
v9.0 (2011)
ICE Shaders
Creates a new shader definition. Softimage shader definitions
can be accessed via either XSIApplication.ShaderDefinitions
or by ShaderDef.ProgID via
XSIApplication.GetShaderDef.
Note: Each shader definition has a unique ProgID which is built
from the four specified components. For more information, see
Instantiating Shader
Definitions and the ProgID.
Tip: On-the-fly (nonpersisted) shader definitions act like
parser-based shader definitions that are never parsed (ShaderDef.Parsed always returns false)
and have no definition file (ShaderDef.DefinitionPath is
always empty). However, you must specify a parser name, and it
cannot be either "Softimage" or the name of a parser already
registered.
oReturn = XSIFactory.CreateShaderDef( in_strParserName, in_strClassName, in_ulMajor, in_ulMinor ); |
| Parameter | Type | Description |
|---|---|---|
| in_strParserName | String | Name of the parser for the new shader definition. This is basically a dummy string, since shader definitions created with this method are not defined by either plug-ins or parsers. |
| in_strClassName | String | Name of the shader class. If you don't specify a UI name for the shader definition, this is the name that appears on the shader node when instantiated in the render tree. |
| in_ulMajor | Long | Major version number ('2' in v2.5) |
| in_ulMinor | Long | Minor version number ('5' in v2.5) |
#
# This example demonstrates how to create a completely bogus shader
# definition on the fly (ie., not to be persisted) and then how to
# instantiate it on a scene object
#
from win32com.client import constants as si
app = Application
app.NewScene("", False)
# This function creates a bogus shader definition on the fly and returns its ProgID
def CreateDefOnTheFly () :
otmpShaderDef = XSIFactory.CreateShaderDef("NoParser", "Nunce", 1, 0)
otmpShaderDef.Category = "Test Shaders"
# family
otmpShaderDef.AddShaderFamily("mrTexture")
# paramdef options (in)
otmpShadPDefOpts = XSIFactory.CreateShaderParamDefOptions()
otmpShadPDefOpts.SetTexturable(True)
otmpShadPDefOpts.SetShortName("squelch")
# paramdef (in)
otmpInParams = otmpShaderDef.InputParamDefs
otmpInParams.AddParamDef("west", si.siColorParameterType, otmpShadPDefOpts)
# paramdef options (out)
otmpShadPDefOpts = XSIFactory.CreateShaderParamDefOptions()
otmpShadPDefOpts.SetTexturable(True)
otmpShadPDefOpts.SetShortName("splosh")
# paramdef (out)
otmpOutParams = otmpShaderDef.OutputParamDefs
otmpOutParams.AddParamDef("east", si.siColorParameterType, otmpShadPDefOpts)
# renderer
otmpRendDef = otmpShaderDef.AddRendererDef("whoops")
otmpRendOpts = otmpRendDef.RendererOptions
otmpRendOpts.Set("plain", False)
# attributes
otmpAttrs = otmpShaderDef.Attributes
otmpAttrs.Set("chuckle", "on")
otmpAttrs.Set("nbr", 456123)
# return the ProgID of the new shader
return otmpShaderDef.ProgID
# This function tests to see whether the specified parser name is
# a registered parser name already (if it is, the script will not
# attempt to create a definition on the fly (to avoid errors)
def IsNotRegistered( in_name ) :
oPC = Application.Plugins
for p in oPC :
for pi in p.Items :
if pi.Type == "Shader Language Parser" :
if pi.Name == in_name :
return False
# If no match is found, return true
return True
# First check to make sure the parser name isn't already registered
if IsNotRegistered("NoParser"):
# Create the shader definition on the fly and get its ProgID
sProgID = CreateDefOnTheFly()
# Now create a cube and instantiate this shader on it
oCube = app.CreatePrim("Cube", "MeshSurface")
app.CreateShaderFromProgID(sProgID, "Sources.Materials.DefaultLib.Scene_Material")
app.SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Nunce.east",
"Sources.Materials.DefaultLib.Scene_Material.Phong.ambient", False)
# Finally, remove it (we don't want to clutter up the system)
oRemoveMe = app.ShaderDefinitions(sProgID)
if oRemoveMe :
XSIFactory.RemoveShaderDef(oRemoveMe)
else :
app.LogMessage("Parser name is already registered.")
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