v7.0
Nests shaders under a shader container (compound or material).
NestShaders( InputObjs, ShaderContainer ); |
Parameter | Type | Description |
---|---|---|
InputObjs | String | Shaders to be nested.
Default Value: If not specified, the user is prompted to make a selection. |
ShaderContainer | String | The container to nest the shader.
Default Value: "" |
/* This example demonstrates how to use the NestShaders command. */ NewScene(null, false); CreatePrim("Sphere", "MeshSurface", null, null); // Create a Shader Compound Containing Phong CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Phong", null); // Create 2 shaders under the material CreateShaderFromPreset("Shaders\\Texture\\Cell.Preset", "Sources.Materials.DefaultLib.Scene_Material", null); CreateShaderFromPreset("Shaders\\Texture\\Checkerboard.Preset", "Sources.Materials.DefaultLib.Scene_Material", null); // Nest both shaders under the shader compound var shadersToNest = "Sources.Materials.DefaultLib.Scene_Material.Cell,Sources.Materials.DefaultLib.Scene_Material.CheckerBoard"; NestShaders( shadersToNest, "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound" ); // Unnest one shader from the shader compound. At this point the shader does not // have a parent; you should always renest it under a container. var shadersToUnnest = "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Cell"; UnnestShaders( shadersToUnnest , "Sources.Materials.DefaultLib.Scene_Material" ); // Renesting under the material. NestShaders( shadersToUnnest , "Sources.Materials.DefaultLib.Scene_Material" ); |
CreateShaderFromPreset CreateShadersFromMaterialPreset CreateShaderFromCLSID CreateShaderFromProgID CreateShaderCompound UnnestShaders AddShaderCompoundPort RemoveShaderCompoundPort MoveShaderCompoundPort RenameShaderCompoundPort ExportShaderCompound ImportShaderCompound ExplodeShaderCompound SetShaderCompoundPropertiesEx GetShaderCompoundProperties EditShaderCompoundPPGLogic