Пример #1
0
def remove_layer_override():
    current_render_layer = mc.editRenderLayerGlobals(currentRenderLayer=1, q=1)
    if current_render_layer != 'defaultRenderLayer':
        aov_names = mc.ls(type='aiAOV')
        if aov_names:
            for aov_name in aov_names:
                mc.editRenderLayerAdjustment('%s.enabled' % aov_name, remove=1)
Пример #2
0
    def _create_aov(self):
        """
        Create a new aov callback

        :return:
        """

        aov_name = self.le_idName.text()

        if not ("aiAOV_%s" % aov_name) in cmds.ls(type="aiAOV"):
            utils.create_new_aov(aov_name)

        # Enable AOV on current layer as override
        render_layer = cmds.editRenderLayerGlobals(query=True, crl=True)

        cmds.editRenderLayerAdjustment("aiAOV_%s.enabled" % aov_name,
                                       layer=render_layer)

        cmds.setAttr("aiAOV_%s.enabled" % aov_name, 1)

        utils.create_connect_aov_shader(aov_name)

        self._refresh_content()

        return
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.')
Пример #4
0
def closeAllAOVs(*args):
    all_aovs = cmds.ls('aiAOV_*')
    for i in all_aovs:
        try:
            cmds.editRenderLayerAdjustment('%s.enabled' % i)
            cmds.setAttr('%s.enabled' % i, 0)
        except:
            cmds.setAttr('%s.enabled' % i, 0)
Пример #5
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	def dpaf_frameRangeMenuItemCmd(self, attrName, textName, layer, remove, *args):

		if remove:
			cmds.editRenderLayerAdjustment(attrName, lyr= layer, r= 1)
			self.dpaf_tintOverrideColor(textName, 0)
		else:
			cmds.editRenderLayerAdjustment(attrName, lyr= layer)
			self.dpaf_tintOverrideColor(textName, 1)
Пример #6
0
def switchLayerAOV(trigger):
    existsAOVs = aovs.AOVInterface().getAOVNodes(names=True)

    for existsAOV in existsAOVs:
        #aovName = existsAOV[0]
        aovNode = existsAOV[1].getName()
        cmds.editRenderLayerAdjustment(aovNode + ".enabled")
        cmds.setAttr(aovNode + ".enabled", trigger)
Пример #7
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def disableImagePlane():
    objs = mc.ls(typ='imagePlane')
    for obj in objs:
        if not mc.editRenderLayerGlobals(q=1, crl=1) == 'defaultRenderLayer':
            mc.editRenderLayerAdjustment(obj + ".displayMode")
        mc.setAttr(obj + ".displayMode", 0)
        if not mc.editRenderLayerGlobals(q=1, crl=1) == 'defaultRenderLayer':
            mc.editRenderLayerAdjustment(obj + ".type")
        mc.setAttr(obj + ".type", 1)
Пример #8
0
def disableImagePlane():
    objs = mc.ls(typ="imagePlane")
    for obj in objs:
        if not mc.editRenderLayerGlobals(q=1, crl=1) == "defaultRenderLayer":
            mc.editRenderLayerAdjustment(obj + ".displayMode")
        mc.setAttr(obj + ".displayMode", 0)
        if not mc.editRenderLayerGlobals(q=1, crl=1) == "defaultRenderLayer":
            mc.editRenderLayerAdjustment(obj + ".type")
        mc.setAttr(obj + ".type", 1)
def set_override(old, new, attr, renderlayer):
    from maya import cmds
    from reveries.maya import lib

    if not lib.is_using_renderSetup():
        cmds.editRenderLayerAdjustment(new + "." + attr, layer=renderlayer)
        # (TODO) Set value to overrided renderlayer is not
        #        implemented.
        return
Пример #10
0
def set_attribute_id(object_name, id_set, id_color):
    """

    :param object_name: the name of a maya node as a string
    :param id_set: the name of an aov as a string
    :param id_color: tje name of an aov's rgb color as a string
    :return:
    """

    shape_node = cmds.listRelatives(object_name,
                                    allDescendents=True,
                                    fullPath=True,
                                    shapes=True)[0]

    id_color = id_color.split("_Neg")[0]

    channel_values = ["Red_", "Green_", "Blue_"]
    channels = ["", "_Alpha"]

    for ch in channels:
        myAttr = "mtoa_constant_%s%s" % (id_set, ch)

        # Add ID Attribute if not exist
        if not cmds.attributeQuery(myAttr, node=shape_node, exists=True):
            cmds.addAttr(shape_node,
                         ln=myAttr,
                         nn=id_set + ch,
                         uac=1,
                         at="float3")
            for c in channel_values:
                cmds.addAttr(shape_node,
                             ln=c + id_set + ch,
                             at="float",
                             p=myAttr)

        # Create a layer Override for all attributes
        cmds.editRenderLayerAdjustment("%s.%s" % (shape_node, myAttr))

        # Set all values to 0:
        cmds.setAttr("%s.%s" % (shape_node, myAttr), 0, 0, 0, type="double3")
        if id_color == "Holdout":
            continue

        # Set Id Color as per user input
        if id_color in ch and id_color == "Alpha":
            cmds.setAttr("%s.%s" % (shape_node, myAttr),
                         1,
                         1,
                         1,
                         type="double3")

        if id_color not in ch and ch != "_Alpha":
            cmds.setAttr("%s.%s" % (shape_node, myAttr),
                         int(id_color in channel_values[0]), id_color
                         in channel_values[1], id_color in channel_values[2])

    return
Пример #11
0
 def checkStatusSet(self,layer=None,value=None,attr=None):
     cmds.editRenderLayerAdjustment(attr,layer=layer)
     connection_list = cmds.listConnections(attr, plugs=True)
     if connection_list is not None:
         for connection in connection_list:
             attr_component_list = connection.split(".")
             if attr_component_list[0] == layer:
                 attr = ".".join(attr_component_list[0:-1])
                 cmds.setAttr("%s.value" % attr, value)
Пример #12
0
def connectArnold():

    nodes = getRegionNode()
    if len(nodes) > 1:
        for node in nodes:
            renderlayer = cmds.listConnections(node + '.renderlayer')[0]
            if renderlayer != 'defaultRenderLayer':

                cmds.editRenderLayerAdjustment(
                    'defaultArnoldRenderOptions.regionMinX',
                    'defaultArnoldRenderOptions.regionMaxX',
                    'defaultArnoldRenderOptions.regionMinY',
                    'defaultArnoldRenderOptions.regionMaxY',
                    layer=renderlayer)

    for node in nodes:

        #create container
        container = cmds.container(n=node + '_arnoldConnection')

        cmds.addAttr(container, ln='minX', defaultValue=1)

        #create utility nodes
        minpms = cmds.shadingNode('plusMinusAverage', asUtility=True)
        maxpms = cmds.shadingNode('plusMinusAverage', asUtility=True)

        cmds.container(container, e=True, addNode=[minpms, maxpms])

        #setup nodes
        cmds.setAttr(minpms + '.operation', 2)
        cmds.connectAttr(node + '.renderheight', minpms + '.input1D[0]')
        cmds.connectAttr(node + '.maxY', minpms + '.input1D[1]')

        cmds.setAttr(maxpms + '.operation', 2)
        cmds.connectAttr(node + '.renderheight', maxpms + '.input1D[0]')
        cmds.connectAttr(node + '.minY', maxpms + '.input1D[1]')

        cmds.connectAttr(node + '.minX', container + '.minX')

