## Shader.RendererOptionValue

### Introduced

v4.0

### Description

Returns the value of a named option for the specified renderer. If either the renderer and/or the option doesn't exist for this shader, an empty variant is returned.

### C# Syntax

    Object Shader.RendererOptionValue( String in_Renderer, String in_OptioName );

### Scripting Syntax

    oVariant = Shader.RendererOptionValue( Renderer, OptionName );

### Return Value

Variant

### Parameters

Parameter | Type | Description
--- | --- | ---
Renderer | String | Name of renderer to query the option for.
OptionName | String | Name of option to get the value of.

### Examples

#### JScript Example

    NewScene( null, false );

    oCube = ActiveSceneRoot.AddGeometry( "Cube", "MeshSurface" );

    oShader = oCube.Material.surface.ConnectFromProgid( "Softimage.rh_renderer.1" );

    LogMessage( "Shader Version: " + oShader.RendererOptionValue( "mental ray", "version" )  );

    LogMessage( "Requires autovolume: " + oShader.RendererOptionValue( "mental ray", "autovolume" )  );

    LogMessage( "Requires 1st derivative: " + oShader.RendererOptionValue( "mental ray", "derivative1" )  );

    // INFO : "Shader Version: 1"

    // INFO : "Requires autovolume: true"

    // INFO : "Requires 1st derivative: undefined"

### See Also

Shader.HasRenderer Shader.SymbolName Shader.CodePath Shader.CodeText