SIApplyShaderToCnxPoint
 
 
 

SIApplyShaderToCnxPoint

Introduced

v1.0

Description

Creates a shader from a preset and connects it to the specified shader connection points.

Scripting Syntax

oReturn = SIApplyShaderToCnxPoint( PresetObj, [InputObjs], [Name], [Value] );

Return Value

Returns the shader as either a Shader object (eg., when the shader is connected to a scene object) or a CollectionItem (eg., when the shader is connected to a pass).

Parameters

Parameter Type Description
PresetObj String or a preset object (see SIGetPreset) Shader Presets
InputObjs String List of shader connection points.

Default Value: Current selection

Name String Name of the shader

Default Value: If not specified, the name is automatically generated.

Value Boolean True to disconnect the previous shader, False to keep the previous shader

Default Value: True

Examples

VBScript Example

'
' This example creates a sphere, applies a lambert shader to it, prints out
' the list of connection points to that shader, connects the rounded 
' connection point to the toon shader and then prints the updated list.
'
' Create the sphere to which the shader will be connected
set oSphere = CreatePrim( "Sphere", "NurbsSurface" )
' Apply a lambert shader to instantiate the material
set oShader = SIApplyShader( InstallationPath( siFactoryPath ) _
                                & "\Data\DSPresets\Shaders\Material\Lambert.Preset", _
                                oSphere, "Christopher" )
' Convert the shader to a Shader object 
set oShader = oShader(0)
' Print lambert shader info 
printShaderInfo oShader
' For convenience, create a collection to hold the parameters
' to be disconnected (Surface and Shadow connection points).
set oCnxPoints = CreateObject( "XSI.Collection" )
oCnxPoints.Add oSphere & ".material.Surface"
oCnxPoints.Add oSphere & ".material.Shadow"
' Use that collection to disconnect the shader from the material 
set oToony = SIApplyShaderToCnxPoint( "Material\Toon_Paint_Rounded", oCnxPoints, "Loonies" )
' Convert the shader to a Shader object 
set oToony = oToony(0)
' Print toon shader info 
printShaderInfo oToony
' This is a convenience routine that prints information about the shader
sub printShaderInfo( in_shader )
        ' From the shader object you can get the material it belongs to
        set oMaterial = in_shader.Owners(0)
        ' Use the material to return the parameters that are connected and
        ' print out their names
        for each p in oMaterial.Parameters
                if TypeName( p.Source ) <> "Nothing" then
                        LogMessage p.ScriptName & " is connected to " & p.Source.Name
                end if
        next
end sub
' Output of the above script:
' ...before adding the toon shader
'INFO : "surface is connected to Christopher"
'INFO : "shadow is connected to Christopher"
'INFO : "Photon is connected to Christopher"
'
' ...after adding the toon shader
'INFO : "surface is connected to Loonies"
'INFO : "shadow is connected to Loonies"
'INFO : "Photon is connected to Christopher"

See Also

AddObjectsToShader RemoveObjectsFromShader ApplyShader RemoveShaderFromCnxPoint SIConnectShaderToCnxPoint RemoveAllShadersFromCnxPoint