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 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<---------------
import win32com.client
from win32com.client import constants
from siutils import si # Application
from siutils import log # LogMessage
from siutils import disp # win32com.client.Dispatch
from siutils import C # win32com.client.constants
null = None
false = 0
true = 1
def XSILoadPlugin( in_reg ):
in_reg.Author = "blairs"
in_reg.Name = "ShaderDef Plug-in"
in_reg.Major = 1
in_reg.Minor = 0
in_reg.RegisterEvent("CreateShaderDef",constants.siOnCreateShaderDef)
return true
def XSIUnloadPlugin( in_reg ):
strPluginName = in_reg.Name
return true
def dispFix( badDispatch ):
import win32com.client.dynamic
# Re-Wraps a bad dispatch into a working one:
return win32com.client.dynamic.Dispatch(badDispatch)
def setColorP(oDef, param, r, g, b):
oB = oDef.InputParamDefs.GetParamDefByName( param )
x = dispFix(oB).SubParamDefs
oRed = x.GetParamDefByName( "red" )
oGreen = x.GetParamDefByName( "green" )
oBlue = x.GetParamDefByName( "blue" )
oRed.DefaultValue = r
oGreen.DefaultValue = g
oBlue.DefaultValue = b
return
def setValueP(oDef, param, v):
oB = oDef.InputParamDefs.GetParamDefByName( param )
oB.DefaultValue = v
return
def setBoolP(oDef, param, b):
oB = oDef.InputParamDefs.GetParamDefByName( param )
oB.DefaultValue = b
return
# Callback for the CreateShaderDef event.
def CreateShaderDef_OnEvent( in_ctxt ):
oD = in_ctxt.GetAttribute("ShaderDef")
sProgID = str(in_ctxt.GetAttribute("ProgID"))
if "Softimage.mia_material_phen.1.0" in sProgID:
setValueP(oD, "reflectivity", 0)
setBoolP(oD, "ao_on", True)
setValueP(oD, "ao_samples", 1)
setValueP(oD, "refl_gloss_samples", 1)
setValueP(oD, "refr_gloss_samples", 1)
setValueP(oD, "refl_base_gloss_samples", 1)
setColorP(oD, "ao_dark", 0,0,0)
setColorP(oD, "diffuse", 0.75,0.75,0.75)
setColorP(oD, "refl_base_color", 0,0,0)
# Return value is ignored as this event can not be aborted.
return true
------8<---------------
On Thu, Jan 10, 2013 at 3:02 PM, Stephen Blair
<stephenrbl...@gmail.com <mailto:stephenrbl...@gmail.com>> wrote:
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 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 diffuse color and possibly other
more complex properties. I really can't find any reference to
these objects in the SDK. The only thing that works is assigning
single numbers, how do you assign a color to "DefaultValue"?
Sorry if this is obvious ;)
On Wed, Jan 9, 2013 at 3:50 PM, Arvid Björn <arvidbj...@gmail.com
<mailto:arvidbj...@gmail.com>> wrote:
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
<stephenrbl...@gmail.com <mailto:stephenrbl...@gmail.com>> wrote:
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 the Environment shader
sProgID = "Softimage.mia_material_phen.1.0"
oDef = si.GetShaderDef( sProgID )
# Get ShaderParamDef for the Tranformation parameter
oReflectivity = oDef.InputParamDefs.GetParamDefByName(
"reflectivity" )
# Change the default value
oReflectivity.DefaultValue = 0.333
On 09/01/2013 8:58 AM, Arvid Björn wrote:
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
<cesa...@gmail.com <mailto:cesa...@gmail.com>> wrote:
Or just use the preset manager :)
On Wed, Jan 9, 2013 at 2:33 PM, Arvid Björn
<arvidbj...@gmail.com <mailto:arvidbj...@gmail.com>>
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 shader, but using the examples and
looking through the SDK I can't figure out how
to actually set the values, which method or
syntax should I use?
if "Softimage.mia_material_phen.1.0" in sProgID:
oDef.InputParamDefs.GetParamDefByName(
"reflectivity" ) --> ???
On Wed, Jan 9, 2013 at 12:02 PM, Stephen Blair
<stephenrbl...@gmail.com
<mailto:stephenrbl...@gmail.com>> wrote:
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 OnCreateShaderDef
http://xsisupport.com/2012/02/27/overriding-spdl-defaults/
On 09/01/2013 5:20 AM, Arvid Björn wrote:
Hi,
Is it possible to change default
settings of the rendering ppg,
architectural shader settings, geo
approx, lights etc?
There are so many things that I
constantly edit because the default
settings isn't really up to date. I've
made a few script buttons for it, but
I'd rather just have different default
settings.
I'd be interested in hearing how you all
solve this on a daily basis. Can you dig
up the SPDLs and just edit those? Could
it even be put in a workgroup so it
works globally?
Cheers