Returns the shading model of this material as one of the values of the siShadingModel enum. It is usually not possible to exactly represent the mental ray shaders attached to a material in OpenGL. However, Softimage tries to guess the best OpenGL shading model to approximate these shaders. Softimage chooses a shading model based on specific markings on shader parameters provided by the shader developer (using the ui "mapping" = "guid" syntax in the SPDL). These markings tell Softimage if a parameter can be interpreted as a diffuse color, a specular color, etc. Based on the presence or absence of these markings, Softimage guesses a shading model. For example, if there is a diffuse, specular, and ambient-like parameter, Softimage chooses the Phong shading model (which in OpenGL, is actually Gouraud). If only diffuse and ambient-like parameters are present, Lambert would be used instead (since the Lambert shading model does not have a specular color). If only ambient is present, Constant is used.
dim grid, oglMat set grid = ActiveProject.ActiveScene.Root.AddGeometry("Grid", "MeshSurface") ' First put a Phong shader on instead ApplyShader "Phong", grid set oglMat = grid.Material.OGLMaterial Application.LogMessage "OGL material shading model: " & oglMat.ShadingModel ' Now put a Lambert shader on instead ApplyShader "Lambert", grid set oglMat = grid.Material.OGLMaterial Application.LogMessage "OGL material shading model: " & oglMat.ShadingModel ' Finally, a constant shader ApplyShader "Constant", grid set oglMat = grid.Material.OGLMaterial Application.LogMessage "OGL material shading model: " & oglMat.ShadingModel |