/
awVrayRenderElementHelper.py
executable file
·560 lines (523 loc) · 23 KB
/
awVrayRenderElementHelper.py
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# ------------------- Written by: Andrew Wilkoff, Mike Kirylo, Mike Romey------------------------------------------------
# ------------------- for Zoic Studios
# ------------------- June 14 2012
# ------------------- This script is meant to easily turn on or off Vray render element on Maya's Render layers.
# -------imports ------------------------------------
import urllib2
import sys
import os
import shutil
import getpass
import maya.cmds as cmds
import maya.mel as mel
from pprint import pprint
import cPickle
import pickle
from string import strip
# ---------------------------------------------------------------------------------------------
# Shotgun
# ---------------------------------------------------------------------------------------------
sys.path.append( 'Q:/Tools/Shotgun/Scripts/python/' )
sys.path.append( 'Q:/Tools/maya/2012/scripts/python/' )
from shotgun_api3 import Shotgun
SERVER_PATH = 'http://shotgun.zoicstudios.com'
SCRIPT_USER = 'sgPublishBuildScene'
SCRIPT_KEY = '87a551229d41397e84b9c7e16ad4b9e1fea27e04'
sg = Shotgun(SERVER_PATH, SCRIPT_USER, SCRIPT_KEY)
def log(msg):
print time.strftime("%Y/%m/%d %H:%M:%S", time.localtime()) +": "+msg
def connect():
try:
sg = Shotgun(SERVER_PATH, SCRIPT_USER, SCRIPT_KEY)
return sg
except Exception, e:
log( "Unable to connect to Shotgun server. "+str(e) )
exit(0)
sg = connect()
# #-------------------------------------------------------
# #----------------Vray render Elements-------------------
# #-------------------------------------------------------
vrayLayers =[{'label': 'DifChk', 'func': 'mkdif'},
{'label': 'difClrChk', 'func': 'mkdifColor'},
{'label': 'difRawChk', 'func': 'mkdifRaw'},
{'label': 'giChk', 'func': 'mkGi'},
{'label': 'nrmlChk', 'func': 'mkNrml'},
{'label': 'reflChk', 'func': 'mkRefl'},
{'label': 'refFiltrChk', 'func': 'mkReflFilter'},
{'label': 'refRawChk', 'func': 'mkReflRaw'},
{'label': 'refxChck', 'func': 'mkRfract'},
{'label': 'refxFilterChk', 'func': 'mkRfractFilter'},
{'label': 'refxRawChk', 'func': 'mkRfractRaw'},
{'label': 'selfIllumChk', 'func': 'mkSelIllum'},
{'label': 'shdChk', 'func': 'mkShdw'},
{'label': 'shdMatChk', 'func': 'mkmatShdw'},
{'label': 'shdRawChk', 'func': 'mkShdwRaw'},
{'label': 'specChk', 'func': 'mkSpec'},
{'label': 'sssChk', 'func': 'mkSSS'},
{'label': 'atmoChk', 'func': 'mkAtmo'},
{'label': 'bgChk', 'func': 'mkBG'},
{'label': 'causticsChk', 'func': 'mkCaustics'},
{'label': 'BumpChk', 'func': 'mkBumpNml'},
{'label': 'coverageChk', 'func': 'mkCov'},
{'label': 'DRChk', 'func': 'mkDr'},
{'label': 'extraTexChk', 'func': 'mkExTex'},
{'label': 'matIDChk', 'func': 'mkMatID'},
{'label': 'materialSelectChk', 'func': 'mkMatSel'},
{'label': 'multiMatChk', 'func': 'mkMultiMatte'},
{'label': 'objIDchk', 'func': 'mkObjID'},
{'label': 'renderIDChk', 'func': 'mkRenID'},
{'label': 'sampleRateChk', 'func': 'mkSampleRate'},
{'label': 'VelocityChck', 'func': 'mkVelocity'},
{'label': 'ZdepthChk', 'func': 'mkZ'},
{'label': 'LightSelectChk', 'func': 'mkLS'},
{'label': 'FallOffCeck', 'func': 'createFalloffTexNode'},
{'label': 'UVCheck', 'func': 'createUVTexNode'},
{'label': 'XYZCheck', 'func': 'createXYZTexNode'},
{'label': 'GrimeCheck', 'func': 'mkDirt'},
{'label': 'Grime3dCheck', 'func': 'mkDirt3d'},
]
# # ------------------------------------------------------
# # --------------- Launch UI -----------------------
# # ------------------------------------------------------
def vrayReUI():
if cmds.dockControl('vrayRendElem', exists=True):
cmds.deleteUI('vrayRendElem', ctl=True)
