CreateShaderCompound

Introduced

7.0

Description

Creates a shader compound.

Scripting Syntax

CreateShaderCompound( InputObj, [Name] )

Parameters

Parameter

Type

Description

InputObj

String

Shaders to be compounded.

Default Value: If not specified, the user is prompted to make a selection.

Name

String

Name of the new shader compound.

Default Value: ""

Return Value

The new shader compound node as a Shader or Texture object.

Examples

1. JScript Example

/*
   This example demonstrates how to use the CreateShaderCompound command.
*/
NewScene(null, false);
CreatePrim("Sphere", "MeshSurface", null, null);

// Create an Image Shader using its ProgID and nest it under the material
CreateShaderFromProgID( "Softimage.txt2d-image-explicit.1", 
   "Sources.Materials.DefaultLib.Scene_Material", "Image");
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Image", 
   "Sources.Materials.DefaultLib.Scene_Material.Phong.diffuse", false);

// Create a shader compound containing the Phong Shader and automatically 
// exposing the Diffuse Port because there is a connection on it.
CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Phong", "MyCompound");

// Create a Fractal Shader using its ProgID and nest it under the shader compound.
CreateShaderFromProgID( "Softimage.txt3d-fractal_v3.1", 
   "Sources.Materials.DefaultLib.Scene_Material.MyCompound", "Fractal");
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.MyCompound.Fractal", 
   "Sources.Materials.DefaultLib.Scene_Material.MyCompound.Phong.specular", false);

2. VBScript Example

'
' This example demonstrates how to build a very simple shader compound.
'
NewScene , false
CreatePrim "Torus", "MeshSurface"

' Connect a Texture Grid shader to the Phong's Ambient property
CreateShaderFromPreset "Shaders\Texture\Grid.Preset", _
   "Sources.Materials.DefaultLib.Scene_Material"
SIConnectShaderToCnxPoint "Sources.Materials.DefaultLib.Scene_Material.Grid", _
   "Sources.Materials.DefaultLib.Scene_Material.Phong.ambient", False

' Connect a Gradient shader to the Texture Grid's Line Color property
CreateShaderFromPreset "Shaders\Texture\Gradient.Preset",  _
   "Sources.Materials.DefaultLib.Scene_Material"
SIConnectShaderToCnxPoint "Sources.Materials.DefaultLib.Scene_Material.Gradient", _
   "Sources.Materials.DefaultLib.Scene_Material.Grid.line_color", False

' Create a shader compound out of the Gradient and Grid shaders and expose some input ports
' (the output port was automatically created since the Grid was connected to the Phong
CreateShaderCompound "Sources.Materials.DefaultLib.Scene_Material.Gradient," _
   + "Sources.Materials.DefaultLib.Scene_Material.Grid"
AddShaderCompoundPort "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Gradient.range_min", _
   "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound"
AddShaderCompoundPort "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Gradient.range_max", _
   "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound"

See Also

CreateShaderFromPreset

CreateShaderFromCLSID

CreateShaderFromProgID

NestShaders

UnnestShaders

AddShaderCompoundPort

RemoveShaderCompoundPort

MoveShaderCompoundPort

RenameShaderCompoundPort

ExportShaderCompound

ImportShaderCompound

ExplodeShaderCompound

SetShaderCompoundProperties

GetShaderCompoundProperties

 

 



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