos = c4d.Vector(0.0, 1.0, 0.0) settings[c4d.MDATA_MIRROR_POINT] = pos * value settings[c4d.MDATA_MIRROR_VECTOR] = pos # Send the Modeling Operation res = c4d.utils.SendModelingCommand(c4d.MCOMMAND_MIRROR, [op], c4d.MODELINGCOMMANDMODE_ALL, settings, doc) c4d.EventAdd() if __name__ == "__main__": main()
Hope it solves your issue, if you have any question, please let me know. Cheers, Maxime.
So regarding your script why it crashes, it's simply because you make an infinite loop with this code since you add each time something more to iterate.
for idx in newPos: newPos.append(GlobalToLocal(oldObject, idx))
Just to make it cleaner I've called objA and objB. Then the needed steps are:
So as you may be already aware regarding our Matrix Fundamentals where is how to achieve both operations.
Finally, before providing with the solution I would like to remind you to please always execute your code in the main function. The main reason is that if you transform your script as a button in the Dialog, every code that is in the global scope of your script is executed for each redraw of the Cinema 4D GUI (which is pretty intensive!). Moreover please always check for objects, if they exist or not try to adopt a defensive programming style in order to avoid any issues.
import c4d def main(): # Declares object variables ObjA = doc.SearchObject("A") ObjB = doc.SearchObject("B") # Checks if objects are found if ObjA is None or ObjB is None: raise ValueError("Can't found a and b object") # Checks if they are polygon object if not isinstance(ObjA, c4d.PolygonObject) or not isinstance(ObjB, c4d.PolygonObject): raise TypeError("Objects are not PolygonObject") # Checks Point count is the same for both obj allPtsObjA = ObjA.GetAllPoints() allPtsObjB = ObjB.GetAllPoints() if len(allPtsObjA) != len(allPtsObjB): raise ValueError("Object does not get the same pount count") # Retrieves all points of B in World Position, by multipling each local position of ObjB.GetAllPoints() by ObjB.GetMg() allPtsObjBWorld = [pt * ObjB.GetMg() for pt in allPtsObjB] # Retrieves All points of B from World to Local Position of ObjA, by multipling each world position of ObjB by the inverse objA.GetMg() allPtsObjANewLocal = [pt * ~ObjA.GetMg() for pt in allPtsObjBWorld] # Sets New points position ObjA.SetAllPoints(allPtsObjANewLocal) ObjA.Message(c4d.MSG_UPDATE) # Updates Cinema 4D c4d.EventAdd() # Execute main() if __name__=='__main__': main()
If you have any questions, please let me know. Cheers, Maxime.
Hi @mikeudin, due to how our Classic Python API is built deepcopy does not work since our python objects only store pointer to our internal C++ object and not directly to other Python objects, so deepcopy fail in this regards since, the deepcopy operation, free and try to recreate these data, which is not possible since they are not PyObject but real C++ object but copy.copy does works, but since it's a shallow copy operation it only works for one level (e.g. a dict of dict of DescID will fail).
For more information about the difference please read Shallow vs Deep Copying of Python Objects.
However here a couple methods to copy a dict.
import copy dict1 = {'1':dId_one,'2':dId_two} dict2 = copy.copy(dict1)
dict1 = {'1':dId_one,'2':dId_two} dict2 = dict1.copy()
dict1 = {'1':dId_one,'2':dId_two} dict2 = dict(dict1)
Hi @mike, first of all I would like to remind you to read and use the Q&A functionnality.
Regarding your question, here is an example of a basic GeDialog, which make use to SetFloat to define a range.
import c4d class MonDlg( c4d.gui.GeDialog): idSlider = 1000 idButton = 1001 # Create the Layout def CreateLayout(self): self.AddEditSlider(self.idSlider, c4d.BFH_SCALE|c4d.BFV_SCALE, initw=100, inith=20) self.AddButton(self.idButton, c4d.BFH_SCALE|c4d.BFV_SCALE, initw=100, inith=20,name = 'Get Value') return True # Called after CreateLayout def InitValues(self): self.SetFloat(self.idSlider, 0.25, min=0.0, max=1.0, step=0.01, min2=0.0, max2=0.0) return True # Called for each interaction from a widget def Command(self, id, msg): if id == self.idButton: print self.GetFloat(self.idSlider) return True def main(): dlg = MonDlg() dlg.Open(c4d.DLG_TYPE_MODAL) if __name__=='__main__': main()
If you have any questions please let me know. Cheers, Maxime!
