v1.0
Adds a light list or object list to shaders.
AddObjectsToShader( [InputObjs], [Target] ); |
| Parameter | Type | Description |
|---|---|---|
| InputObjs | String | List of objects to add to
the shader.
Default Value: Current selection. If there is no current selection, the user is prompted to pick the objects. |
| Target | String | List of shader properties
(lights, difflights, or objs).
Default Value: Current selection |
'
' This example creates a spotlight with a realistic light emission
' by adding a spotlight to the scene, applying a volume shader to the
' default pass, and then connecting it to the spotlight.
'
NewScene , false
' Get a spot light
GetPrimLight "Spot", "Center_Stage", , , oSpotObj
' Apply a light shader and get an object pointer to it (the returned
' value is an XSICollection containing the shader as its only member)
Set oRetValue = SIApplyShader( "Fast_light_effects.Preset", oSpotObj )
Set oLightShader = oRetValue(0)
' Add a volume shader on the default pass and save its fullname
Set oDefPass = GetValue( "Passes.Default_Pass" )
sVolShader = SIApplyShaderToCnxPoint( "Fast_volume_effects.Preset", _
oDefPass & ".VolumeShaderStack", , false )
sLightCnxPnt = sVolShader & ".Lights"
' Render a single frame of the default pass just to see the spotlight
' before connecting it to the volume shader
RenderPasses oDefPass, 1, 1
' Now add the Spot to the Volume shader light list
AddObjectsToShader oSpotObj, sLightCnxPnt
' Render a single frame of the default pass just to see the spotlight
' after connecting it to the volume shader
RenderPasses oDefPass, 1, 1
|
RemoveObjectsFromShader ApplyShader RemoveShaderFromCnxPoint RemoveAllShadersFromCnxPoint SIConnectShaderToCnxPoint