v7.0
Unnests shaders from a shader container (compound or material).
UnnestShaders( InputObjs, ShaderContainer ); |
Parameter | Type | Description |
---|---|---|
InputObjs | String |
Shaders to unnested. Default Value: If not specified, the user is prompted to make a selection. |
ShaderContainer | String |
The container to unnest the shaders from. Default Value: "" |
# # This example demonstrates how to use the UnnestShaders command. # null = None true = 1 false = 0 app = Application app.NewScene(null, false) app.CreatePrim("Sphere", "MeshSurface", null, null) # Create a Shader Compound Containing Phong app.CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Phong", null) # Create 2 shaders under the material app.CreateShaderFromPreset("Shaders\\Texture\\Cell.Preset", "Sources.Materials.DefaultLib.Scene_Material", null) app.CreateShaderFromPreset("Shaders\\Texture\\Checkerboard.Preset", "Sources.Materials.DefaultLib.Scene_Material", null) # Nest both shaders under the shader compound shadersToNest = "Sources.Materials.DefaultLib.Scene_Material.Cell,Sources.Materials.DefaultLib.Scene_Material.CheckerBoard" app.NestShaders( shadersToNest, "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound" ) # Unnest one shader from the shader compound. A this point the shader does not # have a parent, you should always renest it under a container. shadersToUnnest = "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Cell" app.UnnestShaders( shadersToUnnest , "Sources.Materials.DefaultLib.Scene_Material" ) # Renesting under the material. app.NestShaders( shadersToUnnest , "Sources.Materials.DefaultLib.Scene_Material" ) |
CreateShaderFromPreset CreateShadersFromMaterialPreset CreateShaderFromCLSID CreateShaderFromProgID CreateShaderCompound NestShaders AddShaderCompoundPort RemoveShaderCompoundPort MoveShaderCompoundPort RenameShaderCompoundPort ExportShaderCompound ImportShaderCompound ExplodeShaderCompound SetShaderCompoundPropertiesEx GetShaderCompoundProperties EditShaderCompoundPPGLogic