SIApplyShader

Introduced

1.0

Description

Applies a shader to the specified item. This could be an object, a group, a partition, a cluster, the scene root, material, a component, a light, a camera, or anything else that can support a shader.

Scripting Syntax

SIApplyShader( PresetObj, InputObjs, [Name], [PropagationType] )

Parameters

Parameter

Type

Description

PresetObj

String or a preset object (see SIGetPreset)

Shader Presets

InputObjs

String

List of objects

Default Value: Current selection

Name

String

Name of the shader

Default Value: Default shader name

PropagationType

siBranchFlag

Propagation type of the shader, node or branch

Default Value: siUnspecified

Return Value

Returns an XSICollection containing the Shader.

Examples

VBScript Example

'
' This example creates a sphere, applies a lambert shader to it, prints out
' the list of connection points to that shader, disconnects the shadow and
' photon connection points from the shader and then prints the updated list.
'
' Create the sphere to which the shader will be connected
set oSphere = CreatePrim( "Sphere", "NurbsSurface" )

' Apply a default shader to instantiate the material
set oShader = SIApplyShader( InstallationPath( siFactoryPath ) _
              & "\Data\DSPresets\Shaders\Material\Lambert.Preset", _
              oSphere, "Christopher" )

' Convert the shader to a Shader object 
set oShader = oShader(0)

' Print shader info (before disconnecting)
printShaderInfo oShader

' For convenience, create a collection to hold the parameters
' to be disconnected (Shadow and Photon connection points).
set oCnxPoints = CreateObject( "XSI.Collection" )
oCnxPoints.Add oSphere & ".material.Shadow"
oCnxPoints.Add oSphere & ".material.Photon"

' Use that collection to disconnect the shader from the material 
RemoveShaderFromCnxPoint oShader, oCnxPoints

' Print shader info (after disconnecting)
printShaderInfo oShader



' This is a convenience routine that prints information about the shader
sub printShaderInfo( in_shader )
   ' From the shader object you can get the material it belongs to
   set oMaterial = in_shader.Owners(0)

   ' Use the material to return the parameters that are connected and
   ' print out their names
   for each p in oMaterial.Parameters
       if TypeName( p.Source ) <> "Nothing" then
          LogMessage p.ScriptName & " is connected to " & p.Source.Name
       end if
   next
end sub



' Output of the above script:
' ...before disconnecting
'INFO : "surface is connected to Christopher"
'INFO : "shadow is connected to Christopher"
'INFO : "Photon is connected to Christopher"
'
' ...after disconnecting
'INFO : "surface is connected to Christopher"

See Also

AddObjectsToShader

RemoveObjectsFromShader

SIApplyShaderToCnxPoint

SIConnectShaderToCnxPoint

RemoveShaderFromCnxPoint

RemoveAllShadersFromCnxPoint

 

 



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