v7.0
Adds a Shader to a render tree created from the specified preset.
oReturn = CreateShaderFromPreset( [PresetObj], [Container], Name ); |
The new Shader object.
| Parameter | Type | Description |
|---|---|---|
| PresetObj | String or a preset object (see SIGetPreset) | Shader preset to use
Default Value: The ArgumentHandler may be able to resolve this value. |
| Container | SelectionList or Selection |
Default Value: If no argument is specified, the current selection is used. |
| Name | String | Name for the new shader |
/*
This example demonstrates how to use the CreateShaderFromPreset command.
*/
NewScene(null, false);
CreatePrim("Sphere", "MeshSurface", null, null);
// Create a new shader from a preset and nest it under the material
CreateShaderFromPreset("Shaders\\Texture\\Image.Preset",
"Sources.Materials.DefaultLib.Scene_Material", null);
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 new shader from a preset and nest it under the material
CreateShaderFromPreset("Shaders\\Texture\\Fractal.Preset",
"Sources.Materials.DefaultLib.Scene_Material.ShaderCompound", null);
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Fractal",
"Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Phong.specular", false);
|
CreateShaderFromCLSID CreateShaderFromProgID CreateShaderCompound CreateShadersFromMaterialPreset NestShaders UnnestShaders AddShaderCompoundPort RemoveShaderCompoundPort MoveShaderCompoundPort RenameShaderCompoundPort ExportShaderCompound ImportShaderCompound ExplodeShaderCompound SetShaderCompoundPropertiesEx GetShaderCompoundProperties EditShaderCompoundPPGLogic