>I wasn't sure why you were creating new passes and deleting overrides. That
>seemed a bit drastic
I'm a complicated man ;-)
I made some test with your tip and I find that I need to swich in the "pass without override" to update the render region in the "locked pass".
Here is a draft script who help a bit. I select an object in the pass with overrides and run the script. It select the object material but in the pass without override. Then I can open the render tree and edit the parameters. It supposed there are no overrides in the default pass.
//Select_Mat_from_first_pass.js
//guillaume.laforge.3d(at)
gmail.com
//select an object and run
var oSel = Selection(0);
var oCurrentPass = GetCurrentPass();
var oPasses = ActiveProject.ActiveScene.Passes;
//get the default pass (with no overrides)
oPass = oPasses(0);
SetCurrentPass(oPass);
//Get the material from the default pass
SelectObj(oSel.Material)
//switch back to current pass
SetCurrentPass(oCurrentPass);
To update the render tree (I'm to lazy, but it should'nt be difficult to make it work inside the first script) :
//Update the locked material
var oCurrentPass = GetCurrentPass();
var oPasses = ActiveProject.ActiveScene.Passes;
oPass = oPasses(0);
SetCurrentPass(oPass);
SetCurrentPass(oCurrentPass);
Cheers,
Guillaume Laforge
CG artist
www.vol2nuit.fr
2005/5/31, kim(at)aldis.org.uk <kim(at)aldis.org.uk>:
guillaume laforge writes:
>>Can you not just switch passes before making the change, switch back to
>>view? The locks are only in effect in the pass on which there are
> overrides.
> Yes, that's what I do.
I wasn't sure why you were creating new passes and deleting overrides. That
seemed a bit drastic
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