        #connect to arnold
        renderlayer = cmds.listConnections(node + '.renderlayer')[0]

        cmds.editRenderLayerGlobals(currentRenderLayer=renderlayer)
        cmds.refresh()

        cmds.connectAttr(container + '.minX',
                         'defaultArnoldRenderOptions.regionMinX')
        cmds.connectAttr(minpms + '.output1D',
                         'defaultArnoldRenderOptions.regionMinY')

        [clp, pms] = clampMax(node + '.maxX', node + '.renderwidth',
                              'defaultArnoldRenderOptions.regionMaxX')
        cmds.container(container, e=True, addNode=[clp, pms])
        [clp, pms] = clampMax(maxpms + '.output1D', node + '.renderheight',
                              'defaultArnoldRenderOptions.regionMaxY')
        cmds.container(container, e=True, addNode=[clp, pms])
Пример #13
0
def set_layer_attr(node_type, attr_name, attr_value, layer):

	# Set currendt layer
	cmds.editRenderLayerGlobals(currentRenderLayer=layer)

	nodes = cmds.ls(type=node_type)

	for node in nodes:
		cmds.editRenderLayerAdjustment(node + '.' + attr_name, layer=layer)
		cmds.setAttr(node + '.' + attr_name, attr_value)
Пример #14
0
    def overrided(self, value):
        """set an override for attribute
		:param value: set overrded attribute or not
		:type value: bool"""
        lay = mc.editRenderLayerGlobals(query=True, currentRenderLayer=True)
        if not 'defaultRenderLayer' == lay:
            if value:
                mc.editRenderLayerAdjustment(self.fullname, layer=lay)
            else:
                mc.editRenderLayerAdjustment(self.fullname, remove=True)
Пример #15
0
def set_aov_enabled_adjust(status):
    current_render_layer = mc.editRenderLayerGlobals(currentRenderLayer=1, q=1)
    if current_render_layer == 'defaultRenderLayer':
        set_aov_enabled(status)
    else:
        aov_names = mc.ls(type='aiAOV')
        if aov_names:
            for aov_name in aov_names:
                mc.editRenderLayerAdjustment("%s.enabled" % aov_name)
                mc.setAttr('%s.enabled' % aov_name, status)
Пример #16
0
def set_layer_attr(node_type, attr_name, attr_value, layer):

    # Set currendt layer
    cmds.editRenderLayerGlobals(currentRenderLayer=layer)

    nodes = cmds.ls(type=node_type)

    for node in nodes:
        cmds.editRenderLayerAdjustment(node + '.' + attr_name, layer=layer)
        cmds.setAttr(node + '.' + attr_name, attr_value)
Пример #17
0
	def overrided(self, value):
		"""set an override for attribute
		:param value: set overrded attribute or not
		:type value: bool"""
		lay = mc.editRenderLayerGlobals( query=True, currentRenderLayer=True )
		if not 'defaultRenderLayer' == lay:
			if value:
				mc.editRenderLayerAdjustment( self.fullname ,layer= lay )
			else:
				mc.editRenderLayerAdjustment( self.fullname , remove=True )
Пример #18
0
def changeRS():
	# switch to mental ray rendering
	cmds.setAttr('defaultRenderGlobals.ren', 'mentalRay', type='string')
	# create the mental ray rendering nodes so they can be changed
	mel.eval('miCreateDefaultNodes')
	# set filter to gaussian as layer overide
	cmds.editRenderLayerAdjustment( 'miDefaultOptions.filter', layer='ao' )
	cmds.setAttr('miDefaultOptions.filter', 2);
	# set the max/min samples
	cmds.setAttr('miDefaultOptions.maxSamples', 2)
	cmds.setAttr('miDefaultOptions.minSamples', 0)
Пример #19
0
def change_rs():
    """changes mental ray render settings to appropriate defaults"""
    # switch to mental ray rendering
    cmds.setAttr("defaultRenderGlobals.ren", "mentalRay", type="string")
    # create the mental ray rendering nodes so they can be changed
    mel.eval("miCreateDefaultNodes")
    # set filter to gaussian as layer overide
    cmds.editRenderLayerAdjustment("miDefaultOptions.filter", layer="ao")
    cmds.setAttr("miDefaultOptions.filter", 2)
    # set the max/min samples
    cmds.setAttr("miDefaultOptions.maxSamples", 2)
    cmds.setAttr("miDefaultOptions.minSamples", 0)
Пример #20
0
def lightAovOverrides(*args):
    nodes = returnLightNode()
    aovSet = set()
    for node in nodes:
        aovSet.add(cmds.getAttr('%s.aiAov' % node))
    activeAOVs = returnActiveAOVs()
    for aov_ in aovSet:
        for aovType in activeAOVs:
            aovNode = 'aiAOV_%s_%s' % (aov_, aovType)
            if cmds.objExists(aovNode):
                cmds.editRenderLayerAdjustment('%s.enabled' % aovNode)
                cmds.setAttr('%s.enabled' % aovNode, 1)
Пример #21
0
    def doIt(self, argList):

        st = cmds.ls(sl=1)
        cmds.createRenderLayer(st)
        cmds.vray("objectProperties", "add_single")
        cmds.editRenderLayerGlobals(currentRenderLayer="renderLayer")
        cmds.setAttr("vrayobjectproperties.primaryVisibility", 0)
        cmds.editRenderLayerAdjustment(
            "vrayobjectproperties.primaryVisibility")
        cmds.setAttr("vrayobjectproperties.primaryVisibility", 1)
        cmds.rename("renderLayer", str(st))
        cmds.rename("vrayobjectproperties", str(st))
Пример #22
0
def connectArnold():
    
    nodes=getRegionNode()
    if len(nodes)>1:
        for node in nodes:
            renderlayer=cmds.listConnections(node+'.renderlayer')[0]
            if renderlayer!='defaultRenderLayer':
                
                cmds.editRenderLayerAdjustment( 'defaultArnoldRenderOptions.regionMinX',
                                                'defaultArnoldRenderOptions.regionMaxX',
                                                'defaultArnoldRenderOptions.regionMinY',
                                                'defaultArnoldRenderOptions.regionMaxY',
                                                layer=renderlayer )
    
    for node in nodes:
    
        #create container
        container=cmds.container(n=node+'_arnoldConnection')
        
        cmds.addAttr(container,ln='minX',defaultValue=1)
        
        #create utility nodes
        minpms=cmds.shadingNode('plusMinusAverage',asUtility=True)
        maxpms=cmds.shadingNode('plusMinusAverage',asUtility=True)
        
        cmds.container(container,e=True,addNode=[minpms,maxpms])
        
        #setup nodes
        cmds.setAttr(minpms+'.operation',2)
        cmds.connectAttr(node+'.renderheight',minpms+'.input1D[0]')
        cmds.connectAttr(node+'.maxY',minpms+'.input1D[1]')
        
        cmds.setAttr(maxpms+'.operation',2)
        cmds.connectAttr(node+'.renderheight',maxpms+'.input1D[0]')
        cmds.connectAttr(node+'.minY',maxpms+'.input1D[1]')
        
        cmds.connectAttr(node+'.minX',container+'.minX')
        
