Introduced
7.0
Description
Adds a Shader to a render tree created from the specified preset.
Scripting Syntax
CreateShaderFromPreset( [PresetObj], [Container], Name )
Parameters
|
Parameter |
Type |
Description |
|
PresetObj |
String or a preset object (see SIGetPreset) |
Shader preset to use Default Value: The ArgumentHandler may be able to resolve this value. |
|
Container |
Default Value: If no argument is specified, the current selection is used. |
|
|
Name |
Name for the new shader |
Return Value
The new Shader object.
Examples
JScript Example
/* This example demonstrates how to use the CreateShaderFromPreset command. */ NewScene(null, false); CreatePrim("Sphere", "MeshSurface", null, null); // Create a new shader from a preset and nest it under the material CreateShaderFromPreset("Shaders\\Texture\\Image.Preset", "Sources.Materials.DefaultLib.Scene_Material", null); SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Image", "Sources.Materials.DefaultLib.Scene_Material.Phong.diffuse", false); CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Phong", null); // Create a new shader from a preset and nest it under the material CreateShaderFromPreset("Shaders\\Texture\\Fractal.Preset", "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound", null); SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Fractal", "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Phong.specular", false);
See Also
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Autodesk Softimage v7.5