CreateShaderFromProgID

Introduced

v7.0

Description

Adds a Shader to a render tree based on the specified Shader.ProgID.

Scripting Syntax

oReturn = CreateShaderFromProgID( ProgID, [Container], Name );

Return Value

The new Shader object.

Parameters

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

Examples

JScript Example

//

//	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

See Also

CreateShaderFromPreset CreateShadersFromMaterialPreset CreateShaderFromCLSID CreateShaderCompound NestShaders UnnestShaders AddShaderCompoundPort RemoveShaderCompoundPort MoveShaderCompoundPort RenameShaderCompoundPort ExportShaderCompound ImportShaderCompound ExplodeShaderCompound SetShaderCompoundPropertiesEx GetShaderCompoundProperties EditShaderCompoundPPGLogic