v1.0
Removes lights or objects from shaders.
RemoveObjectsFromShader( [InputObjs], [Target] ); |
Parameter | Type | Description |
---|---|---|
InputObjs | String | List of objects to remove.
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 pointer to the default pass Set oDefPass = GetValue( "Passes.Default_Pass" ) ' Here we are using a utility function that will set up the spotlights ' connected to the volume shader on the default pass. The function ' passes back the names for the spotlight and the connection point. aSpotInfo = setUpSpots( "Spot1", oDefPass, false ) ' The 2nd time around we don't need the info, so we won't use another ' array of returned values setUpSpots "Spot2", oDefPass, true ' Render a single frame of the default pass just to see both spotlights ' after connecting them to the volume shader: you can see that both spots ' emit their own spotlight beam (from opposite sides) RenderPasses oDefPass, 1, 1 ' Now remove the first spot from the light list and render another frame ' to see the effect. RemoveObjectsFromShader aSpotInfo(0), aSpotInfo(1) ' Render a single frame of the default pass: you can see that since the ' first one was removed from the volume shader, it does not appear to ' emit a spotlight beam RenderPasses oDefPass, 1, 1 ' -------------------------------------------------------------------------- function setUpSpots( in_spot_name, in_pass, in_move_me ) ' Define these locally only Dim oSpotObj, oRetValue, oLightShader, sVolShader, sLightCnxPnt ' Get a spot light GetPrimLight "Spot", in_spot_name, , , oSpotObj ' This is just a cheat to make sure we translate only one of the spots If in_move_me Then Translate oSpotObj, -7, 1, 0 End If ' 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 sVolShader = SIApplyShaderToCnxPoint( "Fast_volume_effects.Preset", _ in_pass & ".VolumeShaderStack", , false ) sLightCnxPnt = sVolShader & ".Lights" ' Now add the Spot to the Volume shader light list AddObjectsToShader oSpotObj, sLightCnxPnt ' Return the array of names we will need later setUpSpots = Array( oSpotObj, sLightCnxPnt ) end function |
AddObjectsToShader ApplyShader RemoveShaderFromCnxPoint RemoveAllShadersFromCnxPoint SIConnectShaderToCnxPoint