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
>>
>
>

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