        #connect to arnold
        renderlayer=cmds.listConnections(node+'.renderlayer')[0]
        
        cmds.editRenderLayerGlobals( currentRenderLayer=renderlayer)
        cmds.refresh()
        
        cmds.connectAttr(container+'.minX','defaultArnoldRenderOptions.regionMinX')
        cmds.connectAttr(minpms+'.output1D','defaultArnoldRenderOptions.regionMinY')
        
        [clp,pms]=clampMax(node+'.maxX',node+'.renderwidth','defaultArnoldRenderOptions.regionMaxX')
        cmds.container(container,e=True,addNode=[clp,pms])
        [clp,pms]=clampMax(maxpms+'.output1D',node+'.renderheight','defaultArnoldRenderOptions.regionMaxY')
        cmds.container(container,e=True,addNode=[clp,pms])
Пример #23
0
def toggleRenderElements(attributeList):

    for attr in attributeList:
        renderElement = 'm_' + attr

        if cmds.objExists(renderElement):
            cmds.editRenderLayerAdjustment('%s.enabled' % renderElement)
            cmds.setAttr('%s.enabled' % renderElement, 1)
        else:
            print(
                "toggleRenderElements:  vrayRenderElement: %s does not exist."
                % renderElement)

    return 0
Пример #24
0
 def killOverrides(self,*args):
     """ remove all render layer overrides in the asset. """
     # for each render layer, list all adjustments, then attempt to remove each one.
     deadOvers = []
     for rlayer in cmds.ls(type='renderLayer'):
         adjs = cmds.editRenderLayerAdjustment(rlayer, q=1, lyr=1)
         if adjs != None:
             for adj in cmds.editRenderLayerAdjustment(rlayer, q=1, lyr=1):
                 try:
                     deadOvers.append(adj)
                     cmds.editRenderLayerAdjustment(adj,r=1,lyr=rlayer)
                 except:
                     deadOvers.append(adj+' (FAILED)')
     return deadOvers
Пример #25
0
	def dpaf_adjRenderCamera(self, value, *args):

		layer = cmds.optionMenu('af_layerMenu', q= 1, v= 1)
		if layer == 'No Renderable Layer' or layer.startswith('-'): layer = 'masterLayer'
		layer = 'defaultRenderLayer' if layer == 'masterLayer' else layer
		override = 0 if '_dim' in cmds.iconTextButton('af_overriBtn', q= 1, image= 1) else 1
		# geather selected camera
		camerAdjList = cmds.textScrollList('af_cameraScr', q= 1, si= 1)
		if camerAdjList:
			for cam in camerAdjList:
				cmaShapeAttr = cmds.listRelatives(cam, s= 1)[0] + '.renderable'
				if override and layer != 'defaultRenderLayer': cmds.editRenderLayerAdjustment(cmaShapeAttr, lyr= layer)
				self.dpaf_setOverrideData(cmaShapeAttr, layer, value)

		self.dpaf_getCameraList()
Пример #26
0
	def enable_element(self, layer, args):

		# List all render elements
		elements = cmds.ls(type="VRayRenderElement")

		for element in elements:
			for tag, enabled in args.items():
				if cmds.attributeQuery('tag', node=element, exists=True):
					if cmds.getAttr(element + ".tag") == tag:
						print layer, tag, enabled, element
						# Create render layer adjustments 
						# You still need to be on the layer in order to make an ajusment
						cmds.editRenderLayerGlobals(currentRenderLayer=layer)
						cmds.editRenderLayerAdjustment(element + ".enabled", layer=layer)
						cmds.setAttr(element + ".enabled", enabled)
Пример #27
0
 def proxSet(self, mode, value):
     over = cmds.checkBoxGrp(self.myCheck2, q=1, v1=1)
     user_attr = ['.idm', '.mm', '.visibilityMode']
     tmp = cmds.ls(sl=1, dag=1, type='mesh')
     if tmp == []:
         #cmds.confirmDialog(m='未选择物体', button='确定')
         cmds.warning('未选择物体')
         return
     rsProxys = cmds.listConnections(tmp, type='RedshiftProxyMesh')
     for i in rsProxys:
         if over == 1:
             if 'defaultRenderLayer' != cmds.editRenderLayerGlobals(
                     q=1, currentRenderLayer=1):
                 cmds.editRenderLayerAdjustment(i + user_attr[mode])
         cmds.setAttr(i + user_attr[mode], value)
    def UpdateImagePlane(imagePlaneName, cameraName, updateSize = True):
        print "Updating image planes"
        def BreakPreviousConnection():
            for i in cmds.ls(cameras = True):
                ConnectedPlanes = cmds.listConnections( i + ".imagePlane" , c = True)
                if ConnectedPlanes != None:
                    for j in range(len(ConnectedPlanes)):
                        if ConnectedPlanes[j] == imagePlaneName:
                            try:
                                cmds.disconnectAttr(imagePlaneName + "Shape.message", ConnectedPlanes[j-1])
                            except:
                                print "Not Connected"
                            return
                    
        BreakPreviousConnection()

        try:
            mel.eval( 'cameraImagePlaneUpdate "%s" "%s";' % (cameraName + "Shape", imagePlaneName + "Shape") )
        except:
            pass
        
        try:
            cmds.parent(imagePlaneName,cameraName)
        except:
            pass
        
        cmds.setAttr(imagePlaneName +".translateX", 0)
        cmds.setAttr(imagePlaneName +".translateY", 0)
        cmds.setAttr(imagePlaneName +".translateZ", -1)
        cmds.setAttr(imagePlaneName +".rotateX", 0 )
        cmds.setAttr(imagePlaneName +".rotateY", 0 )
        cmds.setAttr(imagePlaneName +".rotateZ", 0 )
        cmds.setAttr(imagePlaneName +".scaleX", 0 )
        cmds.setAttr(imagePlaneName +".scaleY", 0 )
        cmds.setAttr(imagePlaneName +".scaleZ", 0 )
        
        if updateSize:
            subLayers = ["Subdivision_0", "Subdivision_1"]
            for i in range(0,len(subLayers)):
                cmds.editRenderLayerGlobals( currentRenderLayer = subLayers[i])
                cmds.editRenderLayerAdjustment(imagePlaneName + ".sizeX")
                cmds.editRenderLayerAdjustment(imagePlaneName + ".sizeY")
                cmds.setAttr(imagePlaneName + ".sizeX", 0.435)
                cmds.setAttr(imagePlaneName + ".sizeY", 0.035)
            cmds.editRenderLayerGlobals( currentRenderLayer = "defaultRenderLayer")
            cmds.setAttr(imagePlaneName + ".sizeX", 0.0)
            cmds.setAttr(imagePlaneName + ".sizeY", 0.0)
        print "Updated imageplanes"
Пример #29
0
    def enable_element(self, layer, args):

