def setUpClass(cls): fixturesUtils.readOnlySetUpClass(__file__, loadPlugin=False) if not cls.pluginsLoaded: cls.pluginsLoaded = mayaUtils.isMayaUsdPluginLoaded() # Create a pure Maya scene to reference in. cls.mayaSceneStr = cls.createSimpleMayaScene()
def setUpClass(cls): fixturesUtils.readOnlySetUpClass(__file__, loadPlugin=False) if not cls.pluginsLoaded: cls.pluginsLoaded = mayaUtils.isMayaUsdPluginLoaded() # Open top_layer.ma scene in testSamples mayaUtils.openTopLayerScene() random.seed()
def setUpClass(cls): inputPath = fixturesUtils.readOnlySetUpClass(__file__) usdFile = os.path.join(inputPath, "UsdImportMeshTest", "Mesh.usda") cmds.usdImport(file=usdFile, shadingMode=[ ['none', 'default'], ])
def setUpClass(cls): inputPath = fixturesUtils.readOnlySetUpClass(__file__) cmds.file(new=True, force=True) # We need to use different input usd files depending on the version of USD. # We do this because USD introduced breaking changes on lights in USD 21.* # More precisely : # # - Before USD 21.* : lights attributes didn't have any prefix. Attributes # were named "intensity", "color", etc... # - In 21.02 : The attributes from light schemas were added a # namespace "inputs". But attributes from UsdLuxShapingAPI # (used for spot lights) or UsdLuxShadowsAPI (for shadows) # were still left without this namespace # - In 21.05 : Attributes from UsdLuxShadows and UsdLuxShapingAPI also # have a namespace "inputs" testFile = "LightsTest.usda" usdVersion = Usd.GetVersion() if usdVersion < (0, 21, 2): testFile = "LightsTest_2011.usda" elif usdVersion == (0, 21, 2): testFile = "LightsTest_2102.usda" # Import from USD. usdFilePath = os.path.join(inputPath, "UsdImportLightTest", testFile) cmds.usdImport(file=usdFilePath, readAnimData=True) cls._stage = Usd.Stage.Open(usdFilePath)
def setUpClass(cls): inputPath = fixturesUtils.readOnlySetUpClass(__file__) usdFile = os.path.join(inputPath, "UsdImportColorSetsTest", "UsdImportColorSetsTest.usda") cmds.usdImport(file=usdFile, shadingMode='none', excludePrimvar='ExcludeMe')
def setUpClass(cls): inputPath = fixturesUtils.readOnlySetUpClass(__file__) cmds.file(new=True, force=True) # Import from USD. usdFilePath = os.path.join(inputPath, "UsdImportShadingModeDisplayColor", "RedCube.usda") cmds.usdImport(file=usdFilePath, shadingMode=[['displayColor', 'default'], ]) cls._stage = Usd.Stage.Open(usdFilePath)
def setUpClass(cls): inputPath = fixturesUtils.readOnlySetUpClass(__file__) cmds.file(new=True, force=True) # Import the USD file. usdFilePath = os.path.join(inputPath, "UsdImportCameraTest", "UsdImportCameraTest.usda") cmds.usdImport(file=usdFilePath, readAnimData=True) cls._stage = Usd.Stage.Open(usdFilePath)
def setUpClass(cls): inputPath = fixturesUtils.readOnlySetUpClass(__file__) cmds.namespace(add='unique_namespace_1') usdFile = os.path.join(inputPath, "UsdImportMayaReferenceTest", "MayaReference.usda") cmds.usdImport(file=usdFile, shadingMode=[ ['none', 'default'], ])
def setUpClass(cls): # The test USD data is authored Z-up, so make sure Maya is configured # that way too. cmds.upAxis(axis='z') inputPath = fixturesUtils.readOnlySetUpClass( __file__, initializeStandalone=False) cls._testName = 'PxrUsdMayaGLTest' cls._inputDir = os.path.join(inputPath, cls._testName)
