Light.FindShaders
 
 
 

Light.FindShaders

Introduced

v5.0

Description

Returns all shaders applied to the light that match a filter. If no matching shaders are found, FindShaders returns an empty collection.

C# Syntax

ShaderCollection Light.FindShaders( String );

Scripting Syntax

oReturn = Light.FindShaders( Filter );

Return Value

ShaderCollection

Parameters

Parameter Type Description
Filter String Name of a shader Filter object. For example, you can use siShaderFilter (the standard Softimage shader filter), or you can use a custom filter.

Examples

JScript Example

// Create a scene with an object lit by a spotlight
var root = Application.ActiveProject.ActiveScene.Root;
var grid = root.AddGeometry( "Grid", "MeshSurface" );
scale( grid, 2, 2, 2, siAbsolute );
var cone = root.AddGeometry( "Cone", "MeshSurface" );
translate(cone, 0, 1.3, 0 );
var light = root.AddLight( "LightSpot", true, "SpotLight" );
ApplyCns( "Position", light.interest, cone );
ApplyCns( "Orientation", light.interest, cone );
translate( light, 4, 6, 4);
var strFileName = Application.InstallationPath( siFactoryPath ) + 
        "\\Data\\XSI_SAMPLES\\Pictures\\xsilogo.jpg";
var imageclip = CreateImageClip( strFileName, "XSILogo" );
// Find the first parameter that is texturable and of type color. 
// This is the shader connection point.
var shader_param = null;
for ( i=0; i < light.parameters.count; i++ )
{
        var param =  light.parameters(i);
        var inputtype =  light.GetShaderInputType(param.scriptname);
        if ((param.capabilities & siTexturable) && (inputtype == siColorParameterType ))
        {
                shader_param = param;
                break;
        }
}
logmessage( "shader connection point = " + shader_param.fullname );
// set up shader tree
if ( shader_param )
{
        var mix2 = shader_param.ConnectFromProgID("Softimage.sib_color_2mix");
        var soft_light = mix2.parameters("base_color").ConnectFromProgID("Softimage.soft_light");
        var fast_light_effect = mix2.parameters("color1").ConnectFromProgID("Softimage.Bionic_Light.lit");
        fast_light_effect.parameters("Projector_Pic").connect(imageclip);
}
// Find the soft_light shader
var shaders = light.FindShaders(siShaderFilter);
var eShaders = new Enumerator(shaders);
// Set up shadows with a softlight.
var soft_light_id = String("Softimage.soft_light.1").toLowerCase();
for ( ; !eShaders.atEnd(); eShaders.moveNext() )
{
        var shader = eShaders.item();
        if (shader.progid.toLowerCase() == soft_light_id)
        {
                // setup shadows
                var soft_light = shader;
                soft_light.parameters("shadow").value = true;
                soft_light.parameters("factor").value = 0.5;
                break;
        }
}
//INFO : shader connection point = SpotLight.light.LightShader

See Also

Light.GetShaderInputType Material.FindShaders