        # List all render elements
        elements = cmds.ls(type="VRayRenderElement")

        for element in elements:
            for tag, enabled in args.items():
                if cmds.attributeQuery('tag', node=element, exists=True):
                    if cmds.getAttr(element + ".tag") == tag:
                        print layer, tag, enabled, element
                        # Create render layer adjustments
                        # You still need to be on the layer in order to make an ajusment
                        cmds.editRenderLayerGlobals(currentRenderLayer=layer)
                        cmds.editRenderLayerAdjustment(element + ".enabled",
                                                       layer=layer)
                        cmds.setAttr(element + ".enabled", enabled)
Пример #30
0
def main(layer_name):
    layer_adjustments = cmds.editRenderLayerAdjustment(layer_name,
                                                       query=True,
                                                       layer=True)
    for adj in layer_adjustments:
        val = cmds.getAttr(adj)
        print adj + " = " + val
Пример #31
0
 def checkOverride(self):
     self.layer=pm.editRenderLayerGlobals( query=True, currentRenderLayer=True )
     if self.layer!='defaultRenderLayer':
         override_list=cmds.editRenderLayerAdjustment( self.layer,layer=True,q=True)
         if override_list != None:
             if self.attr  in override_list:
                 self.label.setStyleSheet("color: rgb(255, 127, 0);")
Пример #32
0
def SundayRenderToolsExportRenderLayer():
    exportLayers = { }
    RL = mel.eval('getSelectedRenderItems("RenderLayerTab", "", 0);')
    for curRL in RL:
        if curRL != 'defaultRenderLayer':
            rl = { }
            rl['objects'] = cmds.editRenderLayerMembers(curRL, query = True)
            adj = cmds.editRenderLayerAdjustment(curRL, query = True, layer = True)
            adjustments = { }
            if adj != None:
                for curAdj in adj:
                    adjustments[curAdj] = cmds.getAttr(curAdj)
                
            
            rl['adjustments'] = adjustments
            settings = { }
            settings['renderable'] = cmds.getAttr(curRL + '.renderable')
            rl['settings'] = settings
            exportLayers[curRL] = rl
            continue
        print 'Default layer can not be exported'
    
    file = SundayDialogPy.SundayDialogFileOpen('/', 0, 'Nothing!!')
    if file == None:
        return None
    f = open(file[0] + '.rl', 'w')
    f.write(str(exportLayers))
    f.close()
Пример #33
0
 def redshift_on_off(self, obj_name, cmd, value, *argv):
     print obj_name, cmd, value
     if cmd == 'rsMatteEnable':
         try:
             cmds.editRenderLayerAdjustment(
                 '{}.{}'.format(obj_name, cmd),
                 '{}.rsMatteAlpha'.format(obj_name))
             cmds.setAttr('{}.{}'.format(obj_name, cmd), value)
             cmds.setAttr(obj_name + ".rsMatteAlpha", 0)
         except:
             pass
     else:
         try:
             cmds.setAttr('{}.{}'.format(obj_name, cmd), value)
         except:
             pass
Пример #34
0
	def removeShaderOverride(self):
		"""docstring for fname"""
		sel = mn.ls( sl = True )
		rlay = rlayer.current()
		if not sel:
			rlay.removeOverridedShader()
		else:
			with undo.Undo():
				for s in sel:
					childs = s.allchildren
					if childs:
						for c in childs:
							shap = c.shape
							if shap:
								mc.editRenderLayerAdjustment( shap.name + '.instObjGroups', remove = True )
					shap = s.shape
					if shap:
						mc.editRenderLayerAdjustment( shap.name + '.instObjGroups', remove = True )
Пример #35
0
 def on_checkBox_RPMMATL_clicked(self):
     """
     Slot documentation goes here.
     """
     if self.checkBox_RPMMATL.isChecked() == True:
         cmds.select(cmds.ls(type="RedshiftProxyMesh"))
         ALLProxyMeshLIST = cmds.ls(sl=1)
         for esy in ALLProxyMeshLIST:
             cmds.editRenderLayerAdjustment(str(esy) + ".materialMode")
         cmds.select(ALLProxyMeshLIST)
         print ("Create Layer Override")
     else:
         cmds.select(cmds.ls(type="RedshiftProxyMesh"))
         ALLProxyMeshLIST = cmds.ls(sl=1)
         for esy in ALLProxyMeshLIST:
             cmds.editRenderLayerAdjustment(str(esy) + ".materialMode", remove=1)
         cmds.select(ALLProxyMeshLIST)
         print ("Remove Layer Override")
Пример #36
0
	def dpaf_removeCamOverride(self, allLayer, *args):

		camerAdjList = cmds.textScrollList('af_cameraScr', q= 1, si= 1)
		if camerAdjList:
			for cam in camerAdjList:
				cmaShapeAttr = cmds.listRelatives(cam, s= 1)[0] + '.renderable'
				if allLayer:
					for layer in cmds.listConnections(cmaShapeAttr, p= 1):
						layer = layer.split('.')[0]
						if layer != 'defaultRenderLayer':
							cmds.editRenderLayerAdjustment(cmaShapeAttr, lyr= layer, r= 1)
				else:
					layer = cmds.optionMenu('af_layerMenu', q= 1, v= 1)
					if layer == 'No Renderable Layer' or layer.startswith('-'): layer = 'masterLayer'
					if layer != 'masterLayer':
						cmds.editRenderLayerAdjustment(cmaShapeAttr, lyr= layer, r= 1)

			self.dpaf_getCameraList()
Пример #37
0
def change_render_settings():
    """changes mental ray render settings to appropriate defaults"""
    # switch to mental ray rendering
    cmds.setAttr('defaultRenderGlobals.ren', 'mentalRay', type='string')
    # create the mental ray rendering nodes so they can be changed
    mel.eval('miCreateDefaultNodes')
    # set filter to gaussian as layer overide
    cmds.editRenderLayerAdjustment( 'miDefaultOptions.filter', layer='ao' )
    cmds.setAttr('miDefaultOptions.filter', 2);
    # set the max/min samples
    cmds.setAttr('miDefaultOptions.maxSamples', 2)
    cmds.setAttr('miDefaultOptions.minSamples', 0)
    
    mel.eval('setAttr "miDefaultOptions.rayTracing" 0;')
    mel.eval('setAttr "defaultRenderGlobals.imageFormat" 3;')
    mel.eval('setAttr "miDefaultFramebuffer.datatype" 16;')
    mel.eval('setAttr "defaultResolution.width" 640;')
    mel.eval('setAttr "defaultResolution.height" 480;')
    mel.eval('setAttr "defaultResolution.pixelAspect" 1;')
Пример #38
0
def jpmMakeLayer(name):
    allLayers = cmds.ls(et="renderLayer")
    layerExists = 0

    for layer in allLayers:
        if name == layer:
            layerExists = 1

    if not layerExists:
        cmds.createRenderLayer(name=name, number=1, empty=1, mc=1)
        cmds.editRenderLayerAdjustment("defaultRenderGlobals.imageFilePrefix",
                                       lyr=name)
        cmds.setAttr("defaultRenderGlobals.imageFilePrefix",
                     name,
                     type="string")
        cmds.setAttr((name + ".renderable"), 0)
        print("Layer " + name + " made\n")
    else:
        print("Layer " + name + " already exists")
Пример #39
0
	def dpaf_hasOverride(self, queryValue, queryLayer):
		# checking value has overrided or not
		attrList = cmds.editRenderLayerAdjustment(queryLayer, q= 1, lyr= 1)
		has = 0
		if attrList:
			for attr in attrList:
				if attr == queryValue:
					has = 1 
					break
		return has
Пример #40
0
def get_master_layer_value(aov_name):
    """
    Get the aov enabled state of an aov on the master render layer

    :param aov_name: the aov name as a string
    :return: the enabled value as a bool
    """

    current_layer = cmds.editRenderLayerGlobals(currentRenderLayer=True,
                                                query=True)

    # If we are in the master layer return the current value
    if current_layer == "defaultRenderLayer":
        return cmds.getAttr("%s.enabled" % aov_name)

    # If we are not in the master layer check if the layer has an override
    layer_overrides = cmds.listConnections('%s.enabled' % aov_name) or []

