Exemplo n.º 1
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def npchrome():
    ### blue clear plastic
    global npchromeSG
    npchrome = mc.shadingNode('phong', asShader=True, n='npchrome')
    npchromeSG = mc.sets(r=True, nss=True, em=True, n='npchromeSG')
    mc.connectAttr(npchrome + '.outColor', npchromeSG + '.surfaceShader')
    mc.setAttr(npchrome + '.color', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(npchrome + '.transparency', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(npchrome + '.ambientColor', 1.0, 1.0, 1.0, type='double3')
    mc.setAttr(npchrome + '.incandescence',
               0.122,
               0.122,
               0.122,
               type='double3')
    mc.setAttr(npchrome + '.cosinePower', 20)
    mc.setAttr(npchrome + '.specularColor', 2.0, 2.0, 2.0, type='double3')
    mc.setAttr(npchrome + '.reflectivity', 2.0)
    #create water texture and link it
    texture = mc.shadingNode('water', at=True, n='chromeTex')
    chromePlaceTex = mc.shadingNode('place2dTexture',
                                    au=True,
                                    n='chromePlaceTex')
    mc.connectAttr(chromePlaceTex + '.outUV', texture + '.uv')
    mc.connectAttr(chromePlaceTex + '.outUvFilterSize',
                   texture + '.uvFilterSize')
    mc.defaultNavigation(ce=True, d=npchrome + '.normalCamera', s=texture)
    mc.setAttr(texture + '.alphaIsLuminance', True)
    #mc.connectAttr(texture+'.outAlpha', 'bump2d2.bumpValue', f=True )
    #mc.connectAttr('bump2d2.outNormal', npchrome+'.bumpValue', f=True )
    #set texture settings
    mc.setAttr(texture + '.numberOfWaves', 32)
    mc.setAttr(texture + '.waveTime', 1.0)
    mc.setAttr(texture + '.waveFrequency', 5.25)
Exemplo n.º 2
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    def create(self):
        #checking if shader exists
        shadExist = 0
        allShaders = cmds.ls(mat=1)
        for shadeCheck in allShaders:
            if (shadeCheck == self.name):
                shadExist = 1

        if (shadExist == 0):
            cmds.sets(renderable=True,
                      noSurfaceShader=True,
                      empty=True,
                      name=self.name + "SG")
            cmds.shadingNode(self.type, asShader=True, name=self.name)
            # 0.0, 0.8, 1.0 color
            cmds.setAttr(self.name + ".color",
                         self.color[0],
                         self.color[1],
                         self.color[2],
                         type='double3')
            #transparency between 0.8 - 0.9 is good
            cmds.setAttr(self.name + ".transparency",
                         self.trans[0],
                         self.trans[1],
                         self.trans[2],
                         type="double3")
            cmds.setAttr(self.name + ".specularColor",
                         self.specClr[0],
                         self.specClr[1],
                         self.specClr[2],
                         type='double3')
            cmds.connectAttr(self.name + ".outColor",
                             self.name + "SG.surfaceShader",
                             f=True)
Exemplo n.º 3
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    def _makeMolecule(self):
        #H2O
        O = cmds.polySphere(r=1, n='O', ax = [0,0,0]);
        H1 = cmds.polySphere(r=0.8, n='H1', ax=[0,0,0]);
        H2 = cmds.polySphere(r=0.8, n='H2', ax=[0,0,0]);
        cmds.move(0.0,0.0,1,H1, r=True)
        cmds.move(0.0,0.0,-1,H2, r=True)
        cmds.xform(H1, piv=[0,0,0], ws=True)
        cmds.xform(H2, piv=[0,0,0], ws=True)
        cmds.rotate(0,'60',0, H1);

        #group O, H1, H2 as a water molecule
        H2O = cmds.group( empty=True, name='H2O' )
        cmds.parent(H1,H2,O,H2O)

        #paint on colors for the water molecule
        #create red lambert
        cmds.sets( renderable=True, noSurfaceShader=True, empty=True, name='O_WhiteSG' )
        cmds.shadingNode( 'lambert', asShader=True, name='O_White' )
        cmds.setAttr( 'O_White.color', 1, 1, 1, type='double3')
        cmds.connectAttr('O_White.outColor', 'O_WhiteSG.surfaceShader')
        #create red lambert
        cmds.sets( renderable=True, noSurfaceShader=True, empty=True, name='H_RedSG' )
        cmds.shadingNode( 'lambert', asShader=True, name='H_Red' )
        cmds.setAttr( 'H_Red.color', 1, 0, 0, type='double3')
        cmds.connectAttr('H_Red.outColor', 'H_RedSG.surfaceShader')

