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 >> > >