    # If there is not an override for this layer return the curr value
    if current_layer not in layer_overrides:
        return cmds.getAttr("%s.enabled" % aov_name)

    # If the layer has  an override
    # Query the override value
    layer_value = cmds.getAttr("%s.enabled" % aov_name)

    # Remove the override
    cmds.editRenderLayerAdjustment("%s.enabled" % aov_name,
                                   layer=current_layer,
                                   remove=True)

    # Get the master value
    master_value = cmds.getAttr("%s.enabled" % aov_name)

    # Reinstate the override
    cmds.editRenderLayerAdjustment("%s.enabled" % aov_name,
                                   layer=current_layer)

    # Set the override value
    cmds.setAttr("%s.enabled" % aov_name, layer_value)

    return master_value
Пример #41
0
def connectPreview():

    nodes = getRegionNode()

    if len(nodes) > 1:
        for node in nodes:
            renderlayer = cmds.listConnections(node + '.renderlayer')[0]
            if renderlayer != 'defaultRenderLayer':

                cmds.editRenderLayerAdjustment('defaultRenderGlobals.left',
                                               'defaultRenderGlobals.rght',
                                               'defaultRenderGlobals.bot',
                                               'defaultRenderGlobals.top',
                                               layer=renderlayer)

    for node in nodes:

        #activating renderlayer
        renderlayer = cmds.listConnections(node + '.renderlayer')[0]

        cmds.editRenderLayerGlobals(currentRenderLayer=renderlayer)
        cmds.refresh()

        #create container
        container = cmds.container(n=node + '_previewConnection')

        cmds.addAttr(container, ln='minX', defaultValue=1)
        cmds.addAttr(container, ln='minY', defaultValue=1)

        #connect to preview
        cmds.connectAttr(node + '.minX', container + '.minX')
        cmds.connectAttr(container + '.minX', 'defaultRenderGlobals.left')

        cmds.connectAttr(node + '.minY', container + '.minY')
        cmds.connectAttr(container + '.minY', 'defaultRenderGlobals.bot')

        [clp, pms] = clampMax(node + '.maxX', node + '.renderwidth',
                              'defaultRenderGlobals.rght')
        cmds.container(container, e=True, addNode=[clp, pms])
        [clp, pms] = clampMax(node + '.maxY', node + '.renderheight',
                              'defaultRenderGlobals.top')
        cmds.container(container, e=True, addNode=[clp, pms])
Пример #42
0
def defineBeautyLayer(layerName,passes,globalOverrides=1,*args):
    # GIven a layer name and an array of passes, create the passes and enable them as an override on that layer.
    # also enable lights, GI, etc if necessary
    passList = []
    cmds.editRenderLayerGlobals(crl='defaultRenderLayer')
    # global overrides
    if globalOverrides:
        cmds.setAttr('vraySettings.globopt_light_doLights',0)
        cmds.setAttr('vraySettings.globopt_mtl_glossy',0)
        cmds.setAttr('vraySettings.cam_overrideEnvtex',0)
        cmds.setAttr('vraySettings.giOn',0)
    for p in passes:
        # check for duplicate
        elements = [cmds.getAttr(f+'.vrayClassType') for f in cmds.ls(type='VRayRenderElement')]
        extraTexes = [f for f in cmds.ls(type='VRayRenderElement') if cmds.getAttr(f+'.vrayClassType') == 'ExtraTexElement']
        extraTexNames = [cmds.getAttr(f+'.vray_name_extratex') for f in extraTexes]
        if (parseElementNames(p) not in elements) or (parseElementNames(p) == 'ExtraTexElement' and p not in extraTexNames):
            melCmd = 'vrayAddRenderElement '+parseElementNames(p)
            mel.eval(melCmd)
            # get new pass by loading selection
            newPass = cmds.ls(sl=1)[0]
            passList.append(newPass)
            cmds.setAttr(newPass+'.enabled',0)
    # now go through passList and make an override for the beauty layer.
    cmds.editRenderLayerGlobals(crl=layerName)
    cmds.editRenderLayerGlobals(eaa=1)
    for p in passList:
        cmds.editRenderLayerAdjustment(p+'.enabled')
        cmds.setAttr(p+'.enabled',1)
    # global overrides
    if globalOverrides:
        cmds.editRenderLayerAdjustment('vraySettings.globopt_light_doLights')
        cmds.editRenderLayerAdjustment('vraySettings.globopt_mtl_glossy')
        cmds.editRenderLayerAdjustment('vraySettings.cam_overrideEnvtex')
        cmds.setAttr('vraySettings.globopt_light_doLights',1)
        cmds.setAttr('vraySettings.globopt_mtl_glossy',1)
        cmds.setAttr('vraySettings.cam_overrideEnvtex',1)
        if 'GI' in passes:
            cmds.editRenderLayerAdjustment('vraySettings.giOn')
            cmds.setAttr('vraySettings.giOn',1)
    # done.
    print '\nBeauty layer settings applied to layer %s.' % (layerName)
Пример #43
0
def connectPreview():
    
    nodes=getRegionNode()
    
    if len(nodes)>1:
        for node in nodes:
            renderlayer=cmds.listConnections(node+'.renderlayer')[0]
            if renderlayer!='defaultRenderLayer':
                
                cmds.editRenderLayerAdjustment( 'defaultRenderGlobals.left',
                                                'defaultRenderGlobals.rght',
                                                'defaultRenderGlobals.bot',
                                                'defaultRenderGlobals.top',
                                                layer=renderlayer )
    
    for node in nodes:
        
        #activating renderlayer
        renderlayer=cmds.listConnections(node+'.renderlayer')[0]
        
        cmds.editRenderLayerGlobals( currentRenderLayer=renderlayer)
        cmds.refresh()
        
        #create container
        container=cmds.container(n=node+'_previewConnection')
        
        cmds.addAttr(container,ln='minX',defaultValue=1)
        cmds.addAttr(container,ln='minY',defaultValue=1)
        
        #connect to preview
        cmds.connectAttr(node+'.minX',container+'.minX')
        cmds.connectAttr(container+'.minX','defaultRenderGlobals.left')
        
        cmds.connectAttr(node+'.minY',container+'.minY')
        cmds.connectAttr(container+'.minY','defaultRenderGlobals.bot')
        
        [clp,pms]=clampMax(node+'.maxX',node+'.renderwidth','defaultRenderGlobals.rght')
        cmds.container(container,e=True,addNode=[clp,pms])
        [clp,pms]=clampMax(node+'.maxY',node+'.renderheight','defaultRenderGlobals.top')
        cmds.container(container,e=True,addNode=[clp,pms])
Пример #44
0
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)
Пример #45
0
    def set_attr_in_layer(attr=None, layer=None, value=None):
        """
        Same as cmds.setAttr but this sets the attribute's value in a given render layer without having to switch to it
        :param attr: string - ex: "node.attribute"
        :param layer: string - ex: "layer_name"
        :param value: value you want to set the override to
        :return: bool - True if successful, False if not
        """
        cmds.editRenderLayerAdjustment(attr, layer=layer)

        connection_list = cmds.listConnections(attr, plugs=True)

        if connection_list is not None:
            for connection in connection_list:
                attr_component_list = connection.split(".")

