I'm not aware of any method to trap the creation of the material from
the preset in the Get->Material menu and change the default.
I would suggest simply not using them... if you really want to
continuing using that menu, there should be an anchor point there to
plug your own Create Phong command.
k.com] *On Behalf Of
*Stephen Blair
*Sent:* Friday, January 11, 2013 11:36 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Change default settings?
From Softimage 2013 SP1
ApplyShader("$XSI_DSPRESETS\\Shaders\\Material\\mental
images\\mia_Material.Preset", "", "Ar
M
To: softimage@listproc.autodesk.com
Subject: Re: Change default settings?
>From Softimage 2013 SP1
ApplyShader("$XSI_DSPRESETS\\Shaders\\Material\\mental
images\\mia_Material.Preset", "", "Architectural", "",
siLetLocalMaterialsOverlap);
I admit I quickly sca
From Softimage 2013 SP1
ApplyShader("$XSI_DSPRESETS\\Shaders\\Material\\mental
images\\mia_Material.Preset", "", "Architectural", "",
siLetLocalMaterialsOverlap);
I admit I quickly scanned your message, and when I saw "presets no
longer used", I thought you were referring to non-spdl based s
oftimage@listproc.autodesk.com>
Subject: Re: Change default settings?
Hi Arvid
Yes, I noticed that yesterday too.
The menu command loads a preset, and in that case, the defaults come from the
preset.
On 11/01/2013 3:35 AM, Arvid Björn wrote:
Thanks, that was very helpful!
It's workin
esides.
Matt
*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Stephen Blair
*Sent:* Friday, January 11, 2013 3:36 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Change default settings?
Hi Arvid
Yes, I noticed that ye
2011, it's
anybody's guess where the default value resides.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, January 11, 2013 3:36 AM
To: softimage@listproc.autodesk.com
Subject: Re:
Hi Arvid
Yes, I noticed that yesterday too.
The menu command loads a preset, and in that case, the defaults come
from the preset.
On 11/01/2013 3:35 AM, Arvid Björn wrote:
Thanks, that was very helpful!
It's working fine when you create shader nodes in the render tree, but
it doesn't appl
Thanks, that was very helpful!
It's working fine when you create shader nodes in the render tree, but it
doesn't apply to Get->Material->Architectural, the node you get from that
still uses the old defaults. Is it a different callback?
Anyway, here's what I came up.
--8<---
imp
Here's a hint:
oRefl_Color = oDef.InputParamDefs.GetParamDefByName( "refl_color" )
print si.ClassName( oRefl_Color )
also, I had to use dispFix on oRefl_Color
On 10/01/2013 3:38 AM, Arvid Björn wrote:
Trying it again directly in the script editor, this line actually does
work, just not in the
Trying it again directly in the script editor, this line actually does
work, just not in the context of the plugin for some reason:
oDef.InputParamDefs.GetParamDefByName("reflectivity").DefaultValue = 0.3
Either way, it's working now, but I can't figure out how to change a color
value such as the
Great! I was a bit confused by the example as it did it all on one line of
code. This wouldn't work:
oDef.InputParamDefs.GetParamDefByName( "reflectivity" ).DefaultValue = 0.3
I'll try yours, thanks!
On Wed, Jan 9, 2013 at 3:32 PM, Stephen Blair wrote:
> Hi
>
> If you wanted to change the def
Hi
If you wanted to change the default value, you do something like this:
from siutils import si# Application
from siutils import log# LogMessage
from siutils import disp# win32com.client.Dispatch
from siutils import C# win32com.client.constants
# Get ShaderDef for
Honestly didn't know that existed, but I'd rather have it as a plugin on
the workgroup so I can keep it general across our workstations and future
versions, thanks though. =)
On Wed, Jan 9, 2013 at 2:39 PM, César Sáez wrote:
> Or just use the preset manager :)
>
>
> On Wed, Jan 9, 2013 at 2:3
Or just use the preset manager :)
On Wed, Jan 9, 2013 at 2:33 PM, Arvid Björn wrote:
> Thanks, sounds good! A default scene takes care of everything except
> default shader definitions.
>
> Can't get it to work though, I'm using the example in that article to try
> and change the architectural
Thanks, sounds good! A default scene takes care of everything except
default shader definitions.
Can't get it to work though, I'm using the example in that article to try
and change the architectural shader, but using the examples and looking
through the SDK I can't figure out how to actually set
You could use events eg OnNewScene.
Or create your own presets?
I'd avoid editing the factory SPDLs and presets (I think you can
probably find a number of posts from Luc-Eric about defaults and spdls
and the factory location)
For shaders, you can use events to override SPDL defaults with a
O
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