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 <nico...@redshift3d.com>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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