v1.0
Pops up a menu of shader presets to let the user select one,
then instantiates this shader and connects it to the specified
connection points of another shader through intermediate Mix 2
Colors shaders.
Note: The command fails if the selected shader cannot be connected
to the connection points because of connection type mismatch or
because shaders are already connected to it.
UIApplyShaderToCnxPoints( [InputObj], [InputObjs], [X], [Y] ); |
Parameter | Type | Description |
---|---|---|
InputObj | This parameter is NOT USED. | |
InputObjs | String | List of connection points
Default Value: Current Selection |
X | Long | X screen coordinate of menu (from left of screen)
Default Value: 0 |
Y | Long | Y screen coordinate of menu (from top of screen)
Default Value: 0 |
' ' This example demonstrates how to get the user to select a shader and use it to create ' a complex shader with intermediate Mix 2 Colors shaders ' NewScene , false ' Get the default pass Set oDefPass = GetValue( "Passes.Default_Pass" ) ' Create a sphere and apply a default shader to instantiate a local material. Set oSphere = CreatePrim( "Sphere", "NurbsSurface" ) ApplyShader , oSphere ' The Render Tree shows a Phong shader connected to the sphere material. OpenView "Render Tree" SelectObj oSphere ' Pop up a menu of shader presets on top of the Top viewport ' and let the user interactively select one. set l_CnxPoints = CreateObject( "XSI.Collection" ) l_CnxPoints.Add "sphere.material.surface.Phong.diffuse" l_CnxPoints.Add "sphere.material.surface.Phong.specular" UIApplyShaderToCnxPoints , l_CnxPoints, 300, 100 ' The user-selected shader, automatically renamed Shader, is connected ' to the Phong shader Diffuse and Specular connection points through ' intermediate Mix 2 Colors shaders as can be seen in the Render Tree. OpenView "Render Tree" SelectObj oSphere |
AddObjectsToShader RemoveObjectsFromShader ApplyShader RemoveShaderFromCnxPoint RemoveAllShadersFromCnxPoint SIConnectShaderToCnxPoint SIApplyShaderToCnxPoint