Python Reference Guide
 
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FBShaderLighted Class Reference

Lighted shader class. More...

#include <pyfbsdk.h>

Inheritance diagram for FBShaderLighted:

Public Member Functions

 FBShaderLighted (str pName)
 Constructor.
 
- Public Member Functions inherited from FBShader
 FBShader (str pName)
 Protected constructor.
 
bool Append (FBModel pModel)
 Append shader to pModel.
 
 CloneShaderParameter (FBShader pNewShader)
 Clone shader.
 
bool ReplaceAll (FBModel pModel)
 Replace all shader in pModel.
 
bool ShaderNeedBeginRender ()
 Does the shader need a begin render call.
 
- Public Member Functions inherited from FBBox
 FBBox (str pName)
 Constructor.
 
bool AnimationNodeDestroy (FBAnimationNode pAnimationNode)
 Destroy an animation node.
 
FBAnimationNode AnimationNodeInGet ()
 Get the (IN/OUT) animation node for this box.
 
bool AnimationNodeIsUserData (FBAnimationNode pAnimationNode)
 Is the animation node user data?
 
FBAnimationNode AnimationNodeOutGet ()
 
str FbxGetObjectSubType ()
 Returns the class sub type inherited by the class of an object, for example: 'Relations', 'Parent-Child', 'Number to Vector', 'Shot'.
 
str FbxGetObjectType ()
 Returns the class type inherited by the class of an object, for example: 'Box', 'Constraint', 'TimelineXTrack'.
 
FBAnimationNode GetInConnector (int pIndex)
 Get the animation node input associated with the given index.
 
int GetInConnectorCount ()
 Get the number of animation node inputs for this box.
 
FBAnimationNode GetOutConnector (int pIndex)
 Get the animation node output associated with the given index.
 
int GetOutConnectorCount ()
 Get the number of animation node outputs for this box.
 
- Public Member Functions inherited from FBComponent
 FBComponent ()
 Constructor.
 
str ClassName ()
 Get the class name.
 
 DisableObjectFlags (FBObjectFlag pFlags)
 Disable a specific Object Flags.
 
 EnableObjectFlags (FBObjectFlag pFlags)
 Enable a specific Object Flags.
 
bool FBCreate ()
 Open Reality Creation function.
 
 FBDelete ()
 Open Reality deletion function.
 
 FBDestroy ()
 Open Reality destruction function.
 
FBObjectFlag GetObjectFlags ()
 Get all Object Flags (concatenated).
 
bool GetObjectStatus (FBObjectStatus pStatus)
 Check to see if an object status is enabled.
 
FBFileReference GetOwnerFileReference (p0)
 Get the owner FileReference object.
 
 HardSelect ()
 HardSelect.
 
bool HasObjectFlags (FBObjectFlag pFlags)
 Check whether a specific object flag is enabled.
 
bool Is (int pTypeId)
 Returns true if object is of type TypeId.
 
bool ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True)
 ProcessNamespaceHierarchy.
 
bool ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True)
 ProcessObjectNamespace.
 
int PropertyAdd (FBProperty pProperty)
 Add a property to the component's property manager.
 
bool PropertyAddReferenceProperty (FBProperty pReferenceProperty)
 Add a reference property to the component's property manager.
 
FBProperty PropertyCreate (str pName, FBType pType, str pDataType, bool pAnimatable, bool pIsUser=False, FBProperty pReferenceSource=None)
 Create user or dynamic property.
 
 PropertyGetModifiedList (FBArrayTemplate< FB > pPropList, FBPlugModificationFlag pModificationFlags)
 Get list of properties which have been modified since last loading.
 
 PropertyRemove (FBProperty pProperty)
 Remove a Property from the component's Property manager.
 
 SetObjectFlags (FBObjectFlag pFlags)
 SetObjectFlags.
 
 SetObjectStatus (FBObjectStatus pStatus, bool pValue)
 Enable/Disable a specific Object Status.
 

Public Attributes

FBAnimatableDouble Alpha
 Read Write Property: Controls the actual effect of the shader on the object. At 0.0 it does nothing, and at 1.0 it fully affects the object.

 
float Contrast
 Read Write Property: Changes the contrast of the object when it reflects light.

 
float Luminosity
 Read Write Property: Changes the brightness of the object when reflecting light.

 
float Specular
 Read Write Property: Changes an object's level of shininess when it reflects light by affecting the specular highlight.

 
FBAlphaSource Transparency
 Read Write Property: Indicates the computation method of the transparency.

 
bool UseContrast
 Read Write Property: Activate the Contrast option.

 
bool UseLuminosity
 Read Write Property: Activate the Luminosity option.

 
bool UseSpecular
 Read Write Property: Activate the Specularity option.

