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
>>>>
>>>
>>>
>>
>

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