#pragma once //- // =========================================================================== // Copyright 2019 Autodesk, Inc. All rights reserved. // // Use of this software is subject to the terms of the Autodesk license // agreement provided at the time of installation or download, or which // otherwise accompanies this software in either electronic or hard copy form. // =========================================================================== //+ // // CLASS: MFnStandardSurfaceShader // // **************************************************************************** #include #include #include OPENMAYA_MAJOR_NAMESPACE_OPEN // **************************************************************************** // CLASS DECLARATION (MFnStandardSurfaceShader) OPENMAYA_AVAILABLE(2020) //! \ingroup OpenMaya MFn //! \brief Manage Standard Surface Shaders. /*! MFnStandardSurfaceShader facilitates the creation and manipulation of dependency graph nodes representing standard surface shaders. */ class OPENMAYA_EXPORT MFnStandardSurfaceShader : public MFnDependencyNode { declareMFn( MFnStandardSurfaceShader, MFnDependencyNode ); public: MObject create( bool UIvisible = true, MStatus * ReturnStatus = NULL ); float base( MStatus * ReturnStatus = NULL ) const; MStatus setBase( const float& base ); MColor baseColor( MStatus * ReturnStatus = NULL ) const; MStatus setBaseColor( const MColor& base_color ); float diffuseRoughness( MStatus * ReturnStatus = NULL ) const; MStatus setDiffuseRoughness( const float& diffuse_roughness ); float metalness( MStatus * ReturnStatus = NULL ) const; MStatus setMetalness( const float& metalness ); float specular( MStatus * ReturnStatus = NULL ) const; MStatus setSpecular( const float& specular ); MColor specularColor( MStatus * ReturnStatus = NULL ) const; MStatus setSpecularColor( const MColor& specular_color ); float specularRoughness( MStatus * ReturnStatus = NULL ) const; MStatus setSpecularRoughness( const float& specular_roughness ); float specularIOR( MStatus * ReturnStatus = NULL ) const; MStatus setSpecularIOR( const float& specular_i_o_r ); float specularAnisotropy( MStatus * ReturnStatus = NULL ) const; MStatus setSpecularAnisotropy( const float& specular_anisotropy ); float specularRotation( MStatus * ReturnStatus = NULL ) const; MStatus setSpecularRotation( const float& specular_rotation ); float transmission( MStatus * ReturnStatus = NULL ) const; MStatus setTransmission( const float& transmission ); MColor transmissionColor( MStatus * ReturnStatus = NULL ) const; MStatus setTransmissionColor( const MColor& transmission_color ); float transmissionDepth( MStatus * ReturnStatus = NULL ) const; MStatus setTransmissionDepth( const float& transmission_depth ); MColor transmissionScatter( MStatus * ReturnStatus = NULL ) const; MStatus setTransmissionScatter( const MColor& transmission_scatter ); float transmissionScatterAnisotropy( MStatus * ReturnStatus = NULL ) const; MStatus setTransmissionScatterAnisotropy( const float& transmission_scatter_anisotropy ); float transmissionDispersion( MStatus * ReturnStatus = NULL ) const; MStatus setTransmissionDispersion( const float& transmission_dispersion ); float transmissionExtraRoughness( MStatus * ReturnStatus = NULL ) const; MStatus setTransmissionExtraRoughness( const float& transmission_extra_roughness ); float subsurface( MStatus * ReturnStatus = NULL ) const; MStatus setSubsurface( const float& subsurface ); MColor subsurfaceColor( MStatus * ReturnStatus = NULL ) const; MStatus setSubsurfaceColor( const MColor& subsurface_color ); MColor subsurfaceRadius( MStatus * ReturnStatus = NULL ) const; MStatus setSubsurfaceRadius( const MColor& subsurface_radius ); float subsurfaceScale( MStatus * ReturnStatus = NULL ) const; MStatus setSubsurfaceScale( const float& subsurface_scale ); float subsurfaceAnisotropy( MStatus * ReturnStatus = NULL ) const; MStatus setSubsurfaceAnisotropy( const float& subsurface_anisotropy ); float coat( MStatus * ReturnStatus = NULL ) const; MStatus setCoat( const float& coat ); MColor coatColor( MStatus * ReturnStatus = NULL ) const; MStatus setCoatColor( const MColor& coat_color ); float coatRoughness( MStatus * ReturnStatus = NULL ) const; MStatus setCoatRoughness( const float& coat_roughness ); float coatIOR( MStatus * ReturnStatus = NULL ) const; MStatus setCoatIOR( const float& coat_i_o_r ); float coatAnisotropy( MStatus * ReturnStatus = NULL ) const; MStatus setCoatAnisotropy( const float& coat_anisotropy ); float coatRotation( MStatus * ReturnStatus = NULL ) const; MStatus setCoatRotation( const float& coat_rotation ); float coatAffectColor( MStatus * ReturnStatus = NULL ) const; MStatus setCoatAffectColor( const float& coat_affect_color ); float coatAffectRoughness( MStatus * ReturnStatus = NULL ) const; MStatus setCoatAffectRoughness( const float& coat_affect_roughness ); float sheen( MStatus * ReturnStatus = NULL ) const; MStatus setSheen( const float& sheen ); MColor sheenColor( MStatus * ReturnStatus = NULL ) const; MStatus setSheenColor( const MColor& sheen_color ); float sheenRoughness( MStatus * ReturnStatus = NULL ) const; MStatus setSheenRoughness( const float& sheen_roughness ); float emission( MStatus * ReturnStatus = NULL ) const; MStatus setEmission( const float& emission ); MColor emissionColor( MStatus * ReturnStatus = NULL ) const; MStatus setEmissionColor( const MColor& emission_color ); float thinFilmThickness( MStatus * ReturnStatus = NULL ) const; MStatus setThinFilmThickness( const float& thin_film_thickness ); float thinFilmIOR( MStatus * ReturnStatus = NULL ) const; MStatus setThinFilmIOR( const float& thin_film_i_o_r ); bool thinWalled( MStatus * ReturnStatus = NULL ) const; MStatus setThinWalled( const bool& thin_walled ); MColor opacity( MStatus * ReturnStatus = NULL ) const; MStatus setOpacity( const MColor& opacity ); BEGIN_NO_SCRIPT_SUPPORT: declareMFnConstConstructor( MFnStandardSurfaceShader, MFnDependencyNode ); END_NO_SCRIPT_SUPPORT: protected: // No protected members private: // No private members }; OPENMAYA_NAMESPACE_CLOSE