import maya.cmds as cmds from wizard.tools import log logger = log.pipe_log(__name__) def create_shader(shader_name, files_list): ai_surface = cmds.shadingNode('aiStandardSurface', asShader=True, n=shader_name) shading_group = cmds.sets(renderable=True, noSurfaceShader=True, empty=True) cmds.connectAttr('%s.outColor' % ai_surface, '%s.surfaceShader' % shading_group) basecolor_list = [] metalness_list = [] roughness_list = [] normal_list = [] for file in files_list: if "BASECOLOR" in file.upper(): basecolor_list.append(file) elif "METALNESS" in file.upper(): metalness_list.append(file) elif "ROUGHNESS" in file.upper(): roughness_list.append(file) elif "NORMAL" in file.upper(): normal_list.append(file)
import substance_painter.textureset import substance_painter.exception import json from wizard.project import wall import export_config from wizard.signal import send_signal from wizard.tools import utility as utils import shutil import importlib importlib.reload(export_config) from wizard.tools import log prefs = prefs() logger = log.pipe_log() def save(): # Check if a project is already opened: if substance_painter.project.is_open(): # Check if the project needs to be saved at all: if substance_painter.project.needs_saving(): save_local() asset = asset_core.string_to_asset(os.environ[defaults._asset_var_]) asset.version = prefs.asset(asset).software.get_new_version() shutil.copyfile(get_local_file(), asset.file) string_asset = utils.asset_to_string(asset) os.environ[defaults._asset_var_] = string_asset