Hi all
I'm working on a Compound shader to extend the features of an existing shader.
This shader don't have all parameter exposed, so I'm trying to access them throught the Compound's PPG Logic due to add them on the Compound's PPG.
Just an example using the Architectural shader:
The original shader has a parameter called "do_refractive_caustics" and it is not exposed (Untexturable) but is active on the shader's PPG.
I selected the Architectural shader and created a Compound.
In the generated Compound I created a port called "do_refractive_caustics" and connected it with a Boolean node. Note that this node is not connected to the shader, because it used only to create the Compound's PPG parameter.
For now I let all the Architectural Shader input ports disconnected.
Back on the Render Tree I started to edit the Compound's PPG Logic (using python).
Here the simple code used:
It works perfectly! When I enable the parameter on the Compound's PPG, in the inner Architectural shader the parameter is enabled and vice versa.
BUT!!! But if i back in the Compound editing and connect an input port (doesn't matter what the port is) with the Compound... if I change the parameter on the Compound's PPG, Softimage crashes!!!
Here a screen that can explain this case better than my english:
Note: this problem happens with all kind of shaders, non only the Architectural one.
Is it a Softimage bug...or I'm wrong?
Anyone know a solution to my problem?
Thanks in advance,
Loki
a bug in the Compound's PPG Logic?
a bug in the Compound's PPG Logic?
(sorry for my english)
Re: a bug in the Compound's PPG Logic?
seems it's crashing because you're doing a setvalue on a parameter that has the same name as the callback, and therefore the callback is getting called back over-and-over?
Re: a bug in the Compound's PPG Logic?
Unfortunately no, this is not the problem. Also with different names it crashes
(sorry for my english)
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