        #assign the material
        cmds.sets('H1', edit=True, forceElement='H_RedSG')
        cmds.sets('H2', edit=True, forceElement='H_RedSG')
        cmds.sets('O', edit=True, forceElement='O_WhiteSG')
        return H2O
Exemplo n.º 4
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    def create(self):
        #checking if shader exists
        shadExist = 0
        allShaders = cmds.ls(mat=1)
        for shadeCheck in allShaders:
            if (shadeCheck == self.name + '1'):
                shadExist = 1

        if (shadExist == 0):

            cmds.sets(renderable=True,
                      noSurfaceShader=True,
                      empty=True,
                      name=self.name)
            cmds.shadingNode('mia_material_x', asShader=True, name=self.name)

            self.name = self.name + '1'

            cmds.setAttr(self.name + ".diffuse", self.diffuse[0],
                         self.diffuse[1], self.diffuse[2])
            cmds.setAttr(self.name + ".refl_color", self.refl_color[0],
                         self.refl_color[1], self.refl_color[2])
            cmds.setAttr(self.name + ".transparency", self.trans)
            cmds.setAttr(self.name + ".refr_color", self.refr_color[0],
                         self.refr_color[1], self.refr_color[2])
            cmds.setAttr(self.name + ".refr_trans_color",
                         self.refr_trans_color[0], self.refr_trans_color[1],
                         self.refr_trans_color[2])
            cmds.setAttr(self.name + ".refl_gloss", self.refl_gloss)
            cmds.setAttr(self.name + ".refr_gloss", self.refr_gloss)
            cmds.setAttr(self.name + ".refr_ior", self.refr_ior)
            cmds.setAttr(self.name + ".refr_trans_weight",
                         self.refr_trans_weight)
Exemplo n.º 5
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def assignPlasticShader(name):
    selected = cmds.ls(sl=True)[0].encode('ascii', 'ignore')
    print(selected)
    cmds.sets(name='plasticMaterialGroup', renderable=True, empty=True)
    cmds.shadingNode('blinn', name='plasticShader', asShader=True)
    cmds.setAttr('plasticShader.color', .667628, 0., 1., type='double3')
    cmds.setAttr('plasticShader.diffuse', .5)
    cmds.setAttr('plasticShader.eccentricity', .5)
    cmds.surfaceShaderList('plasticShader', add='plasticMaterialGroup')
    cmds.sets(selected, e=True, forceElement='plasticMaterialGroup')
    return name
Exemplo n.º 6
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 def createMaterial(name, color, type):
     cmds.sets(renderable=True,
               noSurfaceShader=True,
               empty=True,
               name=name + 'SG')
     cmds.shadingNode(type, asShader=True, name=name)
     cmds.setAttr(name + '.color',
                  color[0],
                  color[1],
                  color[2],
                  type='double3')
     cmds.connectAttr(name + '.outColor', name + 'SG.surfaceShader')
Exemplo n.º 7
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    def createShaderFromConfig(cls, shaderConfig):
        """create a shader and engine if not already available"""

        if not cls.shaderExistsInScene(shaderConfig):
            shader = cmds.shadingNode(
                shaderConfig['type'],
                name=shaderConfig['uid'],
                asShader=True)
            cmds.setAttr(shader + '.color', *shaderConfig['color'], type='double3')
            if 'transparency' in shaderConfig:
                cmds.setAttr(
                    shader + '.transparency',
                    *shaderConfig['transparency'], type='double3')

            shaderEngine = cmds.sets(
                renderable=True,
                noSurfaceShader=True,
                empty=True,
                name=shader + '_SG')
            cmds.connectAttr(shader + '.outColor', shaderEngine + '.surfaceShader')
        else:
            shader  = shaderConfig['uid']
            engines = cmds.listConnections(shader + '.outColor')
            if engines:
                shaderEngine = engines[0]
            else:
                shaderEngine = cmds.sets(
                    renderable=True,
                    noSurfaceShader=True,
                    empty=True,
                    name=shader + '_SG')
                cmds.connectAttr(shader + '.outColor', shaderEngine + '.surfaceShader')

