Object Hierarchy | Related C++ Class: ShaderDef
ShaderDef
v9.0 (2011)
A shader definition is similar to a preset in that it stores a snapshot of a shader, often in a file on disk. However,
a traditional Softimage .preset file is a binary file built from a SPDL, whereas a shader definition can be created
and/or modified in several ways, including via a self-installing plug-in, a special XML file saved on disk (.xsishaderdef),
or by coding on the fly.
To create a self-installing, plug-in based shader definition you need to implement the
Define and DefineInfo
callbacks. For more information, see Custom Shaders.
To create a shader definition on the fly, you can use XSIFactory.CreateShaderDef and then populate
the definition using the returned ShaderDef object.
Saving shader definitions to a .xsishaderdef file is the most reliable way to manage shader versions. You can then use the
ReplaceShadersDefinition command to upgrade a specific list of shaders to a new shader definition.
To get a list of all shader definitions in the current session of Softimage, use the
XSIApplication.ShaderDefinitions property. You can also access a specific shader definition by ProgID
by using the XSIApplication.GetShaderDef method.
AddRendererDef | AddShaderFamily | GetRendererDefByName | IsClassOf |
IsEqualTo | IsShaderFamily | RemoveRendererDef | |
from win32com.client import constants as si
app = Application
app.NewScene("", 0)
#
# SETUP
#
# Create a ShaderDef from the factory
oShaderDef = XSIFactory.CreateShaderDef("NoParser", "Nunce", 1, 0)
# On-the-fly shader definitions won't show up in the preset manager
# but just in case this definition eventually gets saved to file
oShaderDef.Category = "Test Shaders"
# Add the basic Texture family
oShaderDef.AddShaderFamily(si.siShaderFamilyTexture)
#
# PARAMETERS
#
# Create one set of parameter definition options for all
oPDefOptions = XSIFactory.CreateShaderParamDefOptions()
oPDefOptions.SetTexturable(True) # make it a port on the shader node
# Get the ShaderParamDefContainers for both inputs and outputs. The
# new parameter definitions will be added to these objects
oInputPDefs = oShaderDef.InputParamDefs
oOutputPDefs = oShaderDef.OutputParamDefs
# Add color, scalar, and boolean ShaderParamDefs as inputs
oInputPDefs.AddParamDef("in_color", si.siShaderDataTypeColor4 , oPDefOptions)
oInputPDefs.AddParamDef("in_scalar", si.siShaderDataTypeScalar , oPDefOptions)
oInputPDefs.AddParamDef("in_boolean", si.siShaderDataTypeBoolean , oPDefOptions)
# Output a color
oOutputPDefs.AddParamDef("out", si.siShaderDataTypeColor4, oPDefOptions)
# Set up a Renderer
oRendererDef = oShaderDef.AddRendererDef("mental ray")
oRendererDef.SymbolName = "sib_attribute_boolean"
oRendererDef.CodePath = "{LIBS}/sibase.{EXT}"
oRendererOpts = oRendererDef.RendererOptions
oRendererOpts.Set("version", 1)
#
# INSTANTIATION
#
# Generate a preset and connect it to a cone
app.CreatePrim("Cone", "MeshSurface")
app.CreateShaderFromProgID("NoParser.Nunce.1.0",
"Sources.Materials.DefaultLib.Scene_Material")
app.SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Nunce.out",
"Sources.Materials.DefaultLib.Scene_Material.volume", False)
# Open the Render Tree with the cone selected to see it
# Open the Synoptic viewer
app.OpenView("Render Tree") |
//
// This example demonstrates how to instantiate and connect a shader
// definition, then how to get the shader definition from the system
// and use it to find its instance (shader)
//
app = Application;
app.NewScene("", false);
var sProgID = "Softimage.material-moviescreen.1.0";
LogInstances(sProgID);
CreateShaderFromProgID(sProgID, "Sources.Materials.DefaultLib.Scene_Material");
LogInstances(sProgID);
// INFO : # of instances on Flat Light: 1
// INFO : Found shader instance: Shader
// INFO : Shader container: null
// Set up a torus and a disc and connect the shader to both
var obj1 = CreatePrim("Torus", "MeshSurface");
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Flat_Light.out",
"Sources.Materials.DefaultLib.Scene_Material.Phong.reflectivity", false);
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Flat_Light.out",
"Sources.Materials.DefaultLib.Scene_Material.Phong.radiance", false);
var obj2 = CreatePrim("Disc", "MeshSurface");
RemoveShaderFromCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Flat_Light.out",
"Sources.Materials.DefaultLib.Scene_Material.Phong.reflectivity", false);
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Flat_Light.out",
"Sources.Materials.DefaultLib.Scene_Material.Phong.reflectivity", false);
LogInstances(sProgID);
// INFO : # of instances on Flat Light: 2
// INFO : Found shader instance: Shader
// INFO : Shader container: null
// INFO : Found shader instance: Flat_Light
// INFO : Shader container: Sources.Materials.DefaultLib.Scene_Material
// Convenience function that will be called before and after
// instantiating and after connecting the shader
function LogInstances( in_name )
{
var oShaderDef = app.ShaderDefinitions(in_name);
app.LogMessage("# of instances on "+oShaderDef.DisplayName+": "+oShaderDef.ShaderInstanceCount);
if (oShaderDef.ShaderInstanceCount) {
for (var i=0; i<oShaderDef.ShaderInstanceCount; i++) {
var oShader = oShaderDef.ShaderInstances(i);
app.LogMessage("Found shader instance: "+oShader.Name);
app.LogMessage("Shader container: "+oShader.GetShaderContainer());
}
}
} |