awVrayRETools = cmds.loadUI (f = 'Q:/Tools/maya/2012/scripts/python/UI/awRenderElem.ui')
awVrayREPane = cmds.paneLayout (cn = 'single', parent = awVrayRETools)
awVrayDock = cmds.dockControl ( 'vrayRendElem',allowedArea = ("right","left"), area = "right", floating = False ,con = awVrayRETools, label = 'Render Element tools')
vrayUpdateUI()
def vrayUpdateUI():
vrayUpdateInSceneUI()
vrayUpdateActiveInLayerUI()
renderLayerUpdateUI()
# vrayUpdateInSceneElemUI("Buffers","PresetList")
# vrayUpdateInSceneElemUI("Layers","PresetListRenderLayer")
# awUpdateRenderLayerUI()
# # ------------------------------------------------------
# # --------------- Render Layers -----------------------
# # ------------------------------------------------------
def awUpdateRenderLayerUI():
cmds.textScrollList('PresetListRenderLayer_2',e=True, ra=True)
layers = getRenderLayers()
layers.sort()
cmds.textScrollList('PresetListRenderLayer_2',e=True, append = layers)
def getRenderLayers():
getRenderLayers = []
getCurrentRenderLayer = cmds.editRenderLayerGlobals(q=True,currentRenderLayer=True)
getAllRenderlayers = cmds.ls(':*', type='renderLayer')
for entry in getAllRenderlayers:
if not('defaultRenderLayer' in entry):
getRenderLayers.append(entry)
renderLayers = []
if (getCurrentRenderLayer != 'defaultRenderLayer'):
renderLayers.append( getCurrentRenderLayer )
for x in getRenderLayers:
if ( x != getCurrentRenderLayer):
renderLayers.append(x)
return renderLayers
def changeRenderLayers():
currentLayer = cmds.optionMenu('CurrentLayer', q=True, v=True)
cmds.editRenderLayerGlobals(currentRenderLayer = currentLayer, eaa = True)
vrayUpdateUI()
def renderLayerUpdateUI():
renderLayers = getRenderLayers()
itemsToDelete = cmds.optionMenu( 'CurrentLayer' , q=True, ill=True)
if (itemsToDelete != None):
for y in itemsToDelete:
cmds.deleteUI(y, mi=True)
for x in renderLayers:
cmds.menuItem(p='CurrentLayer', label=x)
# # ------------------------------------------------------
# # ---------- Scene Render Elements ---------------------
# # ------------------------------------------------------
def getVrayRenderElements():
vrayRE = cmds.ls( type='VRayRenderElement')
return vrayRE
def vrayUpdateInSceneUI():
reList = getVrayRenderElements()
cmds.textScrollList('vraySceneRE', edit=True,removeAll=True)
for x in reList:
cmds.textScrollList('vraySceneRE', edit=True,append=x)
def vraySelectedSceneRE():
selectedRenderElm = cmds.textScrollList('vraySceneRE',q=True, si=True)
return selectedRenderElm
# # ------------------------------------------------------
# # ---------- Layer Render Elements ---------------------
# # ------------------------------------------------------
def vrayUpdateActiveInLayerUI():
inSceneRE = getVrayRenderElements()
activeRenderElem = []
cmds.textScrollList('vrayLayerRE', edit=True,removeAll=True)
for x in inSceneRE:
reEnabled = cmds.getAttr((x + '.enabled'), asString=True)
if ( reEnabled == True ):
activeRenderElem.append(x)
cmds.textScrollList('vrayLayerRE', edit=True,append=activeRenderElem)
def vraySelectedActiveRE():
selectedActiveRenderElm = cmds.textScrollList('vrayLayerRE',q=True, si=True)
return selectedActiveRenderElm
# # ------------------------------------------------------
# # ---------------- ACTION BUTTONS ---------------------
# # ------------------------------------------------------
def vrayEditREButton ( buttonPush ):
selectedSceneRE = vraySelectedSceneRE()
selectedActiveRE = vraySelectedActiveRE()
if (buttonPush == 'enable'):
if (selectedSceneRE != None):
for x in selectedSceneRE:
attr = (x + '.enabled')
cmds.editRenderLayerAdjustment(attr)
cmds.setAttr(attr, 1);
vrayUpdateUI()
else:
cmds.warning('No Render Elements are selected. Please Select a Render Elements in Scene.')