        return shader, shaderEngine
Exemplo n.º 8
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def matRedPlastic():
    red = cmds.shadingNode('phongE', asShader=True)
    cmds.setAttr(red + '.color', 0.77, 0, 0.03, type='double3')
    cmds.setAttr(red + '.diffuse', 0.752)
    cmds.setAttr(red + '.reflectivity', 0.684)
    cmds.setAttr(red + '.reflectedColor', 0.68, 0.47, 0.48, type='double3')
    return red
Exemplo n.º 9
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 def __init__(self, name, r, g, b):
     AA = mc.shadingNode('phong', asShader=True, n=name + '_AA')
     self.AASG = mc.sets(r=True, nss=True, em=True, n=name + '_AASG')
     mc.connectAttr(AA + '.outColor', self.AASG + '.surfaceShader')
     mc.setAttr(AA + '.color', r, g, b, type='double3')
     mc.setAttr(AA + '.cosinePower', 2)
     mc.setAttr(AA + '.specularColor', r, g, b, type='double3')
     mc.setAttr(AA + '.reflectivity', 0.2)
Exemplo n.º 10
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def assignGoldShader(name):
    selected = cmds.ls(sl=True)[0].encode('ascii', 'ignore')
    print(selected)
    cmds.sets(name='goldMaterialGroup', renderable=True, empty=True)
    cmds.shadingNode('anisotropic', name='goldShader', asShader=True)
    cmds.setAttr('goldShader.color', 1, .775814, 0, type='double3')
    cmds.setAttr('goldShader.specularColor', 1, 1, 1, type='double3')
    cmds.setAttr('goldShader.diffuse', .475)
    cmds.setAttr('goldShader.translucence', .263)
    cmds.setAttr('goldShader.translucenceFocus', .869)
    cmds.setAttr('goldShader.spreadX', 5)
    cmds.setAttr('goldShader.spreadY', 24)
    cmds.setAttr('goldShader.roughness', .75)
    cmds.setAttr('goldShader.fresnelRefractiveIndex', 9.227)
    cmds.surfaceShaderList('goldShader', add='goldMaterialGroup')
    cmds.sets(selected, e=True, forceElement='goldMaterialGroup')
    return name
Exemplo n.º 11
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 def __init__(self, name, r, g, b):
     ### blue fine metallic
     FM = mc.shadingNode('phong', asShader=True, n=name + 'FM')
     self.FMSG = mc.sets(r=True, nss=True, em=True, n=name + 'FMSG')
     mc.connectAttr(FM + '.outColor', self.FMSG + '.surfaceShader')
     mc.setAttr(FM + '.color', r, g, b, type='double3')
     mc.setAttr(FM + '.cosinePower', 20)
     mc.setAttr(FM + '.specularColor', r, g, b, type='double3')
     mc.setAttr(FM + '.reflectivity', 0.8)
Exemplo n.º 12
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def whiteAnodizedAluminum():
    ### white anodized aluminum
    global whiteAASG
    whiteAA = mc.shadingNode('phong', asShader=True, n='whiteAA')
    whiteAASG = mc.sets(r=True, nss=True, em=True, n='whiteAASG')
    mc.connectAttr(whiteAA + '.outColor', whiteAASG + '.surfaceShader')
    mc.setAttr(whiteAA + '.color', 0.9, 0.9, 0.9, type='double3')
    mc.setAttr(whiteAA + '.cosinePower', 2)
    mc.setAttr(whiteAA + '.specularColor', 0.9, 0.9, 0.9, type='double3')
    mc.setAttr(whiteAA + '.reflectivity', 0.2)
Exemplo n.º 13
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def blueAnodizedAluminum():
    ### blue Anodized aluminum
    global blueAASG
    blueAA = mc.shadingNode('phong', asShader=True, n='blueAA')
    blueAASG = mc.sets(r=True, nss=True, em=True, n='blueAASG')
    mc.connectAttr(blueAA + '.outColor', blueAASG + '.surfaceShader')
    mc.setAttr(blueAA + '.color', 0.0, 0.0, 0.3, type='double3')
    mc.setAttr(blueAA + '.cosinePower', 2)
    mc.setAttr(blueAA + '.specularColor', 0.0, 0.0, 0.3, type='double3')
    mc.setAttr(blueAA + '.reflectivity', 0.2)
Exemplo n.º 14
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def redAnodizedAluminum():
    ### red anodized aluminum
    global redAASG
    redAA = mc.shadingNode('phong', asShader=True, n='redAA')
    redAASG = mc.sets(r=True, nss=True, em=True, n='redAASG')
    mc.connectAttr(redAA + '.outColor', redAASG + '.surfaceShader')
    mc.setAttr(redAA + '.color', 0.5, 0.0395, 0.0395, type='double3')
    mc.setAttr(redAA + '.cosinePower', 2)
    mc.setAttr(redAA + '.specularColor', 0.5, 0.0395, 0.0395, type='double3')
    mc.setAttr(redAA + '.reflectivity', 0.2)
Exemplo n.º 15
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def blueFineMetallic():
    ### blue fine metallic
    global blueFMSG
    blueFM = mc.shadingNode('phong', asShader=True, n='blueFM')
    blueFMSG = mc.sets(r=True, nss=True, em=True, n='blueFMSG')
    mc.connectAttr(blueFM + '.outColor', blueFMSG + '.surfaceShader')
    mc.setAttr(blueFM + '.color', 0.04, 0.04, 0.5, type='double3')
    mc.setAttr(blueFM + '.cosinePower', 20)
    mc.setAttr(blueFM + '.specularColor', 0.04, 0.04, 0.5, type='double3')
    mc.setAttr(blueFM + '.reflectivity', 0.8)
Exemplo n.º 16
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def redFineMettalic():
    ### red fine metallic
    global redFMSG
    redFM = mc.shadingNode('phong', asShader=True, n='redFM')
    redFMSG = mc.sets(r=True, nss=True, em=True, n='redFMSG')
    mc.connectAttr(redFM + '.outColor', redFMSG + '.surfaceShader')
    mc.setAttr(redFM + '.color', 0.5, 0.0395, 0.0395, type='double3')
    mc.setAttr(redFM + '.cosinePower', 20)
    mc.setAttr(redFM + '.specularColor', 0.5, 0.0395, 0.0395, type='double3')
    mc.setAttr(redFM + '.reflectivity', 0.8)
Exemplo n.º 17
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def clearPlastic():
    ### clear plastic
    global cPlasticSG
    cPlastic = mc.shadingNode('phong', asShader=True, n='cPlastic')
    cPlasticSG = mc.sets(r=True, nss=True, em=True, n='cPlasticSG')
