Object Hierarchy | Related C++ Class: Texture









The Texture object represents the current texture as specified by the OGL hardware display settings. While there may be many texture shaders in a shader tree, only the Texture object represents the current texture. You can get the current texture using Material.CurrentTexture.

The UVW values obtained from Texture.GetTransformValues are based on the current image clip (Material.CurrentImageClip) and the current UVW texture property (Material.CurrentUV).


AddCustomOp AddICEAttribute AddProperty AddScriptedOp
AddScriptedOpFromFile AddSharedTextureLayer AnimatedParameters2 BelongsTo operator
CodePath CodeText CreateTextureLayer EvaluateAt
GetAllShaders GetICEAttributeFromName GetPortDisplayName GetShaderContainer
GetShaderInputType GetShaderParameterTargets GetShaderParameterType GetTransformValues
HasRenderer IsA IsAnimated2 IsClassOf operator
IsEqualTo operator IsKindOf IsLocked operator IsSelected operator
LockOwners PutPortDisplayName RemoveICEAttribute RemoveTextureLayer
RendererOptionValue SetAsSelected operator SetCapabilityFlag operator SetLock
SymbolName TaggedParameters UnSetLock  


AllImageClips Application BranchFlag operator Capabilities operator
Categories EvaluationID Families operator FullName operator
Help HierarchicalEvaluationID ICEAttributes ImageClips
LockLevel operator LockMasters operator LockType operator Model
Name operator NestedObjects ObjectID Origin
OriginPath OutputType Owners PPGLayout operator
Parameters operator Parent Parent3DObject ProgID
Properties Root Selected operator ShaderDef operator
ShaderType Shaders TextureLayers Type operator


1. VBScript Example

' This example demonstrates how to get the Texture from the object's
' Material once a texture projection has been applied to the object.
' Create scene content
NewScene , false
set oGrid = CreatePrim( "Grid", "MeshSurface" )
SetValue oGrid & ".polymsh.geom.subdivu", 2
SetValue oGrid & ".polymsh.geom.subdivv", 1
' Put a text projection of the default image on the grid
ApplyShader ,,,, siLetLocalMaterialsOverlap
BlendInPresetsInsp ,,, True, True
CreateProjection oGrid, siTxtPlanarXZ, siTxtDefaultSpherical, "Texture_Support", "Texture_Projection"
SetInstanceDataValue , oGrid & ".Material.Phong.ambient_blend.Image.tspace_id", "Texture_Projection"
' You can get the texture via Material.CurrentTexture on the object
set oMaterial = oGrid.Material
set oTexture = oMaterial.CurrentTexture
Application.LogMessage oTexture.FullName & " (" & TypeName(oTexture) & ")"
' Expected results:
'INFO : grid.Material.Phong.ambient_blend.Image (Texture)