                if attr_component_list[0] == layer:
                    attr = ".".join(attr_component_list[0:-1])
                    cmds.setAttr("%s.value" % attr, value)
                    return True

        return False
Пример #46
0
    def _disable_aov_for_all_layers_callback(self):
        """
        Callback for disabling an aov for all the render layers
        :return:
        """

        selected_items = self.layers_tree.selectedItems()

        if selected_items is None:
            return

        selected_aovs = [
            x for x in selected_items if x.data(0, QtCore.Qt.UserRole) == "aov"
        ] or None

        if selected_aovs is None:
            return

        render_layers = [
            x for x in cmds.ls(type="renderLayer")
            if "defaultRenderLayer" not in x
        ]

        for aov_item in selected_aovs:
            aov_name = aov_item.data(1, QtCore.Qt.UserRole)

            # Remove aov layer override for all layers
            for rLayer in render_layers:
                cmds.editRenderLayerAdjustment("%s.enabled" % aov_name,
                                               layer=rLayer,
                                               remove=True)

            # Set the Aov as disabled
            cmds.setAttr("%s.enabled" % aov_name, 0)

        self._refresh_layers_content()

        return
Пример #47
0
def SundayRenderToolsImportRenderLayer():
    file = SundayDialogPy.SundayDialogFileOpen('/', 1, 'Render Layer File (*.rl)')
    if file == None:
        return None
    f = open(file[0], 'r')
    iL = eval(f.read())
    for curIL in iL:
        cmds.createRenderLayer(name = curIL, empty = True)
        addObj = iL[curIL]['objects']
        
        try:
            cmds.editRenderLayerMembers(curIL, addObj, noRecurse = True)
        except:
            file == None
            print 'Objects not found in scene'

        addAdj = iL[curIL]['adjustments']
        cmds.editRenderLayerGlobals(currentRenderLayer = curIL)
        for curAdj in addAdj:
            if curAdj.split('.')[1] != 'instObjGroups[0]':
                cmds.editRenderLayerAdjustment(curIL, curAdj)
                
                try:
                    cmds.setAttr(curAdj, addAdj[curAdj])
                except:
                	pass
                print 'Missing : ' + curAdj

                continue
            print 'Shader Overwrite : ' + curAdj
        
        addSet = iL[curIL]['settings']
        for curSet in addSet:
            if curSet == 'renderable':
                cmds.setAttr(curIL + '.renderable', addSet[curSet])
                continue
def bNormal(*args):
    t = "NRM"
    sels = cmds.ls(sl=True)
    if type(args[0]) == types.StringType:
        name = get_name(args[0]+"_"+t)  
    else : name = get_name(t)
    if not(cmds.objExists(name)) :
        sf = int(cmds.textFieldGrp('start_frame', q=True, tx=True))
        ef = int(cmds.textFieldGrp('end_frame', q=True, tx=True))
        make_layer(name, sf, ef, t)    
        
        rl = make_layer(name, sf, ef, t)
        cmds.editRenderLayerGlobals(crl= rl[0])
        cmds.setAttr("defaultRenderGlobals.ren", "vray", typ='string')
        v_ray_set()
        mel.eval("vrayAddRenderElement normalsChannel;")
        cmds.editRenderLayerAdjustment("vraySettings.fileNamePrefix")
        cmds.setAttr("vraySettings.fileNamePrefix", rl[0],typ="string")
        #cmds.editRenderLayerAdjustment("vraySettings.noAlpha")
        cmds.editRenderLayerAdjustment("vraySettings.dontSaveRgbChannel")
        #cmds.setAttr("vraySettings.noAlpha",1)
        cmds.setAttr("vraySettings.dontSaveRgbChannel",1)
        if len(sels) != 0 : cmds.select(sels,r=True)
    return name
Пример #49
0
def list():
    """ Output layer overrides for the current layer.
	"""
    layer = mc.editRenderLayerGlobals(query=True, currentRenderLayer=True)
    adjustments = mc.editRenderLayerAdjustment(layer, query=True, layer=True)

    print("\n*** List of overrides for layer '%s:' ***" % layer)

    if adjustments:
        for adj in adjustments:
            print("%s = %s" % (adj, mc.getAttr(adj)))

    else:
        print("None")

    print("\n")
 def assignTurntable(Camera):
     #Works differently from the snapshots since they don't have the distinction of signature
     #Get the name for the turntable layer
     RenderLayer = "Turntable" + Camera[-1]  
     
     #Create a new render layer for the turntable
     cmds.createRenderLayer( n = RenderLayer, g = True )
     
     
     RenderLayerManagerClass.EditLayer(settings = [
                                                   [Camera + ".renderable", "none", True ],
                                                   ["persp.renderable", "none", False ],
                                                   ["defaultRenderGlobals.animation", "none", True],
                                                   ["defaultRenderGlobals.startFrame", "none", cmds.getAttr(Camera + ".StartRange")],
                                                   ["defaultRenderGlobals.endFrame", "none", cmds.getAttr(Camera + ".StopRange")],
                                                   ["defaultRenderGlobals.outFormatControl", "none", 0],
                                                   ["defaultRenderGlobals.putFrameBeforeExt", "none", 1],
                                                   ["defaultRenderGlobals.periodInExt ", "none", 0],
                                                   ["defaultRenderGlobals.imageFilePrefix", "string", "<Camera>/<Scene>_<Layer>_"],
                                                   ["defaultRenderGlobals.extensionPadding", "none", 2]
                                                   ], 
                                       layers = [RenderLayer] )
     
     cmds.editRenderLayerGlobals( currentRenderLayer = RenderLayer)
     
     #If background objects exist render the turntable with the background else use the shadow plane if it exists
     if cmds.objExists("CMBackground"):
         cmds.editRenderLayerAdjustment("CMBackground.visibility")
         cmds.setAttr("CMBackground.visibility", 1)
         if cmds.objExists("ShadowPlane"):
             cmds.editRenderLayerAdjustment("ShadowPlane.visibility")
             cmds.setAttr("ShadowPlane.visibility", 0)
     
     #If userlights and light rig exist use the userlights for the turntable
     if cmds.objExists("UserLights") and cmds.objExists("CMLightRig"):
         cmds.editRenderLayerAdjustment("UserLights.visibility")
         cmds.setAttr("UserLights.visibility", 1)
         cmds.editRenderLayerAdjustment("CMLightRig.visibility")
         cmds.setAttr("CMLightRig.visibility", 0)
     
     
     RenderLayerManagerClass.EditLayer(settings = [["vraySettings.fileNamePrefix", "string", "<Camera>/<Scene>_<Layer>_"]],
                                         layers = [RenderLayer] )
Пример #51
0
def createRL(*args):
    layers = []
    rls = [
        "CarKey", "CarEnv", "BGKey", "BGEnv", "AO", "MatteA", "MatteB",
        "MoVec", "Shadow"
    ]

    movecShd = cmds.ls("*:*moVec_SHD")
    if not movecShd:
        movecShd = cmds.ls("*moVec_SHD")
    if movecShd:
        mvsg = cmds.listConnections(movecShd, type="shadingEngine")[0]
    else:
        cmds.warning("Can't find the movec shader")

    aoShd = cmds.ls("*:*AO_SHD")
    if not aoShd:
        aoShd = cmds.ls("*AO_SHD")
    if aoShd:
        aosg = cmds.listConnections(aoShd, type="shadingEngine")[0]
    else:
        cmds.warning("can't find the ao shader")

    for rl in rls:
        if cmds.checkBox(widgets[rl], q=True, v=True):
            layers.append(rl)