 
- Public Attributes inherited from FBShader
FBRenderingPass RenderingPass
 Read Write Property: Rendering pass object are shaded in.

 
str ShaderDescription
 Description.

 
- Public Attributes inherited from FBBox
bool Animatable
 Read Write Property: Is the box animatable.

 
bool Live
 Read Write Property: Is live?

 
bool RecordMode
 Read Write Property: Is recording?

 
str UniqueName
 internal Unique name.

 
- Public Attributes inherited from FBComponent
FBListComponent Components
 List: List of components.

 
str LongName
 Read Write Property: Name and namespace for object.

 
str Name
 Read Write Property: Unique name of object. See sample: RemoveSuffixFromNameOfSceneElements.py.
 
FBListComponent Parents
 List: Parents.

 
FBManager PropertyList
 Read Only Property: Manages all of the properties for the component.

 
bool Selected
 Read Write Property: Selected property.

 
int TypeInfo
 Contains the Type information of the object.

 
- Public Attributes inherited from FBPlug
str ClassGroupName
 ClassGroupName of the object.

 
int TypeInfo
 TypeInfo.

 

Detailed Description

Lighted shader class.


This type of shader is the default type used by the application. It allows users to control luminosity, contrast and specularity as well as how the transparency is computed, should it be used.There are two methods to create a FBShaderLighted object: using the FBShaderManager, or simply by instantiating a class object explicitely.Please consult the application documentation for more infos on shader properties and their effects.This class should not serve as a base class for another class.Sample C++ code:

// Creation of a lighted shader, and setting it to use
// the constrast and specularity.
FBShaderLighted* lShader = new FBShaderLighted( "New Shader" );
lShader->UseContrast = true;
lShader->UseSpecular = true;
lShader->Specular = 35.0;
lShader->Transparency = kFBAlphaSourceTransluscentAlpha;
// Use the shader.
FBModel* lModel = FBFindModelByLabelName( "Cube" );
if( lModel )
{
lShader->ReplaceAll( lModel );
}
// Do some more things...
// And then delete it when no longer necessary;
lShader->FBDelete();
FBDelete()
Open Reality deletion function.
Model class.
Definition: pyfbsdk.h:12718
bool ReplaceAll(FBModel pModel)
Replace all shader in pModel.
Lighted shader class.
Definition: pyfbsdk.h:18873
bool UseContrast
Read Write Property: Activate the Contrast option.
Definition: pyfbsdk.h:18890
float Specular
Read Write Property: Changes an object's level of shininess when it reflects light by affecting the s...
Definition: pyfbsdk.h:18886
FBAlphaSource Transparency
Read Write Property: Indicates the computation method of the transparency.
Definition: pyfbsdk.h:18888
bool UseSpecular
Read Write Property: Activate the Specularity option.
Definition: pyfbsdk.h:18894
FBModel FBFindModelByLabelName(str pModelLabelName)
Find a model in the scene by its label name.

The following sample code does the same task, but in Python.Sample Python code:

from pyfbsdk import *
# Creating the shader.
lShader = FBShaderLighted( 'New Python Shader' )
lShader.UseContrast = True
lShader.UseSpecular = True
lShader.Specular = 35.0
lShader.Transparency = FBAlphaSource.kFBAlphaSourceTransluscentAlpha
# User the shader
lModel = FBFindModelByLabelName( 'Cube' )
if lModel <> None:
lModel.Show = True
lShader.ReplaceAll( lModel )
Shader transparency computation.
Definition: pyfbsdk.h:2190
Python module pyfbsk.
Definition: pyfbsdk.h:90

Constructor & Destructor Documentation

◆ FBShaderLighted()

FBShaderLighted ( str  pName)

Constructor.

Parameters
pNameName of shader.

Member Data Documentation

◆ Alpha

FBAnimatableDouble Alpha

Read Write Property: Controls the actual effect of the shader on the object. At 0.0 it does nothing, and at 1.0 it fully affects the object.

◆ Contrast

float Contrast

Read Write Property: Changes the contrast of the object when it reflects light.

◆ Luminosity

float Luminosity

Read Write Property: Changes the brightness of the object when reflecting light.

◆ Specular

float Specular

Read Write Property: Changes an object's level of shininess when it reflects light by affecting the specular highlight.

◆ Transparency

FBAlphaSource Transparency

Read Write Property: Indicates the computation method of the transparency.

◆ UseContrast

bool UseContrast

Read Write Property: Activate the Contrast option.

◆ UseLuminosity

bool UseLuminosity

Read Write Property: Activate the Luminosity option.

◆ UseSpecular

bool UseSpecular

Read Write Property: Activate the Specularity option.