Object Hierarchy | Related C++ Class: ShaderDef
ShaderDef
v9.0 (2011)
A shader definition is similar to a preset in that it stores a
snapshot of a shader, often in a file on disk. However, a
traditional Softimage .preset file is a binary file built from a
SPDL, whereas a shader definition can be created and/or modified in
several ways, including via a self-installing plug-in, a special
XML file saved on disk (.xsishaderdef), or by coding on the
fly.
To create a self-installing, plug-in based shader definition you
need to implement the Define and DefineInfo callbacks.
For more information, see Custom
Shaders.
To create a shader definition on the fly, you can use XSIFactory.CreateShaderDef
and then populate the definition using the returned ShaderDef
object.
Saving shader definitions to a .xsishaderdef file is the most
reliable way to manage shader versions. You can then use the
ReplaceShadersDefinition
command to upgrade a specific list of shaders to a new shader
definition.
To get a list of all shader definitions in the current session of
Softimage, use the XSIApplication.ShaderDefinitions
property. You can also access a specific shader definition by
ProgID by using the XSIApplication.GetShaderDef
method.
AddRendererDef ![]() |
AddShaderFamily ![]() |
GetRendererDefByName
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IsClassOf
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IsEqualTo
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IsShaderFamily ![]() |
RemoveRendererDef ![]() |
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from win32com.client import constants as si
app = Application
app.NewScene("", 0)
#
# SETUP
#
# Create a ShaderDef from the factory
oShaderDef = XSIFactory.CreateShaderDef("NoParser", "Nunce", 1, 0)
# On-the-fly shader definitions won't show up in the preset manager
# but just in case this definition eventually gets saved to file
oShaderDef.Category = "Test Shaders"
# Add the basic Texture family
oShaderDef.AddShaderFamily(si.siShaderFamilyTexture)
#
# PARAMETERS
#
# Create one set of parameter definition options for all
oPDefOptions = XSIFactory.CreateShaderParamDefOptions()
oPDefOptions.SetTexturable(True) # make it a port on the shader node
# Get the ShaderParamDefContainers for both inputs and outputs. The
# new parameter definitions will be added to these objects
oInputPDefs = oShaderDef.InputParamDefs
oOutputPDefs = oShaderDef.OutputParamDefs
# Add color, scalar, and boolean ShaderParamDefs as inputs
oInputPDefs.AddParamDef2("in_color", si.siShaderDataTypeColor4 , oPDefOptions)
oInputPDefs.AddParamDef2("in_scalar", si.siShaderDataTypeScalar , oPDefOptions)
oInputPDefs.AddParamDef2("in_boolean", si.siShaderDataTypeBoolean , oPDefOptions)
# Output a color
oOutputPDefs.AddParamDef2("out", si.siShaderDataTypeColor4, oPDefOptions)
# Set up a Renderer
oRendererDef = oShaderDef.AddRendererDef2("mental ray")
oRendererDef.SymbolName = "sib_attribute_boolean"
oRendererDef.CodePath = "{LIBS}/sibase.{EXT}"
oRendererOpts = oRendererDef.RendererOptions
oRendererOpts.Set("version", 1)
#
# INSTANTIATION
#
# Generate a preset and connect it to a cone
app.CreatePrim("Cone", "MeshSurface")
app.CreateShaderFromProgID("NoParser.Nunce.1.0",
"Sources.Materials.DefaultLib.Scene_Material")
app.SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Nunce.out",
"Sources.Materials.DefaultLib.Scene_Material.volume", False)
# Open the Render Tree with the cone selected to see it
# Open the Synoptic viewer
app.OpenView("Render Tree")
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//
// This example demonstrates how to instantiate and connect a shader
// definition, then how to get the shader definition from the system
// and use it to find its instance (shader)
//
app = Application;
app.NewScene("", false);
var sProgID = "Softimage.material-moviescreen.1.0";
LogInstances(sProgID);
CreateShaderFromProgID(sProgID, "Sources.Materials.DefaultLib.Scene_Material");
LogInstances(sProgID);
// INFO : # of instances on Flat Light: 1
// INFO : Found shader instance: Shader
// INFO : Shader container: null
// Set up a torus and a disc and connect the shader to both
var obj1 = CreatePrim("Torus", "MeshSurface");
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Flat_Light.out",
"Sources.Materials.DefaultLib.Scene_Material.Phong.reflectivity", false);
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Flat_Light.out",
"Sources.Materials.DefaultLib.Scene_Material.Phong.radiance", false);
var obj2 = CreatePrim("Disc", "MeshSurface");
RemoveShaderFromCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Flat_Light.out",
"Sources.Materials.DefaultLib.Scene_Material.Phong.reflectivity", false);
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Flat_Light.out",
"Sources.Materials.DefaultLib.Scene_Material.Phong.reflectivity", false);
LogInstances(sProgID);
// INFO : # of instances on Flat Light: 2
// INFO : Found shader instance: Shader
// INFO : Shader container: null
// INFO : Found shader instance: Flat_Light
// INFO : Shader container: Sources.Materials.DefaultLib.Scene_Material
// Convenience function that will be called before and after
// instantiating and after connecting the shader
function LogInstances( in_name )
{
var oShaderDef = app.ShaderDefinitions(in_name);
app.LogMessage("# of instances on "+oShaderDef.DisplayName+": "+oShaderDef.ShaderInstanceCount);
if (oShaderDef.ShaderInstanceCount) {
for (var i=0; i<oShaderDef.ShaderInstanceCount; i++) {
var oShader = oShaderDef.ShaderInstances(i);
app.LogMessage("Found shader instance: "+oShader.Name);
app.LogMessage("Shader container: "+oShader.GetShaderContainer());
}
}
}
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XSIApplication.GetShaderDef XSIFactory.CreateShaderDef Shader.ShaderDef XSIFactory.RemoveShaderDef Shader callbacks Custom Shaders Shader Definition examples installed with Softimage Shader Parser examples installed with Softimage