    mc.connectAttr(cPlastic + '.outColor', cPlasticSG + '.surfaceShader')
    mc.setAttr(cPlastic + '.color', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(cPlastic + '.cosinePower', 20)
    mc.setAttr(cPlastic + '.specularColor', 2.0, 2.0, 2.0, type='double3')
    mc.setAttr(cPlastic + '.reflectivity', 0.5)
    mc.setAttr(cPlastic + '.transparency', 0.6, 0.6, 0.6, type='double3')
Exemplo n.º 18
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def matGold():
    gold = cmds.shadingNode('blinn', asShader=True)
    cmds.setAttr(gold + '.color', 0.92, 0.74, 0.05, type='double3')
    cmds.setAttr(gold + '.diffuse', 0.47)
    cmds.setAttr(gold + '.translucence', 0)
    cmds.setAttr(gold + '.translucenceDepth', 0)
    cmds.setAttr(gold + '.translucenceFocus', 0)
    cmds.setAttr(gold + '.eccentricity', 0.4)
    cmds.setAttr(gold + '.specularRollOff', 0.7)
    cmds.setAttr(gold + '.specularColor', 0.9, 0.72, 0.05, type='double3')
    cmds.setAttr(gold + '.reflectivity', 0.239)
    cmds.setAttr(gold + '.reflectedColor', 0.92, 0.74, 0.05, type='double3')
    return gold
Exemplo n.º 19
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def chrome():
    ### blue clear plastic
    global chromeSG
    chrome = mc.shadingNode('phong', asShader=True, n='chrome')
    chromeSG = mc.sets(r=True, nss=True, em=True, n='chromeSG')
    mc.connectAttr(chrome + '.outColor', chromeSG + '.surfaceShader')
    mc.setAttr(chrome + '.color', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(chrome + '.transparency', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(chrome + '.ambientColor', 1.0, 1.0, 1.0, type='double3')
    mc.setAttr(chrome + '.incandescence', 0.122, 0.122, 0.122, type='double3')
    mc.setAttr(chrome + '.cosinePower', 20)
    mc.setAttr(chrome + '.specularColor', 2.0, 2.0, 2.0, type='double3')
    mc.setAttr(chrome + '.reflectivity', 2.0)
Exemplo n.º 20
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def matBubble():
    bub = cmds.shadingNode('blinn', asShader=True)
    cmds.setAttr(bub + '.color', 0.16, 0.45, 0.45, type='double3')
    cmds.setAttr(bub + '.transparency', 0.74, 0.74, 0.74, type='double3')
    cmds.setAttr(bub + '.ambientColor', 0.2, 0.2, 0.2, type='double3')
    cmds.setAttr(bub + '.diffuse', 0.8)
    cmds.setAttr(bub + '.translucence', 0.658)
    cmds.setAttr(bub + '.eccentricity', 0.3)
    cmds.setAttr(bub + '.specularRollOff', 0.7)
    cmds.setAttr(bub + '.specularColor', 1, 1, 1, type='double3')
    cmds.setAttr(bub + '.reflectivity', 0.5)
    cmds.setAttr(bub + '.reflectedColor', .13, .13, .13, type='double3')
    return bub
Exemplo n.º 21
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def shinyGold():
    ### gold
    global shinyGoldSG
    chrome = mc.shadingNode('blinn', asShader=True, n='shinyGold')
    shinyGoldSG = mc.sets(r=True, nss=True, em=True, n='ShinyGoldSG')
    mc.connectAttr(chrome + '.outColor', shinyGoldSG + '.surfaceShader')
    mc.setAttr(chrome + '.color', 0.75, 0.5, 0.12, type='double3')
    mc.setAttr(chrome + '.transparency', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(chrome + '.ambientColor', 0.75, 0.5, 0.12, type='double3')
    mc.setAttr(chrome + '.incandescence', 0.122, 0.122, 0.122, type='double3')
    #mc.setAttr(chrome+'.cosinePower', 20)
    mc.setAttr(chrome + '.specularColor', 0.75, 0.50, 0.12, type='double3')
    mc.setAttr(chrome + '.reflectivity', 2.0)
Exemplo n.º 22
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def silver():
    ### silver
    global silverSG
    silver = mc.shadingNode('blinn', asShader=True, n='silver')
    silverSG = mc.sets(r=True, nss=True, em=True, n='silverSG')
    mc.connectAttr(silver + '.outColor', silverSG + '.surfaceShader')
    mc.setAttr(silver + '.color', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(silver + '.transparency', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(silver + '.ambientColor', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(silver + '.incandescence', 0.122, 0.122, 0.122, type='double3')
    #mc.setAttr(chrome+'.cosinePower', 20)
    mc.setAttr(silver + '.specularColor', 1.0, 1.0, 1.0, type='double3')
    mc.setAttr(silver + '.reflectivity', 2.0)
Exemplo n.º 23
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def matShinyAlum():
    alum = cmds.shadingNode('blinn', asShader=True)
    cmds.setAttr(alum + '.color', 0.6, 0.6, 0.6, type='double3')
    cmds.setAttr(alum + '.diffuse', 0.44)
    cmds.setAttr(alum + '.translucence', 0)
    cmds.setAttr(alum + '.translucenceDepth', 0)
    cmds.setAttr(alum + '.translucenceFocus', 0)
    cmds.setAttr(alum + '.eccentricity', 0.419)
    cmds.setAttr(alum + '.specularRollOff', 0.684)
    cmds.setAttr(alum + '.specularColor', 1, 1, 1, type='double3')
    cmds.setAttr(alum + '.reflectivity', 0.1)
    cmds.setAttr(alum + '.reflectedColor', 0.22, 0.22, 0.22, type='double3')
    return alum
Exemplo n.º 24
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    def createShader(self, shaderName, shaderType ='blinn'):
        shaderEngine = None
        if not cmds.objExists(shaderName):
            shader       = cmds.shadingNode(shaderType, asShader=True)
            shader       = cmds.rename(shader, shaderName)
            shaderEngine = cmds.sets(renderable=True, empty=True, noSurfaceShader=True, name=shader + '_SG')
            cmds.connectAttr(shader + '.outColor', shaderEngine + '.surfaceShader')
        else:
            shader  = shaderName
            engines = cmds.listConnections(shader + '.outColor')
            if engines:
                shaderEngine = engines[0]

