## RemoveObjectsFromShader

### Introduced

v1.0

### Description

Removes lights or objects from shaders.

### Scripting Syntax

    RemoveObjectsFromShader( [InputObjs], [Target] );

### Parameters

Parameter | Type | Description
--- | --- | ---
InputObjs | String | List of objects to remove. Default Value: Current selection. If there is no current selection, the user is prompted to pick the objects.
Target | String | List of shader properties (lights, difflights, or objs). Default Value: Current selection

### Examples

#### VBScript Example

    '
    ' This example creates a spotlight with a realistic light emission
    ' by adding a spotlight to the scene, applying a volume shader to the
    ' default pass, and then connecting it to the spotlight.
    '
    NewScene , false
    ' Get a pointer to the default pass
    Set oDefPass = GetValue( "Passes.Default_Pass" )
    ' Here we are using a utility function that will set up the spotlights
    ' connected to the volume shader on the default pass. The function
    ' passes back the names for the spotlight and the connection point.
    aSpotInfo = setUpSpots( "Spot1", oDefPass, false )
    ' The 2nd time around we don't need the info, so we won't use another
    ' array of returned values
    setUpSpots "Spot2", oDefPass, true
    ' Render a single frame of the default pass just to see both spotlights
    ' after connecting them to the volume shader: you can see that both spots
    ' emit their own spotlight beam (from opposite sides)
    RenderPasses oDefPass, 1, 1
    ' Now remove the first spot from the light list and render another frame
    ' to see the effect.
    RemoveObjectsFromShader aSpotInfo(0), aSpotInfo(1)
    ' Render a single frame of the default pass: you can see that since the
    ' first one was removed from the volume shader, it does not appear to
    ' emit a spotlight beam
    RenderPasses oDefPass, 1, 1
    ' --------------------------------------------------------------------------
    function setUpSpots( in_spot_name, in_pass, in_move_me )
            ' Define these locally only
            Dim oSpotObj, oRetValue, oLightShader, sVolShader, sLightCnxPnt
            ' Get a spot light
            GetPrimLight "Spot", in_spot_name, , , oSpotObj
            ' This is just a cheat to make sure we translate only one of the spots
            If in_move_me Then
                    Translate  oSpotObj, -7, 1, 0
            End If
            ' Apply a light shader and get an object pointer to it (the returned
            ' value is an XSICollection containing the shader as its only member)
            Set oRetValue = SIApplyShader( "Fast_light_effects.Preset", oSpotObj )
            Set oLightShader = oRetValue(0)
            ' Add a volume shader on the default pass and save its fullname
            sVolShader = SIApplyShaderToCnxPoint( "Fast_volume_effects.Preset", _
                            in_pass & ".VolumeShaderStack", , false )
            sLightCnxPnt = sVolShader & ".Lights"
            ' Now add the Spot to the Volume shader light list
            AddObjectsToShader oSpotObj, sLightCnxPnt
            ' Return the array of names we will need later
            setUpSpots = Array( oSpotObj, sLightCnxPnt )
    end function

### See Also

AddObjectsToShader ApplyShader RemoveShaderFromCnxPoint RemoveAllShadersFromCnxPoint SIConnectShaderToCnxPoint