if (buttonPush == 'disable'):
if (selectedActiveRE != None):
for x in selectedActiveRE:
attr = (x + '.enabled')
cmds.editRenderLayerAdjustment(attr)
cmds.setAttr(attr, 0);
vrayUpdateUI()
else:
cmds.warning('No Render Elements are selected. Please Select a Render in Render Layer.')
if (buttonPush == 'delete'):
if (selectedSceneRE != None):
for x in selectedSceneRE:
cmds.delete(x)
vrayUpdateUI()
else:
cmds.warning('No Render Elements are selected. Please Select a Render Elements in Scene.')
def batchLayers( button ):
renderLayers = getRenderLayers()
allRenderLayers = []
for layer in renderLayers:
if (layer != 'defaultRenderLayer'):
allRenderLayers.append(layer)
renderElements = getVrayRenderElements()
selectedSceneRE = vraySelectedSceneRE()
condition = 0
warningTxt = ''
if (selectedSceneRE == None):
if ( button == 'add'):
condition = 1
warningTxt = 'All Vray Render elements have been enabled in All render layers.'
if (button == 'remove'):
condition = 0
warningTxt = 'All Vray Render elements have been disable in All render layers.'
for x in allRenderLayers:
cmds.editRenderLayerGlobals(currentRenderLayer = x, eaa = True)
for y in renderElements:
attr = (y + '.enabled')
cmds.editRenderLayerAdjustment(attr)
cmds.setAttr(attr, condition);
print (attr + ' '+str(condition))
else:
if ( button == 'add'):
condition = 1
warningTxt = 'Selected Vray Render elements have been enabled in All render layers.'
if (button == 'remove'):
condition = 0
warningTxt = 'Selected Vray Render elements have been disable in All render layers.'
for x in allRenderLayers:
cmds.editRenderLayerGlobals(currentRenderLayer = x, eaa = True)
for y in selectedSceneRE:
attr = (y + '.enabled')
cmds.editRenderLayerAdjustment(attr)
cmds.setAttr(attr, condition)
print (attr + ' '+str(condition))
vrayUpdateUI()
cmds.warning(warningTxt)
# #-------------------------
# #----- Create Vray Elements
# #-------------------------
def VrayCreateElem():
for entry in vrayLayers:
if cmds.checkBox(entry['label'],q=True,v=True):
CreatRE(entry,'func')
vrayUpdateUI()
def CreatRE(entry,func):
mkRunMel="source \"Q:/Tools/maya/2012/scripts/mel/mkVRayRenderElements.mel\"; "+entry[func]+";"
mel.eval (mkRunMel)
mel.eval ("source \"Q:/Tools/maya/2012/scripts/mel/mkVRayRenderElements.mel\"; awVrayReFix;")
vrayUpdateUI()
# #------------------------------------------------------
# #-----Presets------------------------------------------
# #------------------------------------------------------
# def DelZoicPresets():
# presetCode = cmds.textScrollList('PresetList',q=True,si=True)
# DisableZoicPreset(presetCode)
def mkFixVrayNames():
mel.eval ("source \"Q:/Tools/maya/2012/scripts/mel/mkVRayRenderElements.mel\"; awVrayReFix;")
#------------------------------
#--update preset list ui-------
#------------------------------
# buffers
def vrayUpdateInSceneElemUI(type,guiScrollList):
fileInfo= awFileInfo()
cmds.textScrollList(guiScrollList, edit=True,removeAll=True)
mkProj = GetZoicPresets(type)
mkProj.sort()
for x in mkProj:
if (x['display'] == 'Complex') or (x['display'] == 'Simple'):
cmds.textScrollList(guiScrollList, edit=True,append=x["display"])
for y in mkProj:
# if (y['display'] != 'Complex') and (y['display'] != 'Simple'):
if not ((y['display'] == 'Complex') or (y['display'] == 'Simple')):
cmds.textScrollList(guiScrollList, edit=True,append=y["display"])
# #-----------------------------------------------------
# #--------Save Preset----------------------------------
# #-----------------------------------------------------
def mkSavePreset(value,Type):
if value == "new":
mkType= Type
if mkType == "Buffers":
mkDicValue =[]
cmds.promptDialog(t='Preset name',m='enter preset name')