        return shader, shaderEngine
Exemplo n.º 25
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def sword():
    ### silver
    global swordSG
    sword = mc.shadingNode('blinn', asShader=True, n='sword')
    swordSG = mc.sets(r=True, nss=True, em=True, n='swordSG')
    mc.connectAttr(sword + '.outColor', swordSG + '.surfaceShader')
    mc.setAttr(sword + '.color', 1.0, 0.4, 0.7, type='double3')
    mc.setAttr(sword + '.transparency', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(sword + '.ambientColor', 0.0, 0.0, 0.0, type='double3')
    mc.setAttr(sword + '.incandescence', 0.0, 0.0, 0.0, type='double3')
    #mc.setAttr(chrome+'.cosinePower', 20)
    mc.setAttr(sword + '.specularColor', 0.5, 0.5, 0.5, type='double3')
    mc.setAttr(sword + '.reflectivity', 0.5)
    mc.setAttr(sword + '.eccentricity', 0.3)
    mc.setAttr(sword + '.glowIntensity', 1.0)
Exemplo n.º 26
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 def __init__(self, name, r, g, b):
     ### blue clear plastic
     blueCPlastic = mc.shadingNode('phong', asShader=True, n='blueCPlastic')
     self.PlasticSG = mc.sets(r=True, nss=True, em=True, n='blueCPlasticSG')
     mc.connectAttr(blueCPlastic + '.outColor',
                    self.PlasticSG + '.surfaceShader')
     mc.setAttr(blueCPlastic + '.color', r, g, b, type='double3')
     mc.setAttr(blueCPlastic + '.cosinePower', 20)
     mc.setAttr(blueCPlastic + '.specularColor',
                2.0,
                2.0,
                2.0,
                type='double3')
     mc.setAttr(blueCPlastic + '.reflectivity', 0.5)
     mc.setAttr(blueCPlastic + '.transparency',
                0.6,
                0.6,
                0.6,
                type='double3')
Exemplo n.º 27
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def simulate(numFlockers, numFrames, alignmentWeight, cohesionWeight,
             separationWeight, speed, distance, in3D):

