Creates and adds material to a SceneItem object. If the SceneItem is a Model then the BranchFlag will be ignored since a material can only be added on a Model in branch.
Material SceneItem.AddMaterial( Object in_Preset, Boolean in_Branch, String in_name ); |
oReturn = SceneItem.AddMaterial( [Preset], [BranchFlag], [Name] ); |
Parameter | Type | Description |
---|---|---|
Preset | Variant containing a preset object (see SIGetPreset) or name |
Shader preset or the name of a shader preset to apply to an object.
Default Value: If no shader preset is supplied then a material is created and added with a phong shader connected to its surface port. |
BranchFlag | Boolean |
Apply material on branch or the node of object Default Value: false |
Name | String | Represents the name of the new Material object |
set oRoot = application.activeproject.activescene.root set oCube = oRoot.AddGeometry("Cube","MeshSurface") set oMaterial = oCube.AddMaterial("Phong", siBranch) LogMessage "Cube's material name: " & oMaterial.FullName |