mkfilename =cmds.promptDialog(query = True, text = True)
mkfilename=mkfilename.replace(' ' , '_')
for entry in vrayLayers:
if cmds.checkBox(entry['label'],q=True,v=True):
mkDicValue.append(entry)
fileInfo= awFileInfo()
mkProj = mkProjName(fileInfo)
mkDir = mkProj+"/assets/3D/data/Scripts/Presets"
output = mkProj+"/assets/3D/data/Scripts/Presets/"+mkfilename+"_Render_Element"
if not os.path.exists(mkDir):
os.makedirs(mkDir)
createPickleFile( mkDicValue,output )
createShotgunData( mkfilename+"_Render_Element", fileInfo, output,mkType)
vrayUpdateUI()
if mkType == "Layers":
mkLayerName = []
for i in range (int (RlCount)):
mkRlName = cmds.textFieldGrp(TxtFg[i], text = True,query = True)
mkLayerName.append(mkRlName)
mkDicValue =mkLayerName
cmds.promptDialog(t='Preset name',m='enter preset name')
mkRpreFilename =cmds.promptDialog(query = True, text = True)
mkRpreFilename = mkRpreFilename.replace(' ','_')
print mkRpreFilename
fileInfo= awFileInfo()
mkProj = mkProjName(fileInfo)
mkDir = mkProj+"/assets/3D/data/Scripts/Presets"
output = mkProj+"/assets/3D/data/Scripts/Presets/"+mkRpreFilename+"_Render_Layer"
if not os.path.exists(mkDir):
os.makedirs(mkDir)
createPickleFile( mkDicValue,output )
createShotgunData( mkRpreFilename+"_Render_Layer", fileInfo, output,mkType)
vrayUpdateUI()
if value == "exists":
selectedFiles = cmds.textScrollList('PresetListRenderLayer_2',q=True, si=True)
mkLayerName = selectedFiles
mkType = "Layers"
mkDicValue =mkLayerName
cmds.promptDialog(t='Preset name',m='enter preset name')
mkRLfilename =cmds.promptDialog(query = True, text = True)
fileInfo= awFileInfo()
mkProj = mkProjName(fileInfo)
mkDir = mkProj+"/assets/3D/data/Scripts/Presets"
output = mkProj+"/assets/3D/data/Scripts/Presets/"+mkRLfilename+"_Render_Layer"
if not os.path.exists(mkDir):
os.makedirs(mkDir)
createPickleFile( mkDicValue,output )
createShotgunData( mkRLfilename+"_Render_Layer", fileInfo, output,mkType)
vrayUpdateUI()
# #-----------------------------------------------------
# #--------file Info----------------------------------
# #-----------------------------------------------------
def awFileInfo():
fileInfo = cmds.file ( q = True, sceneName = True)
if fileInfo == "":
cmds.warning( 'no scene open')
return "crd"
else:
fileInfo = fileInfo.split ( "/" )
return fileInfo
def mkProjName(fileInfo):
ProjInfo = fileInfo[0:3]
ProjInfo="/".join(ProjInfo)
return ProjInfo
# #-----------------------------------------------------
# #--------Pickle Files----------------------------------
# #-----------------------------------------------------
def createPickleFile( data, path ):
file = open( path, 'w')
pic = cPickle.Pickler(file)
pic.dump( data )
file.close()
return data
def getPickleFile( path ):
file = open( path, 'r')
pic = cPickle.Unpickler(file)
data = pic.load()
return data
# #-----------------------------------------------------
# #--------Shotgun Upload----------------------------------
# #-----------------------------------------------------
def createShotgunData( presetCode, fileInfo, presetPath ,PressetType):
linkType = fileInfo[3]
link = {}
if linkType == 'assets':
link = sg.find_one("Asset",filters=[ ['code', 'is', fileInfo[6] ] ], fields=['id', 'project', 'sg_episode'],)
else :
link = sg.find_one("Shot",filters=[ ['code', 'is', fileInfo[6] ] ], fields=['id', 'project', 'sg_episode'],)
presetInfo = {
'project' : { 'type' : link['project']['type'], 'id':link['project']['id'] },
'sg_episode' : { 'type' : link['sg_episode']['type'], 'id':link['sg_episode']['id'] },
'sg_link' : { 'type' : link['type'], 'id':link['id'] },
'sg_status_list' : 'act',
'code' : str(presetCode),
'sg_type' : PressetType,
}