    for each in layers:
        cmds.createRenderLayer(n=renderLayer[each], mc=True, empty=True)
        if each == "MoVec":
            cmds.editRenderLayerAdjustment(
                'defaultArnoldRenderOptions.motion_blur_enable',
                lyr="ALL_MoVec")
            cmds.setAttr("defaultArnoldRenderOptions.motion_blur_enable", 1)
            cmds.editRenderLayerAdjustment(
                "defaultArnoldRenderOptions.referenceTime", lyr="ALL_MoVec")
            cmds.setAttr("defaultArnoldRenderOptions.referenceTime", 0.5)
            cmds.editRenderLayerAdjustment(
                "defaultArnoldRenderOptions.ignoreMotionBlur", lyr="ALL_MoVec")
            cmds.setAttr("defaultArnoldRenderOptions.ignoreMotionBlur", 1)
            print mvsg
            if mvsg:
                cmds.connectAttr("%s.message" % mvsg,
                                 "ALL_MoVec.shadingGroupOverride",
                                 f=True)

        if each == "AO":
            print aosg
            if aosg:
                cmds.connectAttr("%s.message" % aosg,
                                 "ALL_AO.shadingGroupOverride",
                                 f=True)
Пример #52
0
def overrideTransfer(layerName):
    sourceObjSplit = sourceObj[0].split("|")
    sourceShapeSplit = sourceShape[0].split("|")                
    rawOverrides = mc.editRenderLayerAdjustment(layerName, query=True, layer=True )
    allOverrides = []
    if layerName == "defaultRenderLayer":
        pass
    else:    
        if rawOverrides == None:
            pass
        else:
            for x in rawOverrides:
                if "instObjGroup" in x:
                    pass
                elif x in allOverrides:
                    pass
                else:
                    allOverrides.append(x)
    
            for eachOverride in allOverrides:
                attrName=eachOverride.split(".")
                # match transform node overrides
                srcObjAttrCheck = mc.attributeQuery(attrName[-1],node=sourceObj[0],ex=True)
                if srcObjAttrCheck == True:            
                    if sourceObjSplit[-1]+"."+attrName[-1] in eachOverride:
                        for eachTarget in targetObjs:
                            mc.editRenderLayerAdjustment(eachTarget+"."+attrName[-1])
                            mc.copyAttr(sourceObj,eachTarget,values=True,attribute=[attrName[-1]])
                # match shape node overrides
                srcShapeAttrCheck = mc.attributeQuery(attrName[-1],node=sourceShape[0],ex=True)
                if srcShapeAttrCheck == True:
                    if sourceShapeSplit[-1]+"."+attrName[-1] in eachOverride:
                        attrType = mc.getAttr(eachOverride,type=True)                
                        if "float3" in attrType:
                            valueX = mc.getAttr(sourceShape[0]+"."+attrName[-1]+"X") 
                            valueY = mc.getAttr(sourceShape[0]+"."+attrName[-1]+"Y")
                            valueZ = mc.getAttr(sourceShape[0]+"."+attrName[-1]+"Z")                   
                            for eachShape in targetShapes:                                
                                mc.editRenderLayerAdjustment(eachShape+"."+attrName[-1])
                                mc.setAttr(eachShape+"."+attrName[-1]+"X",valueX)
                                mc.setAttr(eachShape+"."+attrName[-1]+"Y",valueY)
                                mc.setAttr(eachShape+"."+attrName[-1]+"Z",valueZ)
                        else:
                            value = mc.getAttr(sourceShape[0]+"."+attrName[-1])
                            for eachShape in targetShapes:
                                mc.editRenderLayerAdjustment(eachShape+"."+attrName[-1])
                                mc.setAttr(eachShape+"."+attrName[-1],value)
 def ManageUserRig():
     cmds.editRenderLayerGlobals( currentRenderLayer = "defaultRenderLayer")
     #If the background exists make sure it is not visible in any layer except the product shots else use the shadow plane if it exists
     if cmds.objExists("CMBackground"):
         cmds.setAttr("CMBackground.visibility", 0)
     if cmds.objExists("ShadowPlane"):
         cmds.setAttr("ShadowPlane.visibility", 1)
     
     #If userlights exist and lightrig exists make the userlights invisible in all except the product shot and contex sig
     if cmds.objExists("UserLights") and cmds.objExists("CMLightRig"):
         cmds.setAttr("UserLights.visibility", 0)
         cmds.setAttr("CMLightRig.visibility", 1)
     
     #Modify the productshot and contextsig attributes
     layers = ["Product", "ContextSig"] 
     i = 0
     while(cmds.objExists("Turntable" + str(i))):
         layers.append("Turntable" + str(i))
         i = i + 1
     
     for i in layers:
         cmds.editRenderLayerGlobals( currentRenderLayer = i)
         #If background objects exist render the product shot with the background else use the shadow plane if it exists
         if cmds.objExists("CMBackground"):
             cmds.editRenderLayerAdjustment("CMBackground.visibility")
             cmds.setAttr("CMBackground.visibility", 1)
             if cmds.objExists("ShadowPlane"):
                 cmds.editRenderLayerAdjustment("ShadowPlane.visibility")
                 cmds.setAttr("ShadowPlane.visibility", 0)
         
         #If userlights and light rig exist use the userlights for the product shots and render the rest with the light rig
         if cmds.objExists("UserLights") and cmds.objExists("CMLightRig"):
             cmds.editRenderLayerAdjustment("UserLights.visibility")
             cmds.setAttr("UserLights.visibility", 1)
             cmds.editRenderLayerAdjustment("CMLightRig.visibility")
             cmds.setAttr("CMLightRig.visibility", 0)
     cmds.editRenderLayerGlobals( currentRenderLayer = "defaultRenderLayer")
 def EditLayer(settings, layers, ChangeRenderLayer = True):
     for layer in layers:
         if ChangeRenderLayer:
             cmds.editRenderLayerGlobals( currentRenderLayer = layer)
         for i in settings:
                 if i[1] == "RemoveFromLayer":
                     cmds.editRenderLayerAdjustment(i[0], remove = True)
                 else:
                     try:
                         if i[1] == "double3":
                             cmds.editRenderLayerAdjustment(i[0])
                             cmds.setAttr(i[0], i[2], i[3], i[4], type = i[1] )
                         elif i[1] == "string":
                             cmds.editRenderLayerAdjustment(i[0])
                             cmds.setAttr( i[0], i[2], type = i[1] )
                         elif i[1] == "none":
                             cmds.editRenderLayerAdjustment(i[0])
                             cmds.setAttr( i[0], i[2] )
                     except:
                         pass
                 
           
     if ChangeRenderLayer:
         cmds.editRenderLayerGlobals( currentRenderLayer = "defaultRenderLayer")
def make_layer(name,sf,ef, r_type):
    rl_name = name
    sels = cmds.ls(sl=True)
    r_cam = cmds.textScrollList('r_cam', q=True, si=True)
    cs = lambda x:cmds.listRelatives(x,shapes=True)
    
