v1.0
Disconnects a shader and connects another shader created from a preset.
ReplaceShaderWithPreset( [Source], PresetObj ); |
Parameter | Type | Description |
---|---|---|
Source | String |
Shader to disconnect Default Value: Current selection |
PresetObj | String or a preset object (see SIGetPreset) | Any of the appropriate Shader Presets |
' ' This example demonstrates how to replace an existing shader on an object with ' a preset shader. ' NewScene , false ' Get the default pass Set oDefPass = GetValue( "Passes.Default_Pass" ) ' Create a sphere and apply a default (Phong) shader to it Set oSphere = CreatePrim( "Sphere", "MeshSurface" ) ApplyShader , oSphere ' Tweak the color values on the sphere's material using the Shader ' parameter shortcuts "diffuse" and "ambient" Set oPhong = oSphere.Material.Shaders( "Phong" ) oPhong.diffuse.Parameters( "red" ).Value = 0.9 oPhong.diffuse.Parameters( "green" ).Value = 0.5 oPhong.ambient.Parameters( "green" ).Value = 0.7 ' View the results in a rendered frame. (You can see the sphere looks magenta ' with a specular highlight) RenderPasses oDefPass, 1, 1 ' Now, replace the Phong shader on the sphere by a Toon preset shader ReplaceShaderWithPreset oPhong, "Material\Toon_Paint_Highlight.Preset" Set oToon = oSphere.Material.Shaders( "Toon_Paint_Highlight" ) oToon.cover.Value = 0.1 oToon.softness.Value = 0.6 ' View the results in a rendered frame. (Now the sphere has a gray, soft and ' dull appearance) RenderPasses oDefPass, 1, 1 |