RemoveObjectsFrom Shader

Introduced

1.0

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 |  |  |

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