Provides a placeholder for any arbitrary text that can then be interpreted or compiled into a shader by the rendering engine. Anything between these two markers is stored in a text section and is not parsed in any way by the SPDL parser. This is useful for providing quick shaders without having to create multiple files for containment.
For example, to define a render tree, you put the Node and Connection statements in the BeginText..EndText section.
Renderer "mental ray" { Name = "misss_fast_simple_phen"; BeginText # wiring diagram Node "diffuse" = guid "{FAE49B0B-412E-4667-AFB8-B004155ED2C9}"; # misss_lambert_gamma Connection "diffuse::ambient" = interface "ambient"; Connection "diffuse::ambience" = interface "ambience"; Connection "diffuse::diffuse" = interface "diffuse_color"; Connection "diffuse::diffuse_curve" = value 1.0; Connection "diffuse::indirect" = value off; Connection "diffuse::mode" = value 0; Connection "diffuse::lights" = interface "lights"; Node "specular" = guid "{03CE36D2-0D54-4A95-9F82-1105CB114C38}"; # misss_skin_specular Connection "specular::overall_weight" = value 1.0; Connection "specular::primary_weight" = value 1.0; Connection "specular::primary_spec_color" = interface "specular"; Connection "specular::primary_shinyness" = interface "exponent"; Connection "specular::mode" = value 0; Connection "specular::lights" = interface "lights"; ... EndText }
You can also put the implementation of a shader in the BeginText..EndText section:
Renderer "Cg" { Name = "mib_color_average_cg"; Options { "param0" = "input"; "param1" = "factor"; } BeginText { float4 retcolor; retcolor.x = factor.x * (input.x + input.y + input.z) / 3.0; retcolor.y = retcolor.x; retcolor.z = retcolor.x; retcolor.w = retcolor.x; return retcolor; } EndText }
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