def setUpClass(cls): cls.asFloat2 = mayaUsdLib.ReadUtil.ReadFloat2AsUV() cls.inputPath = fixturesUtils.readOnlySetUpClass(__file__) if cls.asFloat2: usdFile = os.path.join(cls.inputPath, "UsdImportUVSetsFloatTest", "UsdImportUVSetsTest_Float.usda") else: usdFile = os.path.join(cls.inputPath, "UsdImportUVSetsTest", "UsdImportUVSetsTest.usda") cmds.usdImport(file=usdFile, shadingMode='none')
def setUpClass(cls): inputPath = fixturesUtils.readOnlySetUpClass(__file__) cmds.file(new=True, force=True) cmds.loadPlugin('RenderMan_for_Maya', quiet=True) # Import from USD. usdFilePath = os.path.join(inputPath, "UsdImportRfMLightTest", "RfMLightsTest.usda") cmds.usdImport(file=usdFilePath, shadingMode=[['pxrRis', 'default'], ], readAnimData=True) cls._stage = Usd.Stage.Open(usdFilePath)
def setUpClass(cls): inputPath = fixturesUtils.readOnlySetUpClass(__file__) cmds.file(new=True, force=True) # Import from USD. usdFilePath = os.path.join(inputPath, "UsdImportShadingModePxrRis", "MarbleCube.usda") cmds.usdImport(file=usdFilePath, shadingMode='pxrRis') cls._stage = Usd.Stage.Open(usdFilePath)
def setUpClass(cls): inputPath = fixturesUtils.readOnlySetUpClass(__file__) usdFilePath = os.path.join(inputPath, 'UsdImportRfMShadersTest', 'MarbleCube.usda') cls._stage = Usd.Stage.Open(usdFilePath) cmds.file(new=True, force=True) cmds.mayaUSDImport(file=usdFilePath, shadingMode=[['useRegistry', 'rendermanForMaya'], ])
def setUpClass(cls): cls.inputPath = fixturesUtils.readOnlySetUpClass(__file__) usdFile = os.path.join(cls.inputPath, "UsdImportMaterialX", "UsdImportMaterialX.usda") options = ["shadingMode=[[useRegistry,MaterialX]]", "primPath=/"] cmds.file(usdFile, i=True, type="USD Import", ignoreVersion=True, ra=True, mergeNamespacesOnClash=False, namespace="Test", pr=True, importTimeRange="combine", options=";".join(options))
def setUpClass(cls): cls.asFloat2 = mayaUsdLib.ReadUtil.ReadFloat2AsUV() cls.defaultUVName = "st" if mayaUsdLib.ReadUtil.ReadSTAsMap1(): cls.defaultUVName = "map1" cls.inputPath = fixturesUtils.readOnlySetUpClass(__file__) if cls.asFloat2: usdFile = os.path.join(cls.inputPath, "UsdImportUVSetsFloatTest", "UsdImportUVSetsTest_Float.usda") else: usdFile = os.path.join(cls.inputPath, "UsdImportUVSetsTest", "UsdImportUVSetsTest.usda") cmds.usdImport(file=usdFile, shadingMode=[ ["none", "default"], ])
def setUpClass(cls): fixturesUtils.readOnlySetUpClass(__file__, loadPlugin=False) if not cls.pluginsLoaded: cls.pluginsLoaded = mayaUtils.isMayaUsdPluginLoaded()
def setUpClass(cls): cls.inputPath = fixturesUtils.readOnlySetUpClass(__file__)
def setUp(self): self.inputPath = fixturesUtils.readOnlySetUpClass(__file__) cmds.file(new=True, force=True)
def setUpClass(cls): inputPath = fixturesUtils.readOnlySetUpClass(__file__) usdFile = os.path.join(inputPath, "UsdImportMayaReferenceTest", "MayaReference.usda") cmds.usdImport(file=usdFile, shadingMode='none')
def setUpClass(cls): fixturesUtils.readOnlySetUpClass(__file__, loadPlugin=False)