CreateShaderFromProgID

Introduced

7.0

Description

Adds a Shader to a render tree based on the specified Shader.ProgID.

Scripting Syntax

CreateShaderFromProgID( ProgID, [Container], Name )

Parameters

Parameter

Type

Description

ProgID

String

Identify the shader to add by its Shader.ProgID. You can also create shader compounds if you supply a valid shader compound ProgID.

Container

Selection list

The shader compound or material to which we're adding the node.

Default Value: If not specified, the user is prompted to select a shader container.

Name

String

Name for the new shader

Return Value

The new Shader object.

Examples

JScript Example

/*
   This example demonstrates how to use the CreateShaderFromProgID 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);
CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Phong", null);

// 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.ShaderCompound", "Fractal");
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Fractal", 
   "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Phong.specular", false);


// Application.LogMessage GetProgID on the shader compound before exporting it
// You should get "XSIRTCOMPOUND" as the progid. It means the compound have not been exported 
// and the compound properties does not match the ones of an existing compound.
var shaderCompound = GetValue("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound");
Application.LogMessage( shaderCompound.ProgID );

//Export the shader compound
var exportPath = XSIUtils.BuildPath( Application.InstallationPath(siUserPath), "Data", 
   "RTCompounds", "XSIDOC_PhongSpecFractal.xsirtcompound" );
SetShaderCompoundProperties("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound", 
   "XSIDOC_PhongSpecFractal", "", "Test for creation of compounds from progid", "XSIDOC", 
   null, "", 1, null, 239);
ExportShaderCompound("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound",exportPath, 
   , null, null);

// Application.LogMessage GetProgID on the shader compound, you should get a valid ProgID.
var shaderCompound = GetValue("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound");
Application.LogMessage( shaderCompound.ProgID );

// Create a shader compound by ProgID and nest it under the material.
CreateShaderFromProgID( "XSIRTCOMPOUND.XSIDOC_PhongSpecFractal.1.0", 
   "Sources.Materials.DefaultLib.Scene_Material", "ReferencedShaderCompound");

See Also

CreateShaderFromPreset

CreateShaderFromCLSID

CreateShaderCompound

NestShaders

UnnestShaders

AddShaderCompoundPort

RemoveShaderCompoundPort

MoveShaderCompoundPort

RenameShaderCompoundPort

ExportShaderCompound

ImportShaderCompound

ExplodeShaderCompound

SetShaderCompoundProperties

GetShaderCompoundProperties

 

 



Autodesk Softimage v7.5