    # Create the flock
    flock = Flock(alignmentWeight, cohesionWeight, separationWeight, speed,
                  distance)

    cmds.shadingNode('phong', asShader=True, name='Redwax')
    cmds.select('Redwax')
    cmds.sets(renderable=True,
              noSurfaceShader=True,
              empty=True,
              name='RedwaxSG')
    cmds.connectAttr('Redwax.outColor', 'RedwaxSG.surfaceShader', f=True)
    cmds.setAttr('Redwax.color', 1, 0, 0, type='double3')
    cmds.setAttr('Redwax.cosinePower', 5)
    cmds.setAttr('Redwax.reflectivity', 0)
    cmds.setAttr('Redwax.specularColor', 1, 1, 1, type='double3')

    cmds.shadingNode('blinn', asShader=True, name='Plastic')
    cmds.select('Plastic')
    cmds.sets(renderable=True,
              noSurfaceShader=True,
              empty=True,
              name='PlasticSG')
    cmds.connectAttr('Plastic.outColor', 'PlasticSG.surfaceShader', f=True)
    cmds.setAttr('Plastic.color', 0.9, 0.9, 0.9, type='double3')
    cmds.setAttr('Plastic.eccentricity', 0.55)
    cmds.setAttr('Plastic.specularRollOff', 1)
    cmds.setAttr('Plastic.diffuse', 0.9)

    cmds.directionalLight(rotation=(-90, 0, 0))

    cmds.polyPlane(name='base')
    cmds.setAttr('base.scaleX', 25)
    cmds.setAttr('base.scaleZ', 25)
    cmds.setAttr('base.translateY', -15)
    cmds.select('base')
    cmds.sets(e=True, forceElement='PlasticSG')

    for i in range(numFlockers):
        xVel = random.randint(-9, 9)
        yVel = random.randint(-9, 9)
        zVel = random.randint(-9, 9)
        xPos = random.randint(-100, 100)
        yPos = random.randint(-100, 100)
        zPos = random.randint(-100, 100)
        fname = 'f' + str(i)
        if (in3D):
            flock.addFlocker(xVel, yVel, zVel, xPos, yPos, zPos, fname)
        else:
            flock.addFlocker(xVel, 0, zVel, xPos, 0, zPos, fname)

        cmds.polySphere(name=fname, radius=0.2)
        cmds.select(fname)
        cmds.sets(e=True, forceElement='RedwaxSG')

    # Initialize time
    time = 0
    endTime = numFrames
    cmds.currentTime(time)

    # Initialize flock member positions
    for flocker in flock.flockers:
        cmds.select(flocker.name)
        cmds.move(flocker.xPos, flocker.yPos, flocker.zPos)
        cmds.setKeyframe(flocker.name)

    while time < endTime:

        time += 12

        for flocker in flock.flockers:
            flocker.updateVelocity(flock)

        for flocker in flock.flockers:
            flocker.updatePostion()

        cmds.currentTime(time)
        for flocker in flock.flockers:
            fx = flocker.name + '.translateX'
            fy = flocker.name + '.translateY'
            fz = flocker.name + '.translateZ'
            cmds.setAttr(fx, flocker.xPos)
            cmds.setAttr(fy, flocker.yPos)
            cmds.setAttr(fz, flocker.zPos)
            cmds.setKeyframe(flocker.name)
Exemplo n.º 28
0
def setUpMolecule():
    #Adjust time slider
    cmds.playbackOptions( minTime='1', maxTime='300', mps=1)

    # Create the oxygen part of the larger bond (cylinder)
    cmds.polyCylinder(n='oxyCylinder', r=1, h=2, sx=20, sy=1, sz=1, ax=(1, 0, 0), rcp=0, cuv=3, ch=1)

    #Set scale for oxyCylinder
    cmds.setAttr("oxyCylinder.translateX", 6)
    cmds.setAttr("oxyCylinder.scaleZ", 2)
    cmds.setAttr("oxyCylinder.scaleX", 2)
    cmds.setAttr("oxyCylinder.scaleY", 2)

    #-------Set up shader and shade cylinder----------
    redShader = cmds.shadingNode('blinn', asShader=True, n='redBlinn')
    cmds.setAttr("redBlinn.color", 0.772, 0, 0, type="double3")

    cmds.select('oxyCylinder')

    cmds.hyperShade(assign=redShader)

    #--------------White Cylinder-------------

    # Create the oxygen part of the larger bond (cylinder)
    cmds.polyCylinder(n='hydroCylinder', r=1, h=2, sx=20, sy=1, sz=1, ax=(1, 0, 0), rcp=0, cuv=3, ch=1)

    #Set scale for oxyCylinder
    cmds.setAttr("hydroCylinder.translateX", 10)
    cmds.setAttr("hydroCylinder.scaleZ", 2)
    cmds.setAttr("hydroCylinder.scaleX", 2)
    cmds.setAttr("hydroCylinder.scaleY", 2)

    #-------Set up shader and shade cylinder----------
    whiteShader = cmds.shadingNode('blinn', asShader=True, n='whiteBlinn')
    cmds.setAttr("whiteBlinn.color", 1, 1, 1, type="double3")

    #Select the cylinder to color
    cmds.select('hydroCylinder')
    # Assign shader
    cmds.hyperShade(assign=whiteShader)

    #----------------------------------------------------------
    #-----------Group two cylinders together as "cylinder"-----
    #----------------------------------------------------------
    cmds.group(em=True, n='cylinder')
    cmds.parent('oxyCylinder', 'cylinder')
    cmds.parent('hydroCylinder', 'cylinder')

