You're THE man. Works great.

Thanks Jonathan



On Thu, May 23, 2013 at 2:44 PM, Jonathan Egstad <[email protected]>wrote:

> Make a static instance of the SolidShader and set the material pointer in
> the GeoInfo to the address of the instance:
>
> static SolidShader solid_shader(0);
> …
> …
> if (!info->material) info->material = &solid_shader;
>
>
> If you need them to be Ops that show up as Nodes in the DAG then you'll
> need to create plugin wrappers for them.
>
> -jonathan
>
>
> On May 23, 2013, at 12:05 AM, Ivan Busquets wrote:
>
> > Hi,
> >
> > Does anyone know how (or if it's possible at all) to create an instance
> of SolidShader or ColoredShader?
> >
> > Let's say, in a SourceGeo, I am creating objects and assigning a Cf
> (color) attribute to them.
> >
> > This is all good when showing them as "solid", but I would actually like
> the default material of the objects to be a "ColoredShader" op instead of a
> "Black" op if no other material is applied.
> >
> > I notice that there's a ColoredShader and a SolidShader class in
> Material.h, but they both have a node-like constructor, and there's no
> plugins named ColoredShader or SolidShader that I can see (only a .slo
> compiled shader)
> >
> > Also, I notice that nodes like BlendMat must somehow be using this when
> setting "surface blend" to "vertex color".
> >
> > So, in short, is there any way to make use of those .slo in a custom
> plugin? Or any other way to instantiate a SolidShader or a ColoredShader op?
> >
> > Thanks in advance,
> > Ivan
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