2. VBScript Example

'This example demonstrates how to create image textures nodes and
'how information about them can be discovered using the Object Model.
'In particular it shows how information about the current texture can be
'discovered easily, but also how it is possible to find information about
'other textures in the render tree.  The code is structures into functions
'which can be reused in other contexts.
set oObj = BuildDemoScene
'There are 2 projections, 2 texture image shaders, and 2 image clips
'But only one set acts as "current"
logmessage "Current texture: " & oObj.Material.CurrentTexture.FullName
logmessage "Current UV: " & oObj.Material.CurrentUV.FullName
logmessage "Current Image Clip: " & oObj.Material.CurrentImageClip.FullName
set oTextureShaders = FindImageTextureNodes( oObj )
for each oTexture in oTextureShaders 
	PrintImageTextureInfo oTexture, oObj
SetDisplayMode "Camera", "texturedecal"
function BuildDemoScene
	'Creates a scene with a sphere whose material has two image textures nodes.
	'One drives the ambient of the phong and the other drives 
	'the diffuse parameter.  They use two separate projections.
	ImageFile1 = XSIUtils.BuildPath( Application.InstallationPath(siFactoryPath), _
				"Data", _
				"jaiqua_face.jpg" )			
	ImageFile2 = XSIUtils.BuildPath( Application.InstallationPath(siFactoryPath), _
				"Data", _
				"ehair_08.jpg" )			
	set oObj = ActiveSceneRoot.AddGeometry( "Sphere", "MeshSurface" )
	oObj.AddMaterial "Phong" 
	dim oPhongShader, oAmbientParam, oDiffuseParam, oShinyParam
	set oPhongShader = oObj.Material.Shaders(0)
	set oAmbientParam = oPhongShader.Parameters( "ambient" )
	set oDiffuseParam = oPhongShader.Parameters( "diffuse" )	
	dim oImageClip1, oImageClip2
	SICreateImageClip ImageFile1, ,oImageClip1	
	SICreateImageClip ImageFile2, ,oImageClip2
	dim oImageNode1,oImageNode2
	set oImageNode1 = oAmbientParam.connectfrompreset("Image", siTextureShaderFamily)
	oImageNode1.Parameters( "tex" ).Connect( oImageClip1 )
	oImageNode1.Name = "Texture1" 
	set oImageNode2 = oDiffuseParam.connectfrompreset("Image", siTextureShaderFamily)
	oImageNode2.Parameters( "tex" ).Connect( oImageClip2 )
	oImageNode2.Name = "Texture2" 
	' Connect a projection
	sProjectionName1 = "MyProjection1"
	sProjectionName2 = "MyProjection2"
	CreateProjection oObj, 	siTxtSpherical, siTxtDefaultSpherical, _
		"Texture_Support", sProjectionName1 
	CreateProjection oObj, 	siTxtSpherical, siTxtDefaultSpherical, _
		"Texture_Support", sProjectionName2  
	oImageNode1.Parameters("tspace_id").SetInstanceValue oObj,sProjectionName1 
	oImageNode2.Parameters("tspace_id").SetInstanceValue oObj,sProjectionName2 
	set BuildDemoScene = oObj
end function
sub PrintImageTextureInfo( oTexture, oObjectWithMaterial )
	'Display useful information about a Texture Shader node.
	'This code works even if the texture is not "current"
	logmessage "Texture:        " & oTexture
	strProjection = oTexture.Parameters("tspace_id").GetInstanceValue(oObjectWithMaterial)
	logmessage "    Projection: " & strProjection 
	set oImageclip = oTexture.Parameters("tex").Source
	logmessage "    Image: " & oImageclip.FullName 
	logmessage "    IsTexture: " & IsTexture( oTexture )
	bIsCurrentTexture = ( oObjectWithMaterial.Material.CurrentTexture.Name = _
						  oTexture.Name )	
	logmessage "    Current: " & bIsCurrentTexture			
	set oUVClusterProp = FindProjectionClusterProperty( oObjectWithMaterial, strProjection )
	if  typename( oUVClusterProp ) <> "Nothing" then
		logmessage "    Projection UV Data: " & oUVClusterProp.FullName
	end if			
	set oSupport = FindSupport( oObjectWithMaterial, strProjection )
	if  typename( oUVClusterProp ) <> "Nothing" then
		logmessage "    Support: " & oSupport.FullName
	end if	
end sub
function IsTexture(oShader)
	'Test whether an shader is a "Texture" shader
	'Note: This test returns True for Image textures, but also
	'      for procedural shaders like the fractal shader
	IsTexture = InStr( 1, oShader.Families, "Texture Shaders", 0 ) > 0
end function
function IsImageTexture(oShader)
	'Test more specifically whether this is an Image Shader
	'e.g. txt2d-image-explicit
	IsImageTexture= InStr( 1, oShader.ProgID, "-image", 0 ) > 0
end function
function FindImageTextureNodes(oObj)
	'Populate a XSICollection with all the Image Texture
	'shader nodes in the Material of the oObj argument
	'Limitations: This test only finds image nodes that are driven by an ImageClip
	'If the image is being generated (e.g. by a bumpmap generator) then
	'it will not be found.	
	'Also the returned collection does not include other shaders such as Real-time shaders
	'and lens flares that might be driven by an imageclip	
	set oColl = CreateObject( "XSI.Collection" )
	oColl.Unique = true
	set oImageClips = oObj.Material.ImageClips
	for each oImageClip in oImageClips
		'The Parent property would return the Shader that uses the ImageClip
		'However a single image clip can drive multiple Shaders.
		'Therefore we use the Owners property.  
		'We filter out the Scene.Clips collection which is an owner
		'of every single ImageClip.  We also filter out non-Image Textures.
		for each oOwner in oImageClip.Owners			
			if oOwner.Type = "Shader" then
				if IsImageTexture( oOwner ) then
					oColl.Add oOwner 
				end if
			end if			
	set FindImageTextureNodes= oColl
end function
function FindProjectionClusterProperty( oX3DObject, strProjectionName )
	'Find the ClusterProperty associated with
	'a particular Projection used by the Material
	'of the oX3DObject argument.
	'Note: This method does not depend on Material.CurrentUV
	'so it works for any Projection
	'Normally UV data will be underneath 
	'a cluster called "Texture_Coordinates_AUTO"	
	'but this code searches all sample clusters
	'because the cluster might have a different name
	set oCls = oX3DObject.ActivePrimitive.Geometry._
				Clusters.Filter( "sample" )
	for each oCluster in oCls
		for each oProp in oCluster.Properties				
			if oProp.Name = strProjectionName then
				set FindProjectionClusterProperty = oProp
				exit function
			end if			
end function
function FindSupport( oX3DObject, strProjectionName )
	'Find the support object associated with a 
	'particular projection for the provided X3DObject
	'It works based on the knowledge that the support
	'is nested underneath the Projection Def object,
	'which in turn is nested underneath the Projection
	'UV Data ClusterProperty
	set oUVCluster = FindProjectionClusterProperty( oX3DObject, strProjectionName )
	for each oNested in oUVCluster.NestedObjects
		if oNested.Type = "uvprojdef" then
			'Found the Projection Def object
			for each oDefNested in oNested.NestedObjects		
				if oDefNested.Type = "Texture Support" then
					set FindSupport = oDefNested
					exit function
				end if		
		end if	
end function
'Output of this example:
'INFO : Current texture: sphere.Material.Phong.Texture2
'INFO : Current UV: sphere.polymsh.cls.Texture_Coordinates_AUTO.MyProjection2
'INFO : Current Image Clip: Clips.ehair_08_jpg
'INFO : Texture:        Sources.Materials.DefaultLib.Material.Phong.Texture1
'INFO :     Projection: MyProjection1
'INFO :     Image: Sources.Materials.DefaultLib.Material.Phong.Texture1.jaiqua_face_jpg
'INFO :     IsTexture: True
'INFO :     Current: False
'INFO :     Projection UV Data: sphere.polymsh.cls.Texture_Coordinates_AUTO.MyProjection1
'INFO :     Support: Texture_Support
'INFO : Texture:        Sources.Materials.DefaultLib.Material.Phong.Texture2
'INFO :     Projection: MyProjection2
'INFO :     Image: Sources.Materials.DefaultLib.Material.Phong.Texture2.ehair_08_jpg
'INFO :     IsTexture: True
'INFO :     Current: True
'INFO :     Projection UV Data: sphere.polymsh.cls.Texture_Coordinates_AUTO.MyProjection2
'INFO :     Support: Texture_Support1

See Also