Discussions about rendering in SOFTIMAGE©
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rray
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by rray » 19 Jun 2012, 08:44
This tip might be useful when you're creating a custom render tree compound with a Property Page that is built using PPGLogic code (which is a useful option for dynamic layouts or optical layout tweaks).
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oLayout.AddItem("tex", "Image", siControlImageClip);
as mentioned in the docs doesn't work, the Image clip widget is disabled. Use
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oLayout.AddItem("tex", "Image", "ImageBrowserItem.ImageBrowserItem.1");
instead (stolen from GLSL Actor Envelope compound)
(Some other widget ids that might be useful in compounds from gppgcmdlauncherctrl.dll)
LightListParamItem.LightListParamItem.1 3DMapButtonDivot.3DMapButtonDivot.1 ImageBrowserItem.ImageBrowserItem.1 3DConnection.3DConnection.1 SRTTexture.SRTTexture.1 CnxServerEditor.CnxServerEditor.1 TextureSpaceItem.TextureSpaceItem.1 ParType.ParType.1 ImageClipBrowserItem.ImageClipBrowserItem.1 JJitNumber.JitNumber.1 ParTypeList.ParTypeList.1 ExternalFilesWidget.ExternalFilesWidget.1 ImageClipViewer.ImageClipViewer.1 ReferenceWidget.ReferenceWidget.1 iconlistwidget.iconlistwidget.1 3DPickAndConnect.3DPickAndConnect.1 bitmapwidget.bitmapwidget.1 FileEditWidget.FileEditWidget.1 ChannelsWidget.ChannelsWidget.1 EventSource.EventSource.1 EventObstacle.EventObstacle.1 ImageFormatChooser.ImageFormatChooser.1 MultipleFilesWidget.MultipleFilesWidget.1 RefModelEventWidget.RefModelEventWidget.1 ComboWithCallbackWidget.ComboWithCallbackWidget.1 TextureLayerPortWidget.TextureLayerPortWidget.1 RenderChannelListWidget.RenderChannelListWidget.1 FramebufferListWidget.FramebufferListWidget.1 TextEditor.TextEditor.1
MappingGridWidget.MappingGridWidget.1 ArrayControlsWidget.ArrayControlsWidget.1 ArrayItemDivot.ArrayItemDivot.1 ArrayListWidget.ArrayListWidget.1 LightProfileWidget.LightProfileWidget.1 ICEAttributeWidget.ICEAttributeWidget.1 ICEStringWidget.ICEStringWidget.1 PreferencesWidget.PreferencesWidget.1 InstanceGroup.InstanceGroup.1 FCurveWidget.FCurveWidget.1 synopticwidget.synopticwidget.1
Last edited by rray on 21 Jun 2012, 11:46, edited 1 time in total.
Reason: color
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scaron
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by scaron » 21 Jun 2012, 01:44
are these usable outside of compounds? i mean let say i am using the ShaderDefinition API?
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Hirazi Blue
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by Hirazi Blue » 21 Jun 2012, 07:59
Could just be me (=old man), but "color=#aaaaaa" seems
nearly unreadable under the admittedly lesser used "subsilver2" color scheme.
But you guessed it: I use it...
It's a problem I still haven't gotten around to, we should probably define a list of colors
readable/usable and thus "safe" in both color schemes.

Stay safe, sane & healthy!
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rray
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by rray » 21 Jun 2012, 12:04
Also there's the alternating background color for each scheme ... from a 1st test the top 2 rows of each color block seem to work for both, and grey doesn't work at all
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rray
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by rray » 21 Jun 2012, 12:18
Steven, I have to confess I never worked with the Shader Definition API but these IDs are used in SPDL as well, so my guess is that they should work with all kinds of ways of building the PPG.