Hi Alexander,
this works for me, though I'm a little bit unsure if the ProgID is a
foolprove way of identifiying Image nodes. Anyone knows if this is
always unique for a certain type of shader? Especially the *.1 at the
end of the string looks somewhat suspicious to me, though it works for
my quick test setup.
Hope that helps...
-André
var eLibs = new Enumerator(ActiveProject.ActiveScene.MaterialLibraries);
while(!eLibs.atEnd()){
var eMats = new Enumerator(eLibs.item().Items);
while(!eMats.atEnd()){
var eShaders = new Enumerator(eMats.item().FindShaders(siShaderFilter));
while(!eShaders.atEnd()){
if(eShaders.item().ProgID == "Softimage.txt2d-image-explicit.1"){
//LogMessage(eShaders.item());
eShaders.item().Parameters("filtered").Value = true;
eShaders.item().Parameters("bump_filtered").Value = true;
}
eShaders.moveNext();
}
eMats.moveNext();
}
eLibs.moveNext();
}
Alexander Hemery wrote:
morning everyone..
Is there a quick way to switch eliptical filtering ON for all textures
in a scene?
I'm looking at x3dObject.FindChildren and siTextureShaderFamily...but
I can't make it work..
I want to access and change the values of *.Image.filtered &
*.Image.bump_filtered with a for each loop.
Cheers!
Alex.
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