SceneItem.AddMaterial
 
 
 

SceneItem.AddMaterial

Description

Creates and adds material to a SceneItem object. If the SceneItem is a Model then the BranchFlag will be ignored since a material can only be added on a Model in branch.

C# Syntax

Material SceneItem.AddMaterial( Object in_Preset, Boolean in_Branch, String in_name );

Scripting Syntax

oReturn = SceneItem.AddMaterial( [Preset], [BranchFlag], [Name] );

Return Value

Material

Parameters

Parameter Type Description
Preset Variant containing a preset object (see SIGetPreset) or name Shader preset or the name of a shader preset to apply to an object.

Default Value: If no shader preset is supplied then a material is created and added with a phong shader connected to its surface port.

BranchFlag Boolean Apply material on branch or the node of object

Default Value: false

Name String Represents the name of the new Material object

Examples

VBScript Example

set oRoot = application.activeproject.activescene.root
set oCube = oRoot.AddGeometry("Cube","MeshSurface")
set oMaterial = oCube.AddMaterial("Phong", siBranch)
LogMessage "Cube's material name: " & oMaterial.FullName