phenomena in Metashader portion of SPDL 2005-03-07 - By Haarm-Pieter Duiker
Back Hello,
I'm trying to put together an SPDL file for a phenomenon. The declaration is straightforward in the .mi language but is proving to be a little elusive to implement in an SPDL. The Phenomenon section of the SPDL documentation seems easy enough but the documentation suggests that we should be using the Metashader when working with XSI 4.0 and up. I'm trying to go in that direction but the documentation on writing a phenomenon within a Metashader section isn't an complete as one would hope. Does anyone know of examples of this situation?
There is one more issue that I was hoping someone could shed a little light on. The phenomenon, testSurface8_v1, is a simple wrapper around another shader, testSurface_v1. testSurface_v1 doesn't have an SPDL nor do I want it to. I would like it to be accessible for use within the phenomenon but not within the interface. Is this possible? If it is, again, does anyone know of any examples of this situation?
Thanks in advance for your help, Haarm-Pieter Duiker
PS Here's the SPDL file as it stands now : #XSI-Wizard SPDL Version = "2.0.0.0"; Reference = "{9a5d9da7-2f59-11d9-b849-000c766f0ed7}"; PropertySet "testSurface8_v1" { Parameter "out" output { title = "testSurface8_v1 output parameter"; guid = "{4C6879FF-7EC8-11D0-8E3B-00A0C90640EC}"; type = color; flags = 0; texturable = off; }
Parameter "in0" input { title = "in 0 "; guid = "{17343817-8f5f-11d9-b89b-000c766f0ed7}"; type = color; flags = 0; texturable = on; value = 0.0 0.0 0.0 0.0; } Parameter "in1" input { title = "in 1 "; guid = "{17343818-8f5f-11d9-b89b-000c766f0ed7}"; type = color; flags = 0; texturable = on; value = 0.0 0.0 0.0 0.0; } Parameter "in2" input { title = "in 2 "; guid = "{17343819-8f5f-11d9-b89b-000c766f0ed7}"; type = color; flags = 0; texturable = on; value = 0.0 0.0 0.0 0.0; } Parameter "in3" input { title = "in 3 "; guid = "{1734381a-8f5f-11d9-b89b-000c766f0ed7}"; type = color; flags = 0; texturable = on; value = 0.0 0.0 0.0 0.0; } }
MetaShader "testSurface8_v1_declare" { Name = "testSurface8_v1"; Type = material; Renderer "mental ray" { Name = "testSurface8_v1"; BeginText declare shader color "testSurface_v1" ( array color "passList" ) version 1 apply material end declare
declare phenomenon color "testSurface8_v1" ( color "pass0", color "pass1", color "pass2", color "pass3", )
shader "test" "gkrMultipassSurface_v1" ( "passList" [ = interface "pass0", = interface "pass1", = interface "pass2", = interface "pass3", ] )
root = "test"
version 1 apply material end declare EndText Options { "version" = 1; } } }
# NOTE: You must use this same GUID when you make your own shader spdls. BEGIN "{24810490-56FF-11d2-BF23-00A0C982CE5D}" Defaults { in0 { Name = "in0"; Description = "in 0 "; UIType = "rgba",4; } in1 { Name = "in1"; Description = "in 1 "; UIType = "rgba",4; } in2 { Name = "in2"; Description = "in 2 "; UIType = "rgba",4; } in3 { Name = "in3"; Description = "in 3 "; UIType = "rgba",4; } } Layout "Default" { in0; in1; in2; in3; }
# This optional section allows you to use a different DLL # name than the name of the spdl file. Plugin = Shader { Filename = "testShaders1.0.dll"; } END
--- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
|
|