v1.0
shader
Connects a shader to the specified shader connection points.
oReturn = SIConnectShaderToCnxPoint( [Source], [InputObjs], [DeleteOnLastDisconnection] ); |
Returns an XSICollection that contains the newly connected shader(s).
Parameter | Type | Description |
---|---|---|
Source | String | Shader to connect
Default Value: Current selection |
InputObjs | String | List of shader connection points.
Default Value: Current selection |
DeleteOnLastDisconnection | Boolean | True to delete existing shaders that are disconnected by this
command.
Default Value: True |
' ' This example creates a sphere, applies a lambert shader to it, prints out ' the list of connection points to that shader, connects the toon shader ' to the surface and shadow connection points and then prints the updated list. ' ' Create the sphere to which the shader will be connected NewScene , false set oSphere = CreatePrim( "Sphere", "NurbsSurface" ) ' Apply a lambert shader to instantiate the material sPresetPath = XSIUtils.BuildPath(_ Application.InstallationPath(siFactoryPath), _ "Data", "DSPresets", "Shaders", "Material", "Lambert.Preset" _ ) set oShader = SIApplyShader( sPresetPath, oSphere, "Christopher" ) ' Convert the shader to a Shader object set oShader = oShader(0) ' Print lambert shader info printShaderInfo oShader ' Load a toon shader CreateShaderFromPreset "Shaders\Material\Toon_Paint_Rounded.Preset", "Sources.Materials.DefaultLib.Material" ' For convenience, create a collection to hold the parameters ' to be disconnected (Surface and Shadow connection points). set oCnxPoints = CreateObject( "XSI.Collection" ) oCnxPoints.Add oSphere & ".material.Surface" oCnxPoints.Add oSphere & ".material.Shadow" ' Use that collection to connect the toon shader to the sphere set oToony = SIConnectShaderToCnxPoint( "Sources.Materials.DefaultLib.Material.Toon_Paint_Rounded", oCnxPoints ) ' Convert the shader to a Shader object set oToony = oToony(0) ' Print toon shader info printShaderInfo oToony ' This is a convenience routine that prints information about the shader sub printShaderInfo( in_shader ) ' From the shader object you can get the material it belongs to set oMaterial = in_shader.Owners(0) ' Use the material to return the parameters that are connected and ' print out their names for each p in oMaterial.Parameters if TypeName( p.Source ) <> "Nothing" then Application.LogMessage p.ScriptName & " is connected to " & p.Source.Name end if next end sub ' Output of the above script: ' ...before adding the toon shader ' INFO : surface is connected to Christopher ' INFO : shadow is connected to Christopher ' INFO : Photon is connected to Christopher ' ' ...after adding the toon shader ' INFO : surface is connected to Phong ' INFO : shadow is connected to Phong ' INFO : Photon is connected to Lambert |