    #------------Oxygen-------------

    # Create the Oxygen sphere
    cmds.polySphere(n='oxygen', r=1, sx=20, sy=20, ax=(0, 1, 0), cuv=2, ch=1)

    #Set scale for oxygen
    cmds.setAttr("oxygen.scaleZ", 5)
    cmds.setAttr("oxygen.scaleX", 5)
    cmds.setAttr("oxygen.scaleY", 5)

    #-------Assign shader--------
    cmds.select('oxygen')

    cmds.hyperShade(assign=redShader)

    #------------Hydrogen-------------

    # Create the Hydrogen sphere
    cmds.polySphere(n='hydrogen', r=1, sx=20, sy=20, ax=(0, 1, 0), cuv=2, ch=1)

    #Set scale for oxygen
    cmds.setAttr("hydrogen.translateX", 14)
    cmds.setAttr("hydrogen.scaleZ", 4)
    cmds.setAttr("hydrogen.scaleX", 4)
    cmds.setAttr("hydrogen.scaleY", 4)

    #-------Assign shader--------
    cmds.select('hydrogen')

    cmds.hyperShade(assign=whiteShader)

    #----------------------------------------------------------
    #-----------Group 'cylinder' and hydrogen together as "hydroAssembly"-----
    #----------------------------------------------------------
    cmds.group(em=True, n='hydroAssembly1')
    cmds.parent('cylinder', 'hydroAssembly1')
    cmds.parent('hydrogen', 'hydroAssembly1')

    #----------------------------------------------------------
    #-----------Group into realign group
    #----------------------------------------------------------
    cmds.group(em=True, n='realignGroup1')
    cmds.parent('hydroAssembly1', 'realignGroup1')

    #-------------------------------------------------------------
    #------------Duplicate the assembly--------------------------
    #-------------------------------------------------------------
    cmds.duplicate('realignGroup1', n='realignGroup2')
    cmds.setAttr('realignGroup2.rotateZ', 180)
    cmds.rename('realignGroup2|hydroAssembly1','hydroAssembly2')

    #----------------------------------------------------------
    #-----------Make entire thing a group "molecule"-----
    #----------------------------------------------------------
    cmds.group(em=True, n='molecule')
    cmds.parent('oxygen', 'molecule')
    cmds.parent('realignGroup1', 'molecule')
    cmds.parent('realignGroup2', 'molecule')

    #-------Move entire molecule up-------
    cmds.setAttr("molecule.translateY", 10)
Exemplo n.º 29
0
def create_bubbles():
    size = rand(0.01, 0.04)
    cmds.scale(0.1, 0.3, 0.1)
    cmds.move(0, 0.4, 0)
    cube = cmds.polyCube(w=5, d=5, h=4)
    cmds.move(0, 1.5, 0)

    cmds.sets(renderable=True,
              noSurfaceShader=True,
              empty=True,
              name='ph' + 'SG')
    myShader = cmds.shadingNode('phongE', asShader=True, name='ph')

    #cmds.shadingNode('lambert', name= 'ph', asShader= True)
    cmds.setAttr(myShader + '.color', 0, 1, 1, type='double3')
    cmds.setAttr(myShader + '.transparency', 1, 0.6, 0.6, type='double3')
    cmds.select(cube)
    cmds.hyperShade(assign=myShader)

    #cmds.displaySurface(xRay=True)
    #cmds.connectAttr('ph'+'.outColor', 'ph'+'SG.surfaceShader')
    #cmds.sets(cube, edit=True, forceElement='ph'+'SG')
    #cmds.move (0, 2, 0)

    for i in range(20):
        # set playback range

        cmds.playbackOptions(minTime=i + rand(1, 4), maxTime='72')
        bubble = cmds.polySphere(name='bubble' + str(i),
                                 radius=rand(0.2, 0.4))  # create a sphere
        cmds.move(rand(-2, 2), rand(-2, 2), rand(-2, 2))
        cmds.select('bubble' + str(i))
        cmds.lattice(dv=(5, 6, 5), oc=True)
        cmds.select('ffd' + str(i + 1) + 'Lattice.pt[0:3][0:1][2]',
                    'ffd' + str(i + 1) + 'Lattice.pt[4][1][2]',
                    'ffd' + str(i + 1) + 'Lattice.pt[0:4][2:5][2]',
                    r=True)
        cmds.scale(0.33, 0.33, 0.33, relative=True)
        cmds.select('ffd' + str(i + 1) + 'Lattice.pt[0][1][3]',
                    'ffd' + str(i + 1) + 'Lattice.pt[2][3][4]',
                    r=True)
        cmds.move(0, 0, -0.05, relative=True)
        cmds.select('ffd' + str(i + 1) + 'Lattice.pt[2][3][0]')
        cmds.move(0, 0, 0.8, relative=True)
        #cmds.select('bubble'+str(i))

        for time in [1, 15, 30, 45, 60,
                     72]:  # for each frame calculate sub-steps

