Introduced
7.0
Description
Unnests shaders from a shader container (compound or material).
Scripting Syntax
UnnestShaders( InputObjs, ShaderContainer )
Parameters
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Parameter |
Type |
Description |
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InputObjs |
Shaders to unnested. Default Value: If not specified, the user is prompted to make a selection. |
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ShaderContainer |
The container to unnest the shaders from. Default Value: "" |
Examples
Python Example
# # This example demonstrates how to use the UnnestShaders command. # null = None true = 1 false = 0 app = Application app.NewScene(null, false) app.CreatePrim("Sphere", "MeshSurface", null, null) # Create a Shader Compound Containing Phong app.CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Phong", null) # Create 2 shaders under the material app.CreateShaderFromPreset("Shaders\\Texture\\Cell.Preset", "Sources.Materials.DefaultLib.Scene_Material", null) app.CreateShaderFromPreset("Shaders\\Texture\\Checkerboard.Preset", "Sources.Materials.DefaultLib.Scene_Material", null) # Nest both shaders under the shader compound shadersToNest = "Sources.Materials.DefaultLib.Scene_Material.Cell,Sources.Materials.DefaultLib.Scene_Material.CheckerBoard" app.NestShaders( shadersToNest, "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound" ) # Unnest one shader from the shader compound. A this point the shader does not # have a parent, you should always renest it under a container. shadersToUnnest = "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Cell" app.UnnestShaders( shadersToUnnest , "Sources.Materials.DefaultLib.Scene_Material" ) # Renesting under the material. app.NestShaders( shadersToUnnest , "Sources.Materials.DefaultLib.Scene_Material" )
See Also
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Autodesk Softimage v7.5