ugh. you told them that sucks right? s
On Mon, Apr 30, 2012 at 9:55 AM, Nicolas Burtnyk <[email protected]>wrote: > Got the solution from support and thought I'd post it here in case anyone > else runs into this. > > For plugin-based custom shaders, the equivalent to setting the 'ui > "mapping"' in an SPDL is to set a special undocumented attribute on the > ShaderParamDef. The attribute name > is {8C80DEF3-1064-11d3-B0B7-00A0C982A112} and the value is the GUID for the > viewport ambient/diffuse/spec/whatever (you can find those from the > softimage SPDL by searching for ui "mapping") > > Example: > > inputParamDefs.GetParamDefByName(L"diffuse").GetAttributes().Set(L"{8C80DEF3-1064-11d3-B0B7-00A0C982A112}", > L"{3515CC72-082C-11D0-91DE-00A024C78EE3}"); > > -Nicolas > > > On Thu, Apr 26, 2012 at 7:18 PM, Nicolas Burtnyk > <[email protected]>wrote: > >> Hi everyone, >> >> For SPDL-based shaders, one can use the ui "mapping" statement to control >> the viewport rendering of a shader. >> Is there an equivalent mechanism for plugin-based shaders? >> >> Thanks! >> >> -Nicolas >> > >

