TextureLayerPort
 
 
 

TextureLayerPort

Object Hierarchy | Related C++ Class: TextureLayerPort

Inheritance

SIObject

ProjectItem

TextureLayerPort

Introduced

v4.0

Description

The TextureLayerPort is an object used to describe which specific shader and material parameters a TextureLayer affects. Like shader connections, they indicate what shader ports are being driven by the layer.

The port has a few properties which describe how the layer affects a single shading parameter, generally these are used to modify the layer's settings in a port-specific way, for example by inverting or scaling the overall effect. A layer may be set up to blend its color by 50% with the layer beneath it. However, that layer's the ambient port effect may only be 25% whereas the diffuse port contribution could be set to 100%.

Methods

AddCustomOp AddICEAttribute AddScriptedOp AddScriptedOpFromFile
AnimatedParameters2 BelongsTo operator EvaluateAt GetICEAttributeFromName
IsA IsAnimated2 IsClassOf operator IsEqualTo operator
IsKindOf IsLocked operator IsSelected operator LockOwners
RemoveICEAttribute SetAsSelected operator SetCapabilityFlag operator SetLock
TaggedParameters UnSetLock    
       

Properties

Application BranchFlag operator Capabilities operator Categories
EvaluationID Families operator FullName operator Help
HierarchicalEvaluationID ICEAttributes LockLevel operator LockMasters operator
LockType operator Model Name operator NestedObjects
ObjectID Origin OriginPath Owners
PPGLayout operator Parameters operator Parent Parent3DObject
Selected operator Target Type operator  
       

Examples

JScript Example

/*
        This example shows creation of texture layer ports,
        plus enumerating and removing them.
*/
oRoot = ActiveProject.ActiveScene.Root;
oSph = oRoot.AddGeometry( "Torus", "MeshSurface" );
oMat = oSph.AddMaterial( "Phong" );
oPhong = oMat.Shaders(0);
// Add a layer at the end.
oLayer = oPhong.CreateTextureLayer( "DirtLayer" );
// Add some texture layer port connections on this layer.
oPorts = new Array(3);
oPorts[0] = oLayer.AddTextureLayerPort( oPhong.parameters( "ambient" ) );
oPorts[1] = oLayer.AddTextureLayerPort( oPhong.parameters( "diffuse" ) );
oPorts[2] = oLayer.AddTextureLayerPort( oPhong.parameters( "specular" ) );
Application.LogMessage( "Created " + oLayer.TextureLayerPorts.count + " ports." );
for ( i = 0; i < oLayer.TextureLayerPorts.count; i++ )
{
        oPort = oLayer.TextureLayerPorts(i);
        Application.LogMessage( (i+1) + ": " + oPort );
}
oLayer.RemoveTextureLayerPort( oPorts[1] );
oLayer.RemoveTextureLayerPort( oLayer.fullname + "." + oPorts[2].name );
count = oLayer.TextureLayerPorts.count;
Application.LogMessage( "Only " + count + " remain(s) after removal." );
for ( i = 0; i < count; i++ )
{
        Application.LogMessage( (i+1) + ": " + oLayer.TextureLayerPorts.item(i) );
}
// This example should log something like:
//INFO : "Created 3 ports."
//INFO : "1: torus.Material.Phong.DirtLayer.ambient"
//INFO : "2: torus.Material.Phong.DirtLayer.diffuse"
//INFO : "3: torus.Material.Phong.DirtLayer.specular"
//INFO : "Only 1 remain(s) after removal."
//INFO : "1: torus.Material.Phong.DirtLayer.ambient"

See Also

TextureLayer.TextureLayerPorts TextureLayer.AddTextureLayerPort AddTextureLayerPorts