v9.0 (2011)
Adds a new shader family. Shader families specify the context in
which the shader can be used (for example, you cannot connect a
light shader to a material node for a scene item). In the UI, the
context is identified by color: for example, Surface Material
(siShaderFamilySurfaceMat)
appears as green, Volume () appears as violet, Realtime shaders ()
appear as light blue, etc.
A shader definition must have at least one shader family defined
but may also have one or more secondary families. One of these
families is designated as the 'primary' family, and it is that
family that determines what color the node displays in the UI.
Softimage uses pre-defined families for mental ray and realtime
shaders, but you can also define your own shader family with the
XSIApplication.RegisterShaderFamily
method.
Note: You cannot remove a shader family once it has been added.
ShaderDef.AddShaderFamily( String in_str, Boolean in_bPrimary ); |
ShaderDef.AddShaderFamily( in_str, [in_bPrimary] ); |
Parameter | Type | Description |
---|---|---|
in_str | siShaderFamilyType | The new shader family. The native shader families that ship with Softimage are described in Native Softimage Shader Families. You can also register custom shader families in Softimage and add them using this method. For more information, see Creating Custom Shader Families. |
in_bPrimary | Boolean | True if this family is the primary shader family for the shader
definition
Default Value: true |
ShaderDef.IsShaderFamily ShaderDef.PrimaryShaderFamily ShaderDef.ShaderFamilies XSIApplication.RegisterShaderFamily Shader Families