# Upload Preset Data
presetData = sg.find_one("CustomEntity16",filters=[ ['project', 'is', presetInfo['project'] ], ['code', 'is', presetInfo['code'] ] ], filter_operator ='all', fields=['all'],)
if presetData == None :
presetData = sg.create( 'CustomEntity16', presetInfo )
else :
presetData = sg.update( 'CustomEntity16', presetData['id'] , presetInfo )
sg.upload("CustomEntity16", presetData['id'], presetPath, "sg_preference_file", "Buffer_Data")
# #-----------------------------------------------------
# #--------Loading presets----------------------------------
# #-----------------------------------------------------
def LoadZoicPresets(X):
if X == "Buffers":
presetDic =GetZoicPresets("Buffers")
presetCode = cmds.textScrollList('PresetList',q=True,si=True)
if presetCode != None :
for y in presetDic:
if (y["display"] == presetCode[0]):
PreCode= y["code"]
presetData = None
if PreCode == "Simple":
presetProj = { 'type' : 'Project', 'id' : 172 }
presetData = sg.find_one("CustomEntity16",filters=[ ['code', 'is', 'Simple' ], [ 'project', 'is', presetProj ] ], fields=['sg_preference_file'],)
elif PreCode == "Complex":
presetProj = { 'type' : 'Project', 'id' : 172 }
presetData = sg.find_one("CustomEntity16",filters=[ ['code', 'is', 'Complex' ], [ 'project', 'is', presetProj ] ], fields=['sg_preference_file'],)
# pprint( presetData )
else:
presetProj = sg.find_one("Project",filters=[ ['name', 'is', awFileInfo()[2] ] ], fields=[ 'project'],)
presetData = sg.find_one("CustomEntity16",filters=[ ['code', 'is', PreCode ], [ 'project', 'is', presetProj ] ], fields=['sg_preference_file'],)
if presetData != None and presetData['sg_preference_file'] != None :
url = presetData['sg_preference_file']['url'] + '/' + presetData['sg_preference_file']['name']
url = url.split( '/file_serve/attachment/' ) #, '/storage/production/files/' )
urlID = int(os.path.dirname( url[1] ))
urlID = str(1000000000000 + urlID)
urlPath = url[0] + '/storage/production/files/' + urlID[1:5] + "/" + urlID[5:9] + "/" + urlID[9:13] + "/" + PreCode
pic = urllib2.urlopen( urlPath ).read()
entryList = pickle.loads( pic )
for entry in entryList:
CreatRE(entry,'func')
vrayUpdateUI()
if X == "Layers":
presetDic =GetZoicPresets("Layers")
presetCode = cmds.textScrollList('PresetListRenderLayer',q=True,si=True)
if presetCode != None :
for y in presetDic:
if (y["display"] == presetCode[0]):
PreCode= y["code"]
presetData = None
if PreCode == "Simple":
presetProj = { 'type' : 'Project', 'id' : 172 }
presetData = sg.find_one("CustomEntity16",filters=[ ['code', 'is', 'Simple' ], [ 'project', 'is', presetProj ] ], fields=['sg_preference_file'],)
elif PreCode == "Complex":
presetProj = { 'type' : 'Project', 'id' : 172 }
presetData = sg.find_one("CustomEntity16",filters=[ ['code', 'is', 'Complex' ], [ 'project', 'is', presetProj ] ], fields=['sg_preference_file'],)
pprint( presetData )
else:
presetProj = sg.find_one("Project",filters=[ ['name', 'is', awFileInfo()[2] ] ], fields=[ 'project'],)
presetData = sg.find_one("CustomEntity16",filters=[ ['code', 'is', PreCode ], [ 'project', 'is', presetProj ] ], fields=['sg_preference_file'],)
if presetData != None and presetData['sg_preference_file'] != None :
url = presetData['sg_preference_file']['url'] + '/' + presetData['sg_preference_file']['name']
url = url.split( '/file_serve/attachment/' ) #, '/storage/production/files/' )
urlID = int(os.path.dirname( url[1] ))
urlID = str(1000000000000 + urlID)
urlPath = url[0] + '/storage/production/files/' + urlID[1:5] + "/" + urlID[5:9] + "/" + urlID[9:13] + "/" + PreCode
pic = urllib2.urlopen( urlPath ).read()
entryList = pickle.loads( pic )
for entry in entryList:
mkCreateRL(entry)