Hi @chuanzhen actually the problem interested me and I took some personal time on my weekend to do some tests.
I did 2 test scenes, which was a cube with 163970 points driven by 3 joints With your original source code 0.53 fps optimize python: 1.09 fps (x2.05) C++: 19.36 fps (x36.52)
And the other one was the same cube but driven by 11 joints. With your original source code 0.37 fps optimize python: 0.64 fps (x1.73) C++: 12.08 (x32.65)
So here is the optimized python code. As you can see I try to avoid as much as possible doing operation in the nested loop.
class newskin(plugins.ObjectData): lasttagdirty = None #for weight change update jointdir = None #for joint change update cachedir = None #for other bindmesh check def CheckDirty(self, op, doc): #check first run if op[c4d.NEWSKINTAG] is None: op.SetDirty(c4d.DIRTYFLAGS_DATA) return #check weight change if op[c4d.NEWSKINTAG].GetDirty(c4d.DIRTYFLAGS_DATA) != self.lasttagdirty: op.SetDirty(c4d.DIRTYFLAGS_DATA) return #check matrix change checktime = op[c4d.NEWSKINTAG].GetJointCount() cdirty = 0 for i in xrange(checktime): cdirty += op[c4d.NEWSKINTAG].GetJoint(i).GetDirty(c4d.DIRTYFLAGS_MATRIX) if cdirty != self.jointdir or self.cachedir != op[c4d.NEWSKINCHECK].GetDirty(c4d.DIRTYFLAGS_CACHE): op.SetDirty(c4d.DIRTYFLAGS_DATA) return return def ModifyObject(self, mod, doc, op, op_mg, mod_mg, lod, flags, thread): if mod[c4d.NEWSKINTAG] is None or mod[c4d.NEWSKINCHECK] is None: return True tag = mod[c4d.NEWSKINTAG] self.lasttagdirty = tag.GetDirty(c4d.DIRTYFLAGS_DATA) #get current weight tag dirty self.cachedir = mod[c4d.NEWSKINCHECK].GetDirty(c4d.DIRTYFLAGS_CACHE) #get bindmesh check plist = [pos * op_mg for pos in op.GetAllPoints()] pcount = op.GetPointCount() jcount = tag.GetJointCount() self.jointdir = 0 for m in xrange(jcount): joint = tag.GetJoint(m) self.jointdir += joint.GetDirty(c4d.DIRTYFLAGS_MATRIX) #all joint current matrix dirtycount temp = c4d.Vector() for n in xrange(pcount): #n:point index temp %= temp for m in xrange(jcount): joint = tag.GetJoint(m) weight = tag.GetWeight(m, n) if not weight : continue cjmg = joint.GetMg() jdict = tag.GetJointRestState(m) jmg = jdict["m_bMg"] jmi = jdict["m_bMi"] temp += weight * cjmg * jmi * plist[n] #defrmer global pos plist[n] = temp plist = [~op_mg * pos for pos in plist] op.SetAllPoints(plist) op.Message(c4d.MSG_UPDATE) return True
And here the C++ version (compatible R20 only). It uses paralellFor, not sure it's really worth didn't do proper profiling about it but I wanted to try them. Moreover please do not consider my C++ code has fully optimized since you could probably improve it depending on the situation.
