def openViewportRenderer(rebuild=False):
    """Opens the viewport renderer UI
    Args:
        rebuild (bool): If the UI is rebuilt when opened
    """
    mnpr_system.check()
    mnpr_UIs.ViewportRendererUI(rebuild=rebuild)
def openMaterialPresets(rebuild=True):
    """
    Opens the material presets UI
     Args:
        rebuild (bool): If the UI is rebuilt when opened
    """
    mnpr_system.check()
    mnpr_matPresets.MnprMaterialPresetsUI(rebuild=rebuild)
def openOverrideSettings(rebuild=False):
    """Opens the viewport renderer UI
     Args:
        rebuild (bool): If the UI is rebuilt when opened
    """
    mnpr_system.check()
    mnpr_system.selectConfig()
    if cmds.mnpr(listOperations=True)[0]:
        mnpr_UIs.BreakdownUI(rebuild=rebuild)
def updateMNPR(env=''):
    """
    Checks for updates and updates MNPR
    Args:
        env (str): MNPR directory
    """
    mnpr_system.check()
    if not env:
        env = cmds.mnpr(env=True)
    import mnpr_updater
    mnpr_updater.checkUpdates(env)
def openPresets(rebuild=True):
    """Opens the stylization presets UI
     Args:
        rebuild (bool): If the UI is rebuilt when opened
    """
    mnpr_system.check()
    mnpr_presets.AttributeSetsUI(windowTitle="Stylization Presets",
                                 setType="styles",
                                 objects=mnpr_info.configNode,
                                 rebuild=rebuild,
                                 brand=mnpr_info.brand,
                                 tooltip="Load/Save stylization presets")
def testScene(prototype="shaderFX"):
    """
    Creates a boring default scene with a sphere
    Args:
        prototype (str): either with "shaderFX" or "prototypeC"
    """
    mnpr_system.check()
    # create and place test sphere
    cmds.polySphere()
    testSphere = cmds.ls(sl=True)
    mnpr_matPresets.createMaterial(testSphere, prototype=prototype)
    mnpr_matPresets.defaultLighting()
    lib.printInfo("Default scene created")
Example #7
0
def update2MNPR():
    """
    Updates older versions
    """
    if mnpr_system.refreshShaders():
        # delete old config node
        if cmds.objExists("watercolorConfig"):
            if not cmds.ls(sl=True):
                cmds.error("Please select all objects you wish to upgrade to work with MNPR")
            cmds.delete("watercolorConfig")

            mnpr_system.check()  # check system and create new config node

            selected = cmds.ls(sl=True)
            selectedShapes = cmds.ls(selected, s=True)
            for shape in selectedShapes:
                selected.remove(shape)
                # add transform node instead
                selected.insert(0, cmds.listRelatives(shape, f=True, p=True)[0])
            cmds.select(selected, r=True)

            # update all shapes
            logger.info("Updating vertex color sets of: {0}".format(selected))
            shapes = cmds.listRelatives(selected, shapes=True, noIntermediate=True, path=True)
            logger.debug(shapes)
            if not shapes:
                cmds.error("Some selected objects were not meshes!")
            for shape in shapes:
                translateVtxCtrl(shape)

            # update vertex color sets mapping in shaders
            if os.name == 'nt' and mnpr_info.backend == 'dx11':
                shaders = cmds.ls(type="dx11Shader")
            else:
                shaders = cmds.ls(type="GLSLShader")
            if shaders:
                for shader in shaders:
                    if cmds.attributeQuery("Color0_Source", node=shader, ex=True):
                        cmds.setAttr("{0}.Color0_Source".format(shader), "color:controlSetA", type="string")
                    if cmds.attributeQuery("Color1_Source", node=shader, ex=True):
                        cmds.setAttr("{0}.Color1_Source".format(shader), "color:controlSetB", type="string")
                    if cmds.attributeQuery("Color2_Source", node=shader, ex=True):
                        cmds.setAttr("{0}.Color2_Source".format(shader), "color:controlSetC", type="string")

                # refresh shader to show changes
                if os.name == 'nt' and mnpr_info.backend == 'dx11':
                    cmds.dx11Shader(shaders[0], r=True)
                else:
                    cmds.GLSLShader(shaders[0], r=True)

        mnpr_system.dx112sfx()
Example #8
0
def openNoiseFX(dock=False, rebuild=False):
    """Opens the noiseFX UI
     Args:
        dock (bool): If the UI should be docked
        rebuild (bool): If the UI is rebuilt when opened
    """
    fxType = "material-space"
    mnpr_system.check()
    print("Opening noiseFX with dock = {0}".format(dock))
    windowObj = mnpr_FX.MNPR_FX_UI(dock=dock, rebuild=rebuild, tab=fxType)

    # change tab
    ptr = omUI.MQtUtil.findWindow(windowObj.windowTitle)  # pointer to main window
    window = wrapInstance(long(ptr), QtWidgets.QWidget)  # wrapper
    tabWidget = window.findChildren(QtWidgets.QTabWidget)
    tabWidget[0].setCurrentIndex(0)
Example #9
0
def openPaintFX(dock=False, rebuild=False):
    """Opens the paintFX UI
     Args:
        dock (bool): If the UI should be docked
        rebuild (bool): If the UI is rebuilt when opened
    """
    fxType = "vertex-space"
    mnpr_system.check()
    # temporary workaround to painting ceasing to work correctly
    if rebuild:
        reload(mnpr_FX)
    print("Opening paintFX with dock = {0}".format(dock))
    windowObj = mnpr_FX.MNPR_FX_UI(dock=dock, rebuild=rebuild, tab=fxType)

    # change tab
    ptr = omUI.MQtUtil.findWindow(windowObj.windowTitle)  # pointer to main window
    window = wrapInstance(long(ptr), QtWidgets.QWidget)  # wrapper
    tabWidget = window.findChildren(QtWidgets.QTabWidget)
    tabWidget[0].setCurrentIndex(1)