Shader .spdl files are really just input for generating a .preset
file. Changing values in there doesn't have any effect until a new
.preset is generated. The preset is the glue between Softimage/mental
ray and the shader .dll. However, since .presets are no longer used
as of Softimage 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: 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 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