v1.0
shader
Removes lights or objects from shaders.
RemoveObjectsFromShader( [InputObjs], [Target] ); |
| Parameter | Type | Description |
|---|---|---|
| InputObjs | String | List of objects to remove.
Default Value: Current selection. If there is no current selection, the user is prompted to pick the objects. |
| Target | String | List of shader properties
(lights, difflights, or objs).
Default Value: Current selection |
'
' This example creates a spotlight with a realistic light emission
' by adding a spotlight to the scene, applying a volume shader to the
' default pass, and then connecting it to the spotlight.
'
NewScene , false
' Get a pointer to the default pass
Set oDefPass = GetValue( "Passes.Default_Pass" )
' Here we are using a utility function that will set up the spotlights
' connected to the volume shader on the default pass. The function
' passes back the names for the spotlight and the connection point.
aSpotInfo = setUpSpots( "Spot1", oDefPass, false )
' The 2nd time around we don't need the info, so we won't use another
' array of returned values
setUpSpots "Spot2", oDefPass, true
' Render a single frame of the default pass just to see both spotlights
' after connecting them to the volume shader: you can see that both spots
' emit their own spotlight beam (from opposite sides)
RenderPasses oDefPass, 1, 1
' Now remove the first spot from the light list and render another frame
' to see the effect.
RemoveObjectsFromShader aSpotInfo(0), aSpotInfo(1)
' Render a single frame of the default pass: you can see that since the
' first one was removed from the volume shader, it does not appear to
' emit a spotlight beam
RenderPasses oDefPass, 1, 1
' --------------------------------------------------------------------------
function setUpSpots( in_spot_name, in_pass, in_move_me )
' Define these locally only
Dim oSpotObj, oRetValue, oLightShader, sVolShader, sLightCnxPnt
' Get a spot light
GetPrimLight "Spot", in_spot_name, , , oSpotObj
' This is just a cheat to make sure we translate only one of the spots
If in_move_me Then
Translate oSpotObj, -7, 1, 0
End If
' Apply a light shader and get an object pointer to it (the returned
' value is an XSICollection containing the shader as its only member)
Set oRetValue = SIApplyShader( "Fast_light_effects.Preset", oSpotObj )
Set oLightShader = oRetValue(0)
' Add a volume shader on the default pass and save its fullname
sVolShader = SIApplyShaderToCnxPoint( "Fast_volume_effects.Preset", _
in_pass & ".VolumeShaderStack", , false )
sLightCnxPnt = sVolShader & ".Lights"
' Now add the Spot to the Volume shader light list
AddObjectsToShader oSpotObj, sLightCnxPnt
' Return the array of names we will need later
setUpSpots = Array( oSpotObj, sLightCnxPnt )
end function
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