ya, i know.. but it sucks :) its not finished! s
On Mon, Apr 30, 2012 at 10:18 AM, Nicolas Burtnyk <[email protected]>wrote: > The main problem is that it's not documented and it's actually not > discoverable (if you query the ShaderParamDef of the softimage phong, this > attribute seems to be hidden). Other than that using GUIDs as attribute > names isn't exactly user friendly, but it works. > > > On Mon, Apr 30, 2012 at 10:14 AM, Steven Caron <[email protected]> wrote: > >> 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 >>>> >>> >>> >> >

