v4.0
Adds an existing texture layer to the container. The layer already belongs
to at least one other texture layer container (either Shader
or Material).
A texture layer is an object which simplifies layering of texture effects on top of shaders and
materials. Each layer has a set of properties which describe its characteristics (such as color,
mixing mode, weight) to specify how it will affect the shader ports it drives. The order
that layers appear under a container indicates the order the layering is applied, similar to the
way a "mix N colors" shader node works. Texture layer port objects (see
TextureLayer.AddTextureLayerPort) are owned by layers, and are used to specify
which shader ports the layer should affect.
A Shader can also be a texture layer container, and has the same set of related
methods.
Material.AddSharedTextureLayer( Object in_varLayerToAdd, Boolean in_bAfter, Object in_varRefLayer ); |
Material.AddSharedTextureLayer( Layer, [After], [Reference] ); |
Parameter | Type | Description |
---|---|---|
Layer | TextureLayer or String | Texture layer to add to this container. |
After | Boolean |
True to insert the new texture layer after the reference layer. False to insert
it before. If no reference layer, then True will add at the end of the container's list,
False will add it at the start.
Default Value: True |
Reference | TextureLayer or String | Reference texture layer, to indicate where the newly-added layer should be located in the stack. The layer will be inserted adjacent to (before or after) the reference layer. If not specified, then the new layer will be added at the beginning or the end, depending on the value of the following argument. |
/* This example shows how to create and share texture layers. It also shows how both Shaders and Materials can be texture layer containers, and the same layer can drive ports on each of them (if desired). */ oRoot = ActiveProject.ActiveScene.Root; oSph = oRoot.AddGeometry( "Sphere", "MeshSurface" ); oMat = oSph.AddMaterial( "Phong" ); oPhong = oMat.Shaders(0); // Add a layer to the Phong. oShared = oPhong.CreateTextureLayer( "SharedLayer" ); // Add an unshared layer to the Material. oRough = oMat.CreateTextureLayer( "Rough" ); // Add the first layer to the material, thereby sharing it. // We'll put it before the Rough layer. oMat.AddSharedTextureLayer( oShared, false, oRough ); // Now for fun, let's create a Fractal, attach it to the // color input of the shared layer, and make it drive // both the Phong's diffuse and the Material's displacement. oParam = Application.Dictionary.GetObject( oShared + ".color" ); oFractal = oParam.ConnectFromPreset( "Fractal", siTextureShaderFamily ); oDiffuse = oShared.AddTextureLayerPort( oPhong.Parameters( "diffuse" ) ); oDispl = oShared.AddTextureLayerPort( oMat.Parameters( "displacement" ) ); // Now let's explore what we have created... DumpTextureLayerContainer( oMat ); function DumpTextureLayerContainer( in_cont ) { Application.LogMessage( "CONTAINER: " + in_cont.Name ); for ( var i = 0; i < in_cont.TextureLayers.Count; i++ ) { oTextureLayer = in_cont.TextureLayers(i); DumpTextureLayer( oTextureLayer, i+1 ); } } function DumpTextureLayer( in_layer, in_index ) { Application.LogMessage( " Layer " + in_index + ": " + in_layer.Name ); oColorSrc = in_layer.color.source; var empty; if ( oColorSrc == empty ) { Application.LogMessage( " Color: (" + in_layer.Red.Value + "," + in_layer.Green.Value + "," + in_layer.Blue.Value + ")" ); } else { Application.LogMessage( " Color driven by: " + oColorSrc.Name ); } oPorts = in_layer.TextureLayerPorts; count = oPorts.Count; Application.LogMessage( " Layer drives:" ); if ( count == 0 ) Application.LogMessage( " <nothing>" ); else { for ( i = 0; i < count; i++ ) { Application.LogMessage( " " + oPorts(i).Target.FullName ); } } } // This example should log something like: //INFO : "CONTAINER: Material" //INFO : " Layer 1: SharedLayer" //INFO : " Color driven by: Fractal" //INFO : " Layer drives:" //INFO : " sphere.Material.Phong.diffuse" //INFO : " sphere.Material.Color2scalar.input" //INFO : " Layer 2: Rough" //INFO : " Color: (0.7,0.7,0.7)" //INFO : " Layer drives:" //INFO : " <nothing>" |
' ' This example shows how to create and share texture layers. ' It also shows how both Shaders and Materials can be texture ' layer containers, and the same layer can drive ports on each ' of them (if desired). ' set oRoot = ActiveProject.ActiveScene.Root set oSph = oRoot.AddGeometry( "Sphere", "MeshSurface" ) set oMat = oSph.AddMaterial( "Phong" ) set oPhong = oMat.Shaders(0) ' Add a layer to the Phong. set oShared = oPhong.CreateTextureLayer( "SharedLayer" ) ' Add an unshared layer to the Material. set oRough = oMat.CreateTextureLayer( "Rough" ) ' Add the first layer to the material, thereby sharing it. ' We'll put it before the Rough layer. oMat.AddSharedTextureLayer oShared, False, oRough ' Now for fun, let's create a Fractal, attach it to the ' color input of the shared layer, and make it drive ' both the Phong's diffuse and the Material's displacement. set oParam = Dictionary.GetObject( oShared & ".color" ) set oFractal = oParam.ConnectFromPreset( "Fractal", siTextureShaderFamily ) set oDiffuse = oShared.AddTextureLayerPort( oPhong.Parameters( "diffuse" ) ) set oDispl = oShared.AddTextureLayerPort( oMat.Parameters( "displacement" ) ) ' Now let's explore what we have created... DumpTextureLayerContainer oMat sub DumpTextureLayerContainer( in_cont ) Application.LogMessage "CONTAINER: " & in_cont.Name i = 1 for each oTextureLayer in in_cont.TextureLayers DumpTextureLayer oTextureLayer, i i = i + 1 next end sub sub DumpTextureLayer( in_layer, in_index ) Application.LogMessage " Layer " & in_index & ": " & in_layer.Name set oColorSrc = in_layer.color.source if TypeName( oColorSrc ) = "Nothing" then Application.LogMessage " Color: (" & in_layer.Red.Value & _ "," & in_layer.Green.Value & _ "," & in_layer.Blue.Value & ")" else Application.LogMessage " Color driven by: " & oColorSrc.Name end if set oPorts = in_layer.TextureLayerPorts count = oPorts.Count if count = 0 then Application.LogMessage " <layer driving no ports>" else Application.LogMessage " Layer drives:" for i = 0 to count - 1 Application.LogMessage " " & oPorts(i).Target.FullName next end if end sub ' This example should log something like: 'INFO : "CONTAINER: Material" 'INFO : " Layer 1: SharedLayer" 'INFO : " Color driven by: Fractal" 'INFO : " Layer drives:" 'INFO : " sphere.Material.Phong.diffuse" 'INFO : " sphere.Material.Color2scalar.input" 'INFO : " Layer 2: Rough" 'INFO : " Color: (0.7,0.7,0.7)" 'INFO : " <layer driving no ports>" |