431
newShader
Syntax
member(
whichCastmember
).newShader(
newShaderName
,
#shaderType
)
Description
3D command; creates a new shader of the specified
#shaderType
within the referenced cast
member’s shader list and returns a reference to the new shader. All shaders in the shader list must
have a unique name. The
#shaderType
argument determines the style in which the shader is
applied and the has the following possible values:
•
#standard
shaders are photorealistic, and have the following properties:
ambient
,
blend
,
blendConstant
,
blendConstantList
,
blendFunction
,
blendFunctionList
,
blendSource
,
blendSourceList
,
diffuse
,
diffuseLightMap
,
emissive
,
flat
,
glossMap
,
ilk
,
name
,
region
,
renderStyle
,
silhouettes
,
specular
,
specularLightMap
,
texture
,
textureMode
,
textureModeList
,
textureRepeat
,
textureRepeatList
,
textureTransform
,
textureTransformList
,
transparent
,
useDiffuseWithTexture
,
wrapTransform
, and
wrapTransformList
.
•
#painter
shaders are smoothed out, have the appearance of a painting, and have the following
properties in addition to all of the
#standard
properties:
colorSteps
,
hilightPercentage
,
hilightStrength
,
name
,
shadowPercentage
,
shadowStrength
, and
style
.
•
#engraver
shaders are lined, have the appearance of an engraving, and have the following
properties in addition to all of the #standard properties:
brightness
,
density
,
name
,
and
rotation
.
•
#newsprint
shaders are in a simulated dot style, have the appearance of a newspaper
reproduction, and have the following properties in addition to all of the #standard properties:
brightness
,
density
, and
name
.
Each type of shader has a specific group of properties that can be used with that type of shader, in
addition all shader types have access to the
#standard
shader properties. However, although you
can assign any
#standard
shader property to a shader of another type, the property may not have
a visual effect. This happens in cases where the #standard property, if applied, would override the
nature of the shader type. An example of this is the
diffuseLightMap
standard shader property,
which is ignored by
#engraver
,
#newsprint
, and
#painter
type shaders.
Example
This statement creates a
#painter
shader called newPainter:
newPainter = member("3D World").newShader("newPainter",#painter)
See also
shadowPercentage
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