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 > > _______________________________________________ > > Nuke-dev mailing list > > [email protected], http://forums.thefoundry.co.uk/ > > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev > > _______________________________________________ > Nuke-dev mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev >
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