v4.0
Creates a new TextureLayer
belonging to the container (Shader).
A texture layer is an object which simplifies layering of texture
effects on top of shaders and materials. Each layer has a set of
properties which describe its characteristics (such as color,
mixing mode, weight) to specify how it will affect the shader ports
it drives. The order that layers appear under a container indicates
the order the layering is applied, similar to the way a "mix N
colors" shader node works. Texture layer port objects (see TextureLayer.AddTextureLayerPort)
are owned by layers, and are used to specify which shader ports the
layer should affect.
Tip: A Material can also be a texture
layer container, and has the same set of related methods.
TextureLayer Shader.CreateTextureLayer( String in_name, Boolean in_bAfter, Object in_varRefLayer ); |
Shader.CreateTextureLayer( [Name], [After], [Reference] ); |
Parameter | Type | Description |
---|---|---|
Name | String | Name of new TextureLayer
Default Value: "Layer" |
After | Boolean | True to insert the new texture layer after the reference layer.
False to insert it before. If no reference layer, then True will
add at the end of the container's list, False will add it at the
start.
Default Value: True |
Reference | TextureLayer or String | Reference texture layer, to indicate where the newly-added layer should be located in the stack. The layer will be inserted adjacent to (before or after) the reference layer. If not specified, then the new layer will be added at the beginning or the end, depending on the value of the following argument. |
/* This JScript example shows creating texture layers on a shader, plus enumerating and removing them. */ oRoot = ActiveProject.ActiveScene.Root; oSph = oRoot.AddGeometry( "Sphere", "MeshSurface" ); oMat = oSph.AddMaterial( "Phong" ); oPhong = oMat.Shaders(0); // Add a layer at the end (since there are no others the "After" // flag is irrelevant). oLayers = new Array(3); oLayers[0] = oPhong.CreateTextureLayer( "B", true ); // Add another layer before the other one. oLayers[1] = oPhong.CreateTextureLayer( "A", false, oLayers[0] ); // Create a third layer at the very start. oLayers[2] = oPhong.CreateTextureLayer( "base", false ); Application.LogMessage( "Created " + oPhong.TextureLayers.count + " layers." ); for ( i = 0; i < oPhong.TextureLayers.Count; i++ ) { oLayer = oPhong.TextureLayers(i); Application.LogMessage( (i+1) + ": " + oLayer ); } oPhong.RemoveTextureLayer( oLayers[1] ); oPhong.RemoveTextureLayer( oPhong.FullName + "." + oLayers[2].Name ); count = oPhong.TextureLayers.Count; Application.LogMessage( "Only " + count + " remains after removal." ); for ( i = 0; i < count; i++ ) { Application.LogMessage( (i+1) + ": " + oPhong.TextureLayers.Item(i) ); } // This example should log something like: //INFO : "Created 3 layers." //INFO : "1: sphere.Material.Phong.base" //INFO : "2: sphere.Material.Phong.A" //INFO : "3: sphere.Material.Phong.B" //INFO : "Only 1 remains after removal." //INFO : "1: sphere.Material.Phong.B" |
' ' This VBScript example shows creating texture layers on ' a shader, plus enumerating and removing them. ' set oRoot = ActiveProject.ActiveScene.Root set oSph = oRoot.AddGeometry( "Sphere", "MeshSurface" ) set oMat = oSph.AddMaterial( "Phong" ) set oPhong = oMat.Shaders(0) ' Add a layer at the end (since there are no others the "After" ' flag is irrelevant). dim oLayers(2) set oLayers(0) = oPhong.CreateTextureLayer( "B", True ) ' Add another layer before the other one. set oLayers(1) = oPhong.CreateTextureLayer( "A", False, oLayers(0) ) ' Create a third layer at the very start. set oLayers(2) = oPhong.CreateTextureLayer( "base", False ) LogMessage "Created " & oPhong.TextureLayers.Count & " layers." i = 1 for each oLayer in oPhong.TextureLayers LogMessage i & ": " & oLayer i = i + 1 next oPhong.RemoveTextureLayer oLayers(1) oPhong.RemoveTextureLayer oPhong.FullName & "." & oLayers(2).Name count = oPhong.TextureLayers.Count LogMessage "Only " & count & " remains after removal." for i = 0 to count - 1 LogMessage i + 1 & ": " & oPhong.TextureLayers.Item(i) next ' This example should log something like: 'INFO : "Created 3 layers." 'INFO : "1: sphere.Material.Phong.base" 'INFO : "2: sphere.Material.Phong.A" 'INFO : "3: sphere.Material.Phong.B" 'INFO : "Only 1 remains after removal." 'INFO : "1: sphere.Material.Phong.B" |
AddTextureLayer Shader.AddSharedTextureLayer Material.CreateTextureLayer Material.AddSharedTextureLayer