Esempio n. 1
0
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)
Esempio n. 2
0
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