v9.0 (2011)
Creates a shader from a progid and connects it to the specified shader connection points. This command is the same as SIApplyShaderToCnxPoint except that it takes a ProgID instead of a Preset.
oReturn = SIApplyShaderToCnxPoint2( ProgID, [InputObjs], [Name], [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).
Parameter | Type | Description |
---|---|---|
ProgID | String (see Shader.ProgID) | Any of the appropriate shader definition ProgIDs |
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 |