AddProperty (Shader)

Introduced

4.0

Description

Creates and adds a UserDataBlob or CustomProperty to a Shader object.

Scripting Syntax

Shader.AddProperty( Preset, [BranchFlag], [Name] )

C# Syntax

Property Shader.AddProperty( Object in_Preset, Boolean in_Branch, String in_name );

Parameters

Parameter

Type

Description

Preset

String

This argument contains either the name of a Property Preset or a string with the filename or full path to a Preset file.

Note: Only CustomProperty Presets, UserDataBlob Presets, and UserDataMap Presets are valid for shaders.

The type of property that is created is determined by this argument. For example, "CustomProperty" creates an empty CustomProperty and "UserDataBlob" creates a UserDataBlob.

BranchFlag

Boolean

False is the only supported value.

Default Value: false

Name

String

Represents the name of the new property (see SIObject.Name). If not specified the object is named based on the Preset argument.

Return Value

CustomProperty, UserDataBlob or UserDataMap, depending on the preset that was used.

Examples

JScript Example

/*
   This example demonstrates how to add CustomProperties under a Shader.
*/

NewScene( null,false ); 
var oCone = ActiveSceneRoot.AddGeometry( "Cone", "MeshSurface" );
var oMaterial = oCone.AddMaterial( "Phong" );
var oPhongShader = oMaterial.Shaders(0);
var oPhongPSet = oPhongShader.AddProperty( "CustomProperty",false ,"ShaderNested" );
oPhongPSet.AddParameter3( "Bar", siInt4 ) ;
var oPhongPSet = oPhongShader.AddProperty( "CustomProperty",false ,"AnotherPSet" );

var oPhongProperties = oPhongShader.Properties

LogMessage( "There are " + oPhongProperties.Count + " Properties under " + oPhongShader.FullName );
for ( i = 0 ; i < oPhongProperties.Count ; i++ )
{
   LogMessage( oPhongProperties.Item(i).Name ) ;
}

// INFO : "There are 2 Properties under cone.Material.Phong"
// INFO : "ShaderNested"
// INFO : "AnotherPSet"

See Also

SceneItem.AddProperty

Shader.Properties



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