vrayUpdateUI()
# #-----------------------------------------------------
# #--------get presets form shotgun---------------------
# #-----------------------------------------------------
def GetZoicPresets( preType):
currentProject = sg.find_one("Project",filters=[ ['name', 'is', awFileInfo()[2] ] ], fields=[ 'project'],)
defaultProj = { 'type' : 'Project', 'id' : 172 }
presetData = []
presetData.extend( sg.find("CustomEntity16",filters=[ [ 'project', 'is', currentProject ],[ 'sg_status_list', 'is', 'act' ],[ 'sg_type', 'is', preType ] ], fields=['code'],) )
#presetData.extend( sg.find("CustomEntity16",filters=[ [ 'project', 'is', defaultProj ],[ 'sg_status_list', 'is', 'act' ] ], fields=['code'],) )
if (preType == 'Buffers'):
presetData.extend( sg.find("CustomEntity16",filters=[ [ 'project', 'is', defaultProj ],[ 'sg_status_list', 'is', 'act' ], [ 'sg_type', 'is', preType ]], fields=['code'],) )
presetList = []
display = []
presetDic =[]
preTypeStr =[]
for preset in presetData :
presetList =( [ preset['code'] ] )
for entry in presetList:
if preType == "Buffers":
display = (entry.replace("_Render_Element",""))
preTypeStr =("Buffers")
preList = entry
presetDic.append({'type':preTypeStr,'code':preList, 'display':display})
if preType == "Layers":
display = (entry.replace("_Render_Layer",""))
preTypeStr =("Layers")
preList = entry
presetDic.append({'type':preTypeStr,'code':preList, 'display':display})
return presetDic
# #-----------------------------------------------------
# #--------number up Down-------------------------
# #-----------------------------------------------------
def awVersionButton( guiUpDown , guiBox ):
value = cmds.textField( guiBox , q=True, tx=True)
value = int(value)
if(guiUpDown == 'Plus'):
value = value + 1
if(guiUpDown == 'Minus'):
value = value -1
value = str( value).zfill ( 3 )
cmds.textField( guiBox, e=True,tx= value)
# #-----------------------------------------------------
# #--------Create REnder Layers-------------------------
# #-----------------------------------------------------
def mkGetRlCount():
RLnumber = cmds.textField('awRenderLayerNumber',q=True,tx=True)
RLnumber=int(RLnumber)
mkMakeRlUI(RLnumber)
return RLnumber
def mkMakeRlUI(count):
global RlCount
RlCount = count
if cmds.window('mkRLWin', exists=True):
cmds.deleteUI('mkRLWin', window=True)
mkRenderLw = cmds.window ('mkRLWin',title = "mk make render layers",wh = (512,256))
cmds.scrollLayout()
global TxtFg
TxtFg = []
for i in range (int(count)):
TxtFgTemp = cmds.textFieldGrp(label = " "+'Render Layer'+" " +'%d' %i+" ", tx = 'enter_name', )
TxtFg.insert(i,TxtFgTemp)
cmds.separator ()
cmds.separator ()
cmds.columnLayout( adjustableColumn=True )
cmds.rowLayout (nc = 4)
cmds.button (label = 'Add to Scene',command ="import sys\nsys.path.append( 'Q:/Tools/maya/2012/scripts/python' )\nimport awVrayRenderElementHelper\nreload(awVrayRenderElementHelper)\nawVrayRenderElementHelper.mkApllyRL()")
cmds.separator ()
cmds.button (label = 'Save as Preset ',command = "import sys\nsys.path.append( 'Q:/Tools/maya/2012/scripts/python' )\nimport awVrayRenderElementHelper\nreload(awVrayRenderElementHelper)\nawVrayRenderElementHelper.mkSavePreset('new','Layers')")
cmds.showWindow (mkRenderLw)
def mkApllyRL():
mkLayerName = []
for i in range (int (RlCount)):
mkRlName = cmds.textFieldGrp(TxtFg[i], text = True,query = True)
mkLayerName.append(mkRlName)
mkRlexists = cmds.ls (mkRlName, type = 'renderLayer')
if mkRlexists == []:
cmds.createRenderLayer(n = mkRlName,empty = True)
vrayUpdateUI()
def mkCreateRL(name):
mkRlexists = cmds.ls (name, type = 'renderLayer')
if mkRlexists == []:
cmds.createRenderLayer(n = name,empty = True)
vrayUpdateUI()