def doCreate(self): # create multiMatte multiMattes = [] for eachInfo in self.createMatteInfo: for assetName in eachInfo.keys(): eachAsset = eachInfo[assetName] for eachMatte in eachAsset: matteName = eachMatte ids = eachAsset[eachMatte] enableMaterialId = True if not mc.objExists(matteName): multiMatteNode = vrayUtils.createMultiMatte(matteName, enableMaterialId, ids) multiMattes.append(multiMatteNode) else: print "%s exists, skip create node" % matteName self.setStatus(assetName) # create objectMatte self.createObjectID() return multiMattes
def doCreate(self): # create multiMatte multiMattes = [] for eachInfo in self.createMatteInfo: for assetName in eachInfo.keys(): eachAsset = eachInfo[assetName] for eachMatte in eachAsset: matteName = eachMatte ids = eachAsset[eachMatte] enableMaterialId = True if not mc.objExists(matteName): multiMatteNode = vrayUtils.createMultiMatte( matteName, enableMaterialId, ids) multiMattes.append(multiMatteNode) else: print '%s exists, skip create node' % matteName self.setStatus(assetName) # create objectMatte self.createObjectID() return multiMattes
def createObjectID(self): widget = 'id_tableWidget' assets = self.getAllData(self.assetColumn, widget) objectIds = self.getAllData(self.objectIDColumn, widget) i = 0 count = 1 multiMatte = None enableMaterialId = False for eachId in objectIds: if not eachId == '-': # channel = i%3 channel = 0 assetName = assets[i] if channel == 0: # create multiMatte node # TA Change this on 12-06-2015 because naming characters exceed 29 chars # matteName = '%s_multiMatte' % (assetName) matteName = '%s_mm' % (assetName) if not mc.objExists(matteName): print 'createMultiMatte objectID' multiMatte = vrayUtils.createMultiMatte( matteName, enableMaterialId) # set id redId = int(eachId) mc.setAttr('%s.vray_redid_multimatte' % multiMatte, redId) count += 1 # if channel == 1 : # greenId = int(eachId) # mc.setAttr('%s.vray_greenid_multimatte' % multiMatte, greenId) # if channel == 2 : # blueId = int(eachId) # mc.setAttr('%s.vray_blueid_multimatte' % multiMatte, blueId) self.setStatus(assetName) i += 1
def createObjectID(self): widget = "id_tableWidget" assets = self.getAllData(self.assetColumn, widget) objectIds = self.getAllData(self.objectIDColumn, widget) i = 0 count = 1 multiMatte = None enableMaterialId = False for eachId in objectIds: if not eachId == "-": # channel = i%3 channel = 0 assetName = assets[i] if channel == 0: # create multiMatte node # TA Change this on 12-06-2015 because naming characters exceed 29 chars # matteName = '%s_multiMatte' % (assetName) matteName = "%s_mm" % (assetName) if not mc.objExists(matteName): print "createMultiMatte objectID" multiMatte = vrayUtils.createMultiMatte(matteName, enableMaterialId) # set id redId = int(eachId) mc.setAttr("%s.vray_redid_multimatte" % multiMatte, redId) count += 1 # if channel == 1 : # greenId = int(eachId) # mc.setAttr('%s.vray_greenid_multimatte' % multiMatte, greenId) # if channel == 2 : # blueId = int(eachId) # mc.setAttr('%s.vray_blueid_multimatte' % multiMatte, blueId) self.setStatus(assetName) i += 1