v7.0
Adds a Shader to a render tree based on the specified CLSID.
oReturn = CreateShaderFromCLSID( [Clsid], [Container], Name ); |
The new Shader object.
Parameter | Type | Description |
---|---|---|
Clsid | Unknown |
Default Value: The ArgumentHandler may be able to resolve this value. |
Container | Selection list | The shader compound or material to which we're adding the node.
Default Value: If not specified, the user is prompted to select a shader container. |
Name | String | Name for the new shader |
/* This example demonstrates how to use the CreateShaderFromCLSID command. */ NewScene(null, false); CreatePrim("Sphere", "MeshSurface", null, null); // Create an Image Shader using its CLSID found in the SPDL an nest it under the material. // From txt2d-image-explicit.spdl CLSID={1C500B61-023C-11D3-8C03-00A0243E3672} CreateShaderFromCLSID( "{1C500B61-023C-11D3-8C03-00A0243E3672}", "Sources.Materials.DefaultLib.Scene_Material", "Image"); SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Image", "Sources.Materials.DefaultLib.Scene_Material.Phong.diffuse", false); CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Phong", null); // Create a Fractal Shader using its CLSID found in the SPDL an nest it under the shader compound. // From txt3d-fractal_v3.spdl CLSID={A5B2C100-9288-11D4-933F-00E0293D48C6} CreateShaderFromCLSID( "{A5B2C100-9288-11D4-933F-00E0293D48C6}", "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound", "Fractal"); SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Fractal", "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Phong.specular", false); |
CreateShaderFromPreset CreateShadersFromMaterialPreset CreateShaderFromProgID CreateShaderCompound NestShaders UnnestShaders AddShaderCompoundPort RemoveShaderCompoundPort MoveShaderCompoundPort RenameShaderCompoundPort ExportShaderCompound ImportShaderCompound ExplodeShaderCompound SetShaderCompoundPropertiesEx GetShaderCompoundProperties EditShaderCompoundPPGLogic