Thanks Steven!

I already use siOnConnectShader (and siOnDisconnectShader) to track changes
to the shader tree.  These don't get fired as a result of assigning a
material to an object.  siOnCreateShader only gets called when you create a
shader node and in fact partially fails at even that since it doesn't get
called when you create a material (which creates a shader as well).

Thanks for the tip on material assignment via drag & drop.  Kind of a shame
that it ends up calling CopyPaste command but it should be simple enough to
monitor for that command as well.

-Nicolas



On Fri, May 4, 2012 at 4:54 PM, Steven Caron <car...@gmail.com> wrote:

> have you tried... siOnCreateShader? i generated this event from the wizard
> and it seems to log a lot of relevant info. also there is siOnConnectShader
>
> " *Question*: Can material assignment happen without this command being
> run?  In other words, is catching this command sufficient for monitoring
> all the ways that a material can be assigned to an object?  I'm not very
> experienced with using Softimage, but I know that in Maya there are a
> million and one ways to assign materials. "
>
> -one could change the shader graph but not the material assignment.
> -one could 'drag and drop' a material from the material view in the
> explorer on to an object. that calls 'CopyPaste()' command. i have always
> been on the fence whether that command is good or bad)
>
>
> On Fri, May 4, 2012 at 4:39 PM, Nicolas Burtnyk <nico...@redshift3d.com>wrote:
>
>> Hi list people!
>>
>> For my custom renderer, I'm trying to keep track of when materials get
>> assigned to objects.
>> This is part of an overall system which tracks changes to the scene so
>> that I can incrementally process only the parts of the scene that change
>> between renders.
>>
>> Since there is no specific event that gets fired when a material is
>> assigned to an object (that I know of - please correct me if I'm wrong!),
>> I'm trying to use *siOnEndCommand *to catch the *AssignMaterial *command.
>>  *By the way Softimage devs: please add a OnMaterialAssigned event :)*
>>
>> I have 1 question and 1 issue:
>>
>> *Question*: Can material assignment happen without this command being
>> run?  In other words, is catching this command sufficient for monitoring
>> all the ways that a material can be assigned to an object?  I'm not very
>> experienced with using Softimage, but I know that in Maya there are a
>> million and one ways to assign materials.
>>
>> *Issue*: While I'm correctly receiving the ApplyMaterial command in the
>> siOnEndCommand callback, I'm having trouble deciphering the command
>> arguments.
>> Basically I want to know the Material that was assigned and the Object(s)
>> it was assigned to.  Simple, right?
>> In the siOnEndCommand callback, I get the "Command" attribute from the
>> context and create a Command object from it.  I then retreive the arguments
>> using Command::GetArguments().  The ArgumentArray always has a count of 2
>> (whether I assign the material to 1 or more objects).
>> The second argument (ActionWhenLocalMaterialsOverlap) is irrelevant to
>> me.  The first argument is a CValueArray that has a CRef for the Material
>> being assigned as its first element and some mysterious CRef as its second
>> item.  *My issue is that I don't know what to do with this strange CRef*.
>>
>> Here is a concrete example:
>>
>> I have 2 objects and 1 material in my scene and assign the material to
>> both objects in a single action:
>> Application.AssignMaterial("Sources.Materials.DefaultLib.Material,sphere,cylinder",
>> "siLetLocalMaterialsOverlap")
>>
>> In the siOnEndCommand callback I get:
>>
>> Command(Context(in_ctxt).GetAttribute(L"Command")).GetArguments()[0].GetValue()returns
>>  a CValueArray with 2 items.
>>
>> Item 0 : CValue, m_t=siRef - this is a CRef to the Material being
>> assigned, as expected.  GetAsText() return
>> "Sources.Materials.DefaultLib.Material" and GetClassIDName() returns
>> "Material".  Good to go.
>>
>> Item 1 : CValue, m_t=siRef - this is some kind of weird CRef that I don't
>> know how to handle.  GetAsText() returns "sphere,cylinder" and
>> GetClassIDName() returns "Object".  What do I do now?  How can I get those
>> objects as CRefs?  Do I have to tokenize the string and parse out the
>> object names?  It's not hard, but I'd like to do something cleaner if
>> possible.
>>
>> Thanks!!
>>
>> -Nicolas
>>
>
>

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