Doesn't that return the Image Clips instead of the Image Shader nodes,
which Alexander wants to adjust?
Stephen Blair wrote:
How about Scene.ImageClips?
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of André Adam
Sent: Fri 16 February 2007 8:06 AM
To: XSI(at)Softimage.COM
Subject: Re: Eliptical filtering for all textures?
Parameter GUIDs! Certainly faster, perhaps a little bit too cryptic for my personaly taste -hmm- nahh, that's what comments are for... ;)
Cheers!
-André
Bernard Lebel wrote:
Another approach (perhaps faster):
var oColl = XSIFactory.CreateObject( "XSI.Collection" );
oColl.additems( findobjects( null,
"{1C500B61-023C-11D3-8C03-00A0243E3672}" ) ); oColl.additems(
findobjects( null, "{B6B3EE80-FAAE-11D3-AE5D-00A0C96E63E1}" ) );
for( var e = new Enumerator( oColl ); !e.atEnd(); e.moveNext() ) {
e.item().parameters( "bump_filtered" ).value = 1;
if( e.item().parameters( "filtered" ) != null )
e.item().parameters( "filtered" ).value = 1; }
Cheers
Bernard
On 2/16/07, Alexander Hemery <vortex(at)fhw.gr> wrote:
Yeah this will do! thanks alot André ;)
Alex.
----- Original Message -----
From: "André Adam" <a_adam(at)49games.de>
To: <XSI(at)Softimage.COM>
Sent: Friday, February 16, 2007 1:04 PM
Subject: Re: Eliptical filtering for all textures?
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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