You'll have to plug it in yourself but this'll insert an "Albedo" render
channel on selected Materials.
It'll also check and see if you actually have an "Albedo" framebuffer
and if not it'll make it (python)
### begin
RendOpts = xsi.Dictionary.GetObject ('Passes.RenderOptions')
myChannels = []
for N in RendOpts.RenderChannels:
myChannels.append(N.Name)
if "Albedo" not in myChannels:
RendOpts.CreateRenderChannel( 'Albedo', c.siRenderChannelColorType )
for Sel in xsi.Selection:
isMat = ( xsi.ClassName(Sel))
if( isMat != "Material" ):
xsi.logmessage (str(Sel) + " isn't a Material")
else:
myShader = Sel.Shaders
myMix =
xsi.CreateObjectFromPreset('Shaders\\Texture\\Mixers\\Mix_2colors.Preset')
myMix.Name = 'Buffers'
Sel.Surface.Connect( myMix )
myMix.base_color.Connect( myShader(0) )
Sel.Shadow.Connect( myMix )
Sel.Photon.Connect( myMix )
myMix.inuse1.Value = 1
myColorChannel =
xsi.CreateObjectFromPreset('Shaders\\Texture\\Render_Channels\\Color_StoreInChannel.Preset')
myColorChannel.channel.Value = 'Albedo'
myMix.color1.Connect( myColorChannel )
myMix.weight1.red.Value = 0
myMix.weight1.green.Value = 0
myMix.weight1.blue.Value = 0
### end
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