Introduced
1.0
Description
Pops up a menu of shader presets to let the user select one, then instantiates this shader and connects it to the specified connection points of another shader through intermediate Mix 2 Colors shaders.
Note: The command fails if the selected shader cannot be connected to the connection points because of connection type mismatch or because shaders are already connected to it.
Scripting Syntax
UIApplyShaderToCnxPoints( [InputObj], [InputObjs], [X], [Y] )
Parameters
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Parameter |
Type |
Description |
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InputObj |
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This parameter is NOT USED. |
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InputObjs |
List of connection points Default Value: Current Selection |
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X |
X screen coordinate of menu (from left of screen) Default Value: 0 |
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Y |
Y screen coordinate of menu (from top of screen) Default Value: 0 |
Examples
VBScript Example
' ' This example demonstrates how to get the user to select a shader and use it to create ' a complex shader with intermediate Mix 2 Colors shaders ' NewScene , false ' Get the default pass Set oDefPass = GetValue( "Passes.Default_Pass" ) ' Create a sphere and apply a default shader to instantiate a local material. Set oSphere = CreatePrim( "Sphere", "NurbsSurface" ) ApplyShader , oSphere ' The Render Tree shows a Phong shader connected to the sphere material. OpenView "Render Tree" SelectObj oSphere ' Pop up a menu of shader presets on top of the Top viewport ' and let the user interactively select one. set l_CnxPoints = CreateObject( "XSI.Collection" ) l_CnxPoints.Add "sphere.material.surface.Phong.diffuse" l_CnxPoints.Add "sphere.material.surface.Phong.specular" UIApplyShaderToCnxPoints , l_CnxPoints, 300, 100 ' The user-selected shader, automatically renamed Shader, is connected ' to the Phong shader Diffuse and Specular connection points through ' intermediate Mix 2 Colors shaders as can be seen in the Render Tree. OpenView "Render Tree" SelectObj oSphere
See Also
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Autodesk Softimage v7.5