v8.0 (2010)
Rendering
Adds one or more Shader(s) to a render tree created from a material preset.
oReturn = CreateShadersFromMaterialPreset( [PresetObj], [Container] ); |
The first Shader that was connected to the material.
Parameter | Type | Description |
---|---|---|
PresetObj | String or a material preset object (see SIGetPreset) |
Default Value: The ArgumentHandler may be able to resolve this value. |
Container | SelectionList or Selection |
Default Value: If no argument is specified, the current selection is used. |
/* This example demonstrates how to use the CreateShadersFromMaterialPreset command. A Material Preset is loaded as a shader tree and connected to the material. */ NewScene( null, false ); CreatePrim( "Sphere", "MeshSurface" ); CreateProjection( "sphere", siTxtSpherical, null, null, "Texture_Projection" ); IncreaseSubdivision(); IncreaseSubdivision(); SelectObj( "sphere", null, true ); SetValue( "sphere.polymsh.geom.subdivu", 15 ); SetValue( "sphere.polymsh.geom.subdivv", 15 ); strPresetPath = XSIUtils.BuildPath( Application.InstallationPath(siFactoryPath), "Data", "DSPresets", "Materials", "Art", "im_art5.Preset" ); oShader = CreateShadersFromMaterialPreset( strPresetPath, "Sources.Materials.DefaultLib.Scene_Material" ); Application.LogMessage( oShader.FullName ); SIConnectShaderToCnxPoint( oShader, "Sources.Materials.DefaultLib.Scene_Material.surface", false ); |
CreateShaderFromPreset CreateShaderFromCLSID CreateShaderFromProgID CreateShaderCompound NestShaders UnnestShaders AddShaderCompoundPort RemoveShaderCompoundPort MoveShaderCompoundPort RenameShaderCompoundPort ExportShaderCompound ImportShaderCompound ExplodeShaderCompound SetShaderCompoundPropertiesEx GetShaderCompoundProperties EditShaderCompoundPPGLogic