v7.0
Rendering
Adds a Shader to a render tree based on the specified Shader.ProgID.
oReturn = CreateShaderFromProgID( ProgID, [Container], Name ); |
The new Shader object.
| Parameter | Type | Description |
|---|---|---|
| ProgID | String | Identify the shader to add by its Shader.ProgID. You can also create shader compounds if you supply a valid shader compound ProgID. |
| Container | Selection list | The shader compound or material to which we're adding the node.
Default Value: If not specified, the user is prompted to select a shader container. |
| Name | String | Name for the new shader |
//
// This example demonstrates how to use the CreateShaderFromProgID command
//
NewScene(null, false);
CreatePrim("Sphere", "MeshSurface");
// Create an Image Shader using its ProgID and nest it under the material
CreateShaderFromProgID( "Softimage.txt2d-image-explicit.1",
"Sources.Materials.DefaultLib.Scene_Material", "Image");
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Image",
"Sources.Materials.DefaultLib.Scene_Material.Phong.diffuse", false);
CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Phong", null);
// Create a Fractal Shader using its ProgID and nest it under the shader compound.
CreateShaderFromProgID( "Softimage.txt3d-fractal_v3.1",
"Sources.Materials.DefaultLib.Scene_Material.ShaderCompound", "Fractal");
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Fractal",
"Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Phong.specular", false);
// Application.LogMessage GetProgID on the shader compound before exporting it
// You should get "XSIRTCOMPOUND" as the progid. It means the compound have not been exported
// and the compound properties does not match the ones of an existing compound.
var shaderCompound = GetValue("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound");
Application.LogMessage( shaderCompound.ProgID );
//Export the shader compound
var exportPath = XSIUtils.BuildPath( Application.InstallationPath(siUserPath), "Data",
"RTCompounds", "XSIDOC_PhongSpecFractal.xsirtcompound" );
//Ensure the path exists
XSIUtils.EnsureFolderExists( exportPath, true );
SetShaderCompoundPropertiesEx("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound",
239, "XSIDOC_PhongSpecFractal", "Test Shaders", "Test for creation of compounds from progid",
"SDK Doc", null, "", 1);
ExportShaderCompound("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound",exportPath);
// Application.LogMessage GetProgID on the shader compound, you should get a valid ProgID.
var shaderCompound = GetValue("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound");
Application.LogMessage( shaderCompound.ProgID );
// Create a shader compound by ProgID and nest it under the material.
CreateShaderFromProgID( "XSIRTCOMPOUND.XSIDOC_PhongSpecFractal.1.0",
"Sources.Materials.DefaultLib.Scene_Material", "ReferencedShaderCompound");
// Expected results:
// INFO : XSIRTCOMPOUND
// INFO : XSIRTCOMPOUND.XSIDOC_PhongSpecFractal.1.0
|
CreateShaderFromPreset CreateShadersFromMaterialPreset CreateShaderFromCLSID CreateShaderCompound NestShaders UnnestShaders AddShaderCompoundPort RemoveShaderCompoundPort MoveShaderCompoundPort RenameShaderCompoundPort ExportShaderCompound ImportShaderCompound ExplodeShaderCompound SetShaderCompoundPropertiesEx GetShaderCompoundProperties EditShaderCompoundPPGLogic