    #check object exist
    if not(cmds.objExists(name)):
        l = cmds.createRenderLayer(n=rl_name, number=2,noRecurse=True)
        drg = "defaultRenderGlobals"
        
        cmds.editRenderLayerGlobals(crl=l)
        cmds.editRenderLayerAdjustment("defaultRenderGlobals.imageFilePrefix")
        cmds.editRenderLayerAdjustment("defaultRenderGlobals.imageFormat")
        cmds.editRenderLayerAdjustment(drg+".currentRenderer")
        cmds.setAttr(drg+".ren","mayaSoftware",typ="string")
        
        cmds.setAttr(drg+".imageFilePrefix",rl_name,typ="string")
        cmds.setAttr(drg+".imageFormat",32)
        cmds.setAttr(drg + ".startFrame", sf)
        cmds.setAttr(drg + ".endFrame", ef)

    else: l = rl_name

    put_obj(sels,rl_name)
    # Collect Camera data
    a_cam = cm_list()
    a_cam = a_cam[0]
    
    # All camera's renderable attribute is OFF.
    for ac in a_cam:
        cmds.setAttr(ac+".renderable", 0)
   
    # Turn on "renderble" : selected camera.
    cam = []
    if not(type(r_cam) == types.NoneType):
        for rc in r_cam:
            x = cs(rc)
            cmds.setAttr(x[0]+".renderable", 1)
            cam.append(x)
            
    return (l,cam)
Пример #56
0
def createRL(*args):
	layers = []
	rls = ["CarKey", "CarEnv", "BGKey", "BGEnv", "AO", "MatteA", "MatteB", "MoVec", "Shadow"]
	
	movecShd = cmds.ls("*:*moVec_SHD")
	if not movecShd:
		movecShd = cmds.ls("*moVec_SHD")
	if movecShd:
		mvsg = cmds.listConnections(movecShd, type="shadingEngine")[0]
	else: 
		cmds.warning("Can't find the movec shader")
		
	aoShd = cmds.ls("*:*AO_SHD")
	if not aoShd:
		aoShd = cmds.ls("*AO_SHD")
	if aoShd:
		aosg = cmds.listConnections(aoShd, type="shadingEngine")[0]
	else:
		cmds.warning("can't find the ao shader")
		
	for rl in rls:
		if cmds.checkBox(widgets[rl], q=True, v=True):
			layers.append(rl)
	
	for each in layers:
		cmds.createRenderLayer(n=renderLayer[each], mc=True, empty=True)
		if each == "MoVec":
			cmds.editRenderLayerAdjustment('defaultArnoldRenderOptions.motion_blur_enable', lyr="ALL_MoVec")
			cmds.setAttr("defaultArnoldRenderOptions.motion_blur_enable", 1)
			cmds.editRenderLayerAdjustment("defaultArnoldRenderOptions.referenceTime", lyr="ALL_MoVec")
			cmds.setAttr("defaultArnoldRenderOptions.referenceTime", 0.5)
			cmds.editRenderLayerAdjustment("defaultArnoldRenderOptions.ignoreMotionBlur", lyr="ALL_MoVec")
			cmds.setAttr("defaultArnoldRenderOptions.ignoreMotionBlur", 1)
			print mvsg
			if mvsg:
				cmds.connectAttr("%s.message"%mvsg, "ALL_MoVec.shadingGroupOverride", f=True)

			
		if each == "AO":
			print aosg
			if aosg:
				cmds.connectAttr("%s.message"%aosg, "ALL_AO.shadingGroupOverride", f=True)
def make_layer(n,cus,sw,sf,ef, r_type):
    rl_name= ""
    if sw:
        rl_name = cus
    else:
        rl_name = n

    l = cmds.createRenderLayer(n=rl_name, number=2,noRecurse=True)
    cmds.editRenderLayerGlobals(crl=l)
    cmds.editRenderLayerAdjustment("defaultRenderGlobals.imageFilePrefix")
    cmds.editRenderLayerAdjustment("defaultRenderGlobals.imageFormat")
   
    drg = "defaultRenderGlobals"
    cmds.setAttr(drg+".imageFilePrefix",rl_name,typ="string")
    cmds.setAttr(drg+".imageFormat",32)
    cmds.setAttr(drg + ".startFrame", sf)
    cmds.setAttr(drg + ".endFrame", ef)
    
    if (r_type == "AO"):
        cmds.editRenderLayerAdjustment(drg+".currentRenderer")
        cmds.setAttr(drg+".ren","mentalRay",typ="string")

     
    return l
Пример #58
0
def setupScene():
    global util
    errormsgs = []
    util = Utils.utils()
    
    chks = ['keychk', 'rimchk','colchk','occchk','rgbachk','gshchk','matchk']
    chkstats = [mc.checkBox(x, q = True, v = True) for x in chks]
    if not 1 in chkstats:
        mc.confirmDialog(t='Warning', m = 'No layers are selected', b='OK', ma = "center")
        return    
    
    #get dict of assets in their respective render layer groups
    
    grpDict = findGrpDict()
    layergrps = grpDict.keys()
    layergrps.sort()
    
    
    #find the path of the file, check naming of file and query the timeline
 
    filepath = mc.file(q = True, sn = True)
    filename = os.path.basename(filepath)
    fildir = os.path.dirname(filepath)
    refcut = mc.checkBox("refchk", q = True, v = True)
    try:
        shotname = filename.split("_")[1]
    except:
        mc.confirmDialog(t='Warning', m = 'Scene name is not correct', b='OK', ma = "center")
        return
    shstart = mc.playbackOptions(q = True, ast = True)
    shend = mc.playbackOptions(q = True, aet = True)
    
    
    #query the camera and the camera group
    
    cam = mc.optionMenu('camlite', q = True, v = True)
    
    #setup the name of the new files
    
    clfile = filename[:-9] + "cl" + filename[-7:]
    #check the file exists, then change to vesion folder
    curr_path = fildir+'/'
    clfilepath=curr_path+clfile
    if mc.file(clfilepath,q=1,ex=1):
        Overrite = mc.confirmDialog(
                title='Confirm ',
                message='Overwrite the existing file? ',
                button=['Yes', 'No'],
                defaultButton='Yes',
                cancelButton='No',
                dismissString='No') 
        if Overrite =='No':   
            return
        
    chkpath=mc.getFileList (folder=curr_path)
    ver_count=chkpath.count('ver')
    verpath= curr_path+'ver/'
    if not ver_count:
        mc.sysFile(verpath,makeDir=1)      
#    else:
#        verpath= curr_path+'ver/'
    files = [ f for f in os.listdir(verpath) if (os.path.isfile (os.path.join(verpath,f))) and f[len(f)-3:len(f)]=='.ma']
    if files:
        ver = str(len(files)+1)
    else:
        ver='01'
    newpath=verpath+clfile
    mc.sysFile(filepath,copy=newpath)
    newname=clfile[:19]+'%s.ma'%ver.zfill(2)
    chgname=verpath+newname
    mc.sysFile(newpath,rename=chgname)
    
    #select all the assets specified in the setup window to export to a new file
    
    selasts = []
    refcutmiss = []
    for each in layergrps:
        for ast in grpDict[each]:
            selasts.append(ast)
    
            
    #add the camera to the selection
    
    selasts.append(cam)
    
    
    #add the ground and matte groups to the selection if they exist, else warn that they have not been setup
    
    gndmteobjs = ["Grp_Ground", "Grp_Matte"]
    if mc.objExists("Grp_Ground"):
            gndmteobjs.pop(gndmteobjs.index("Grp_Ground"))
            selasts.append("Grp_Ground")
    if mc.objExists("Grp_Matte"):
            gndmteobjs.pop(gndmteobjs.index("Grp_Matte"))
            selasts.append("Grp_Matte")
    if gndmteobjs:
        gