v4.0
Locates all the default texture connection points on the
immediate shaders attached to the given objects. Creates the
requested presets/images, and blends them all together with any
existing shaders on the located connection points.
Same as BlendInTextureLayers except that it
also inspects the newly created shaders.
oReturn = BlendInTextureLayersInsp( [PresetNames], [InputObjs], [SharedMatAction], [NotifyNoResult], [Mode], [Ambient], [Diffuse], [Transparency], [Reflection] ); |
Returns the layers created as an XSICollection. If the value of Mode is siReplaceNoBlend, the first preset is returned as a shader rather than a layer.
Parameter | Type | Description | ||||||||||
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PresetNames | String | Shader Presets
corresponding to the shaders and/or images you want to layer
Default Value: "Image" |
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InputObjs | String | List of objects to search
for default texture connection points
Default Value: Current selection |
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SharedMatAction | Integer | Make shared materials local? Note: If "2" or "3" is used, a pop
up dialog appears prompting the user to answer (0=No or 1=Yes).
When the logged command is replayed, if "2" was used the command
will automatically answer yes or no depending on the user's
response. If "3" was used, the pop up dialog will reappear.
Default Value: 2 (Ask Beginner User)
|
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NotifyNoResult | Boolean | True to notify user if no presets created.
Default Value: False (no notification) |
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Mode | siBlendInTextureLayersModes | Method for blending in the new presets
Default Value: siBlendInTextureLayers (no replacement) |
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Ambient | Boolean | If true, blend in to the ambient port (if present)
Default Value: True (apply to ambient) |
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Diffuse | Boolean | If true, blend in to the diffuse port (if present)
Default Value: True (apply to diffuse) |
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Transparency | Boolean | If true, blend in to the transparency port (if present)
Default Value: false (don't apply to transparency) |
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Reflection | Boolean | If true, blend in to the reflection port (if present)
Default Value: false (don't apply to reflection) |
' ' This example demonstrates how to apply blended shaders to all texture ports on a ' cube. It also shows how to access the shader information both from the collection ' returned by BlendInTextureLayersInsp and through the object's material. ' NewScene , false ' Create a default cube Set oBox = ActiveSceneRoot.AddGeometry( "Cube", "MeshSurface" ) ' Apply Cloud and Gradient presets on all texture ports Set oLayers = BlendInTextureLayersInsp( "Cloud,Gradient", oBox, 1, False, False ) ' At this point you will also see a Multiple Property Sets page pop up for the shaders. ' Now display the name of the created shaders: For Each oLayer In oLayers Set oShader = SIGetShaderOnCnxPoint( oLayer & ".color" ) Application.LogMessage oLayer.Name & " created with shader " & oShader.Name Next ' View the results in a rendered frame. (The colors appear quite smooth.) RenderPasses oDefPass, 1, 1 ' Set the mode of the Gradient to "Darken": SetValue oBox.Material.Shaders( "Phong" ) & ".Gradient_Layer.mode", 8 ' View the results in a rendered frame. (Now the colors seem to be quite mottled.) RenderPasses oDefPass, 1, 1 ' Output of above script: 'INFO : "Cloud_Layer created with shader Cloud" 'INFO : "Gradient_Layer created with shader Gradient" |
BlendInTextureLayers BlendInTextureLayersWithPorts BlendInTextureLayersWithPortsInsp BlendClipsInTextureLayers BlendClipsInTextureLayersWithPorts BlendClipsInTextureLayersWithPortsInsp SIConnectShaderToCnxPoint