#include "c4d_symbols.h" #include "main.h" #include "c4d_objectdata.h" #include "lib_ca.h" // Local resources #include "oskinmodifier.h" #include "maxon/parallelfor.h" #include "maxon/basearray.h" /**A unique plugin ID. You must obtain this from http://www.plugincafe.com. Use this ID to create new instances of this object.*/ static const Int32 ID_OBJECTDATA_SKINMODIFIER = 1000002; class SkinModifier : public ObjectData { INSTANCEOF(SkinModifier, ObjectData) public: static NodeData* Alloc() { return NewObj(SkinModifier) iferr_ignore("SkinModifier plugin not instanced"); } virtual void CheckDirty(BaseObject *op, BaseDocument *doc); virtual Bool ModifyObject(BaseObject* mod, BaseDocument* doc, BaseObject* op, const Matrix& op_mg, const Matrix& mod_mg, Float lod, Int32 flags, BaseThread* thread); private: BaseList2D* GetBaseLink(BaseObject* op, DescID id, Int excepted); Int lasttagdirty; /// get current weight tag dirty Int jointdir; Int cachedir; }; void SkinModifier::CheckDirty(BaseObject *op, BaseDocument *doc) { BaseList2D* t = GetBaseLink(op, DescID(NEWSKINTAG), Tweights); BaseList2D* l = GetBaseLink(op, DescID(NEWSKINCHECK), Opolygon); if (!t || !l) return; PointObject* linkOp = static_cast<PointObject*>(l); CAWeightTag* tag = static_cast<CAWeightTag*>(t); // check first run if (!tag) { op->SetDirty(DIRTYFLAGS::DATA); return; } // check weight change if (tag->GetDirty(DIRTYFLAGS::DATA) != lasttagdirty) { op->SetDirty(DIRTYFLAGS::DATA); return; } // check matrix change Int cdirty = 0; for (Int i = 0; i < tag->GetJointCount(); i++) { cdirty += tag->GetJoint(i, tag->GetDocument())->GetDirty(DIRTYFLAGS::MATRIX); if (cdirty != jointdir || cachedir != linkOp->GetDirty(DIRTYFLAGS::CACHE)) { op->SetDirty(DIRTYFLAGS::DATA); return; } } return; } BaseList2D* SkinModifier::GetBaseLink(BaseObject* op, DescID id, Int excepted) { GeData data; if (!op->GetParameter(id, data, DESCFLAGS_GET::NONE)) return nullptr; return data.GetLink(op->GetDocument(), excepted); } Bool SkinModifier::ModifyObject(BaseObject* mod, BaseDocument* doc, BaseObject* op, const Matrix& op_mg, const Matrix& mod_mg, Float lod, Int32 flags, BaseThread* thread) { if (!mod || !op || !doc || !thread) return false; BaseList2D* t = GetBaseLink(mod, DescID(NEWSKINTAG), Tweights); BaseList2D* l = GetBaseLink(mod, DescID(NEWSKINCHECK), Opolygon); if (!t || !l) return false; PointObject* linkOp = static_cast<PointObject*>(l); CAWeightTag* tag = static_cast<CAWeightTag*>(t); lasttagdirty = tag->GetDirty(DIRTYFLAGS::DATA); cachedir = linkOp->GetDirty(DIRTYFLAGS::CACHE); PointObject* pObj = ToPoint(op); const Vector * pListR = pObj->GetPointR(); Vector * pListW = pObj->GetPointW(); const Int pcount = pObj->GetPointCount(); const Int jcount = tag->GetJointCount(); jointdir = 0; for (Int i = 0; i < jcount; i++) { BaseObject* joint = tag->GetJoint(i, doc); jointdir += joint->GetDirty(DIRTYFLAGS::MATRIX); } auto worker = [jcount, op_mg, &pListR, &pListW, &doc, &tag](maxon::Int i) { Vector temp; Vector pos = op_mg * pListR[i]; for (Int m = 0; m < jcount; m++) { Vector pos = op_mg * pListR[i]; BaseObject* joint = tag->GetJoint(m, doc); Float weight = tag->GetWeight(m, i); if (weight == 0.0) continue; Matrix cjmg = joint->GetMg(); JointRestState jrest = tag->GetJointRestState(m); Matrix jmg = jrest.m_bMg; Matrix jmi = jrest.m_bMi; temp += weight * cjmg * jmi * pos; } pListW[i] = ~op_mg * temp; }; maxon::ParallelFor::Dynamic(0, pcount, worker); // Notify Cinema about the internal data update. op->Message(MSG_UPDATE); return true; } Bool RegisterSkinModifier() { return RegisterObjectPlugin(ID_OBJECTDATA_SKINMODIFIER, "C++ oskinmodifier"_s, OBJECT_MODIFIER, SkinModifier::Alloc, "oskinmodifier"_s, nullptr, 0); }
Hi @FlavioDiniz, first of all, welcome in the plugincafe community!
Don't worry, since it's your first topic, I've set up your topic correctly. But please for your next topics, use the Q&A functionnaly, make sure to also read How to Post Questions.
