Hi all,
So say I'm writing a custom plugin, some types have parameters associated with them. (For instance, cameras have near_clip and far_clip).
The AiParameterFlt macro doesn't seem to be the way to do this as it's for declaring, adding the incremented index etc. Doing so in node_initialize would deprive users of having the ability to set it, as that's called upon instantiation.
How would I go about doing this in a DCC agnostic manner?
Cheers,
Alan.
If we understand correctly, *node_update* should allow you to override the parameters coming from the parent node, yet still let users set those parameters.
Thanks, Stephen. This leads me to think I may have made bad assumptions about when node_update is executed, what it's job is, and how it interacts with parameters.
I'd thought it ran just prior to a render being executed and that it's job was to grab the state of any parameters and cache any render execution variables. If so, I would have expected that when I set there, it's overriding anything the user set.
cont..
...cont
This also raises the question of how it's reflected in the UI (i.e. if I set defaults for these inherited parameters, do they properly populate any dialogues for arnold parameters, continuing from that in the case of translators pushing parameters across from maya nodes to arnold, do these back propagate?)
Hopefully, that helps clarify my workflow concerns.
Cheers,
Alan.