            #mc.setKeyframe( bubble, attribute='translateX', value=px, t=f )        # set keyframes
            cmds.setKeyframe(bubble,
                             attribute='translateY',
                             value=0.002 * time * i,
                             t=time)
            cmds.setKeyframe(bubble,
                             attribute='scaleX',
                             value=size + 0.001 * time * i,
                             t=time)
            cmds.setKeyframe(bubble,
                             attribute='scaleY',
                             value=size + 0.001 * time * i,
                             t=time)
            cmds.setKeyframe(bubble,
                             attribute='scaleZ',
                             value=size + 0.001 * time * i,
                             t=time)
Exemplo n.º 30
0
    def _handleExample1Button(self):
        """
        This callback creates a polygonal cylinder in the Maya scene.


        r = 50
        a = 2.0*r
        y = (0, 1, 0)
        c = cmds.polyCylinder(
            r=r, h=5, sx=40, sy=1, sz=1, ax=y, rcp=0, cuv=2, ch=1, n='exampleCylinder')[0]
        cmds.select(c)
        response = nimble.createRemoteResponse(globals())
        response.put('name', c)
        """

        cmds.select(allDagObjects=True)
        cmds.pointLight(rgb=(1, 1, 0.5))
        cmds.move(-10, 15, 14)
        cmds.pointLight(rgb=(1, 0.1, 0.2))
        cmds.move(-8, 15, -10)
        cmds.pointLight(rgb=(1, 0.1, 0.2))
        cmds.move(-12, 15, 3)

        material = str(self.comboBox.currentText())
        object3 = str(self.comboBox_2.currentText())
        print material
        array = ['plastic1', 'plastic2', 'red', 'gold', 'silver', 'bronze']
        object = ['captain', 'soldiers', 'carpet']
        print array
        # material 1
        #plastic1 = "plastic1"
        plastic1 = cmds.shadingNode('blinn', asShader=True)
        cmds.setAttr("%s.color" % plastic1, 0.95, 0.95, 0.95, type="double3")
        cmds.setAttr("%s.incandescence" % plastic1,
                     0.5,
                     0.5,
                     0.5,
                     type="double3")
        #cmds.setAttr("%s.transparency" % plastic1, 0.75, 0.75, 0.75, type="double3")
        #cmds.setAttr("%s.incandescence" % plastic1,0.5, 0.5, 0.5, type="double3")

        # material 2

        plastic2 = cmds.shadingNode('lambert', asShader=True)
        cmds.sets(name="%sSG" % plastic2,
                  renderable=True,
                  noSurfaceShader=True,
                  empty=True)
        cmds.connectAttr("%s.outColor" % plastic2,
                         "%sSG.surfaceShader" % plastic2)
        cmds.setAttr("%s.color" % plastic2, 0.1, 1.0, 0.2, type="double3")
        #cmds.setAttr("%s.transparency" % plastic2,0.75, 0.75, 0.75, type="double3")
        cmds.setAttr("%s.incandescence" % plastic2,
                     0.5,
                     0.5,
                     0.5,
                     type="double3")

        # material 3
        red = cmds.shadingNode('blinn', asShader=True)
        cmds.setAttr("%s.color" % red, 1.0, 0.1, 0.1, type="double3")
        #cmds.setAttr("%s.transparency" % plastic1, 0.75, 0.75, 0.75, type="double3")
        #cmds.setAttr("%s.incandescence" % plastic1,0.5, 0.5, 0.5, type="double3")

        # material 4
        #metal1 = 'metal1'
        gold = cmds.shadingNode('blinn', asShader=True)
        cmds.setAttr("%s.color" % gold, 1.0, 0.8, 0.0, type="double3")

        # material 5
        silver = cmds.shadingNode('blinn', asShader=True)
        #cmds.setAttr("%s.color" % silver, 0.75, 075, 0.75, type="double3")
        cmds.setAttr("%s.color" % silver, 0.9, 0.9, 1.0, type="double3")

        # material 6
        bronze = cmds.shadingNode('blinn', asShader=True)
        cmds.setAttr("%s.color" % bronze, 0.8, 0.5, 0.2, type="double3")

        cmds.select(object3)
        if (material == array[0]):
            cmds.hyperShade(assign=plastic1)
        elif (material == array[1]):
            cmds.hyperShade(assign=plastic2)
        elif (material == array[2]):
            cmds.hyperShade(assign=red)
        elif (material == array[3]):
            cmds.hyperShade(assign=gold)
        elif (material == array[4]):
            cmds.hyperShade(assign=silver)
        elif (material == array[5]):
            cmds.hyperShade(assign=bronze)
Exemplo n.º 31
0
 def createMaterial( name, color, type ):
     cmds.sets( renderable=True, noSurfaceShader=True, empty=True, name=name + 'SG' )
     cmds.shadingNode( type, asShader=True, name=name )
     cmds.setAttr( name+'.color', color[0], color[1], color[2], type='double3')
     cmds.connectAttr(name+'.outColor', name+'SG.surfaceShader')