With that's said you can find the manual about SetDParameter in the C++ docs which will be trigger each time a user changes a value in the description of your tag. And also the C++ manual about GetDDescription. Here a quick example of the implementation in python
extensions = ["exr","hdr","jpg","png"] # Called by C4D when loading description def GetDDescription(self, node, description, flags): data = node.GetDataInstance() if data is None: return False # Load the description if not description.LoadDescription(node.GetType()): return False # If there is no description for c4d.TESTSCALE, we create it. Otherwise we override it and set DESC_CYCLE with our extensions list. singleID = description.GetSingleDescID() paramID = c4d.DescID(c4d.TESTSCALE) if singleID is None or paramID.IsPartOf(singleID)[0]: bcParam = description.GetParameterI(c4d.TESTSCALE) items = c4d.BaseContainer() for i, extension in enumerate(self.extensions): items.SetString(i, extension) bcParam[c4d.DESC_CYCLE] = items return (True, flags | c4d.DESCFLAGS_DESC_LOADED) # Called when a parameter is Set def SetDParameter(self, node, id, t_data, flags): if not node: return # called when the filename is changed. We add the path to our list and we return c4d.DESCFLAGS_PARAM_SET to inform c4d the paramaters is just sets if id[0].id == c4d.STRINGTEST: self.extensions.append(t_data) return (True, flags | c4d.DESCFLAGS_PARAM_SET) return False
If you have any questions, please let me know! Cheers, Maxime.
Hi @Ashton_FCS_PluginDev, we are glad to see you back in the new plugincafe community! No worries at all since it's your first post here, but please make sure to read and apply the rules defined on the following topics:
Regarding your issue, you read m_spec, but you never check if there is a bitmashader in it or not. And in your case, there is no, so m_spec is set to None, and you are then trying to access value. So please always check for None. Then since you directly read the BITMAPSHADER_FILENAME parameter from this shader, please also consider to check the shader type you retrieve, maybe a user used a noise and not a bitmap.
m_spec = userMat[c4d.MATERIAL_REFLECTION_SHADER] if not m_spec or m_spec.CheckType(c4d.Xbitmap): continue
Finally, as you may already be aware, reflection gets multiple layers. You get some information in this thread, how to deal with it.
If you have any others question, please let me know! Cheers, Maxime.
Thanks for bringing it to us, this will be updated in the future.
In the meantime please visit C++ page on our dev blog which is updated.
Hi, @FSS first point is that this is a bit off topic, as this question have nothing related to Cinema 4D, moreover even if this would apply, this is R21, which is unsupported as we only support the 2 last version which are both using Python 3 and have solved all these issues.
With that's said, I don't really understand why do you try to encode back to cp1250, all these os / shutil are designed to support utf-8 characters and will work correctly. Find bellow a code that correctly work.
# coding: utf-8 import c4d import os import shutil # Main function def main(): #__file__ == C:\Users\m_adam\Desktop\Äsomething\untiÄtled.py srcFolder, fileName = os.path.split(__file__) fileName = fileName.replace("Ä", "A") newFile = os.path.join(srcFolder, 'tex', fileName) shutil.copy(__file__.decode("utf-8"), newFile.decode("utf-8")) # Execute main() if __name__=='__main__': main()
Hi @Dunhou, you should define the value maxon.NODE.ATTRIBUTE.HIDEPORTINNODEGRAPH of the port to False like so port.SetValue(maxon.NODE.ATTRIBUTE.HIDEPORTINNODEGRAPH, maxon.Bool(False)). When calling SetValue it is important to pass a maxon data as the current Python system is not able to automatically guess the expected result.
maxon.NODE.ATTRIBUTE.HIDEPORTINNODEGRAPH
port.SetValue(maxon.NODE.ATTRIBUTE.HIDEPORTINNODEGRAPH, maxon.Bool(False))
Find bellow a more complete example that expect you selected a Standard Node Material and will expose all fresnel port of all BSDF node in the node editor.
