v7.0
シェーダ コンパウンドを読み込みます。
oReturn = ImportShaderCompound( [Container], Path ); |
パラメータ | タイプ | 説明 |
---|---|---|
Container | 文字列 |
読み込まれたシェーダ コンパウンドを保持するためのコンテナ。 デフォルト値: 現在選択されている値 |
Path | 文字列 | シェーダ コンパウンドのディスク上の場所。 |
# # This example demonstrates how to set up shader compound, export it to disk, and # then import and connect it in a fresh scene. # app = Application from win32com.client import constants as xsi # For readability, we are always saving to the user's RTCompounds directory path = XSIUtils.BuildPath( app.InstallationPath(xsi.siUserPath), "Data", "RTCompounds" ) XSIUtils.EnsureFolderExists(path, 0) # Convenience function to create and export a shader compound (innerSC.xsirtcompound) # that we will reference/nest in another shader compound. def CreateInnerCompound() : app.NewScene( None, 0 ) app.CreatePrim( "Torus", "MeshSurface" ) app.CreateShaderFromPreset( "Shaders\\Texture\\Gradient.Preset", "Sources.Materials.DefaultLib.Scene_Material" ) app.CreateShaderFromPreset( "Shaders\\Texture\\Grid.Preset", "Sources.Materials.DefaultLib.Scene_Material" ) app.SIConnectShaderToCnxPoint( "Sources.Materials.DefaultLib.Scene_Material.Grid", "Sources.Materials.DefaultLib.Scene_Material.Phong.ambient", 0 ) app.SIConnectShaderToCnxPoint( "Sources.Materials.DefaultLib.Scene_Material.Gradient", "Sources.Materials.DefaultLib.Scene_Material.Grid.line_color", 0 ) app.CreateShaderCompound( "Sources.Materials.DefaultLib.Scene_Material.Gradient," + "Sources.Materials.DefaultLib.Scene_Material.Grid" ) app.ExportShaderCompound( "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound", path+"\\innerSC.xsirtcompound" ) # Create the shader compound to be nested and save it to disk CreateInnerCompound() # Set up a new scene with a torus again app.NewScene( None, 0 ) app.CreatePrim( "Torus", "MeshSurface" ) # Import the shader compound previously exported in the CreateInnerCompound() function app.ImportShaderCompound( "Sources.Materials.DefaultLib.Scene_Material", path+"\\innerSC.xsirtcompound" ) # Now connect the newly imported shader compound app.SIConnectShaderToCnxPoint( "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.ambient", "Sources.Materials.DefaultLib.Scene_Material.Phong.ambient", 0 ) # Add some more shader connections app.CreateShaderFromPreset( "Shaders\\Texture\\Fractal.Preset", "Sources.Materials.DefaultLib.Scene_Material" ) app.SIConnectShaderToCnxPoint( "Sources.Materials.DefaultLib.Scene_Material.Fractal", "Sources.Materials.DefaultLib.Scene_Material.Phong.specular", 0 ) app.CreateShaderFromPreset( "Shaders\\Texture\\Ripple.Preset", "Sources.Materials.DefaultLib.Scene_Material" ) app.SIConnectShaderToCnxPoint( "Sources.Materials.DefaultLib.Scene_Material.Ripple", "Sources.Materials.DefaultLib.Scene_Material.Phong.diffuse", 0 ) # Create a new shader compound which will have shaders and the newly imported shader compound app.CreateShaderCompound( "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound," + "Sources.Materials.DefaultLib.Scene_Material.Fractal," + "Sources.Materials.DefaultLib.Scene_Material.Ripple" ) |
CreateShaderFromPreset CreateShadersFromMaterialPreset CreateShaderFromCLSID CreateShaderFromProgID CreateShaderCompound NestShaders UnnestShaders AddShaderCompoundPort RemoveShaderCompoundPort MoveShaderCompoundPort RenameShaderCompoundPort ExportShaderCompound ExplodeShaderCompound SetShaderCompoundPropertiesEx GetShaderCompoundProperties EditShaderCompoundPPGLogic