import c4d import maxon from c4d import gui # Main function def main(): mat = doc.GetActiveMaterial() if mat is None: raise ValueError("can't create a BaseMaterial") # Retrieve the graph of the current NodeSpace nodespaceId = c4d.GetActiveNodeSpaceId() nimbusRef = mat.GetNimbusRef(nodespaceId) if nimbusRef is None: raise ValueError("can't retrieve the nimbus ref for that node space") graph = nimbusRef.GetGraph() if graph is None: raise ValueError("can't retrieve the graph of this nimbus ref") # Assume that the given node is a BSDF node and will display it's Fresnel port. # This function will be passed to FindNodesByAssetId. def DisplayFresnelonBSDF(node): fresnelPort = node.GetInputs().FindChild("fresneltype") if not fresnelPort: raise ValueError("can't find a fresnel port") # Display the port in the node editor with graph.BeginTransaction() as tr: # This is mandatory to use a maxon.Bool, as Python is not able to # deduce the expected type in this situation. fresnelPort.SetValue(maxon.NODE.ATTRIBUTE.HIDEPORTINNODEGRAPH, maxon.Bool(False)) tr.Commit() return True # Execute DisplayFresnelonBSDF on all BSDF nodes of the graph maxon.GraphModelHelper.FindNodesByAssetId(graph, "net.maxon.render.node.bsdf", False, DisplayFresnelonBSDF) # Execute main() if __name__=='__main__': main()
Just a note as mentioned in the documentation BeginTransaction must always be used with the "with" statement, otherwise it could cause Cinema 4D to freeze.
Hi @clayton_krause sorry for the late reply, There is actually two ways, one by accessing the global preference, but that will change the default import settings for every FBX importation. I would recommend to no change the preference as this could confuse user and instead use the second way that you tried to achieve (at least I think) by accessing the SceneLoader and only change the setting for the current Cinema 4D session.
To do so you need to retrieve the SceneLoader and then send the message MSG_RETRIEVEPRIVATEDATA to retrieve a dictionary containing a BaseList2D holding the settings used for the loading:
MSG_RETRIEVEPRIVATEDATA
import c4d def main(): # Retrieves a path to load the imported file selectedFile = c4d.storage.LoadDialog(title="Import a FBX File", type=c4d.FILESELECTTYPE_ANYTHING, force_suffix="fbx") if not selectedFile: return plug = c4d.plugins.FindPlugin(c4d.FORMAT_FBX_IMPORT, c4d.PLUGINTYPE_SCENELOADER) if plug is None: raise RuntimeError("Failed to retrieve the FBX importer.") data = dict() if not plug.Message(c4d.MSG_RETRIEVEPRIVATEDATA, data): raise RuntimeError("Failed to retrieve private data.") # BaseList2D object stored in "imexporter" key hold the settings fbxImport = data.get("imexporter", None) if fbxImport is None: raise RuntimeError("Failed to retrieve BaseList2D settings holder.") # Defines the settings fbxImport[c4d.FBXIMPORT_NORMALS] = c4d.FBXIMPORT_NORMALS_NORMALTAGS # Imports without dialogs if not c4d.documents.MergeDocument(doc, selectedFile, c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS, None): raise RuntimeError("Failed to load the document.") # Pushes an update event to Cinema 4D c4d.EventAdd() if __name__ == '__main__': main()
Sorry for the late reply
Hi @kng_ito, I jsut checked with the original dev that implemented this function and this function should have been marked as private as Ids are not stable, so we will not communicate on them and we will fix documentation to reflect that this method is private.
With that's said I'm afraid , in any case it is not possible to automatically wire InputEvent, in a GeUserArea you have the drawing part and then it's up to you with pixel coordinate to know where the user clicked in InputEvent and then redraw your area accordingly.
Hi @indexofrefraction you should useREFLECTION_LAYER_MAIN_SHADER_ROUGHNESS for REFLECTION_LAYER_MAIN_VALUE_ROUGHNESSLINK and you are right for the second this is REFLECTION_LAYER_FRESNEL_VALUE_STRENGTH
REFLECTION_LAYER_MAIN_SHADER_ROUGHNESS
REFLECTION_LAYER_MAIN_VALUE_ROUGHNESSLINK
REFLECTION_LAYER_FRESNEL_VALUE_STRENGTH
The bug you mention was already reported in How to set a Shader for Roughness ???? and so far have not been fixed. If you want to know the real Id you can take a look at c4d_reflection.h
Sorry it should be fixed now
Hi @zeroh_uk
Thank you for reaching out to us, however you have reached the SDK team of Maxon. We develop the Software Development Kit (SDK) for Cinema 4D and provide support for third party developers who want to develop plugins for Cinema 4D. We cannot deliver any end-user support or any bug reporting outside of the SDK scope.
When you are indeed an end-user, you should file a support request with the Maxon end-user support team or look at the Cinema 4D Help system. Our support portal can be found under Maxon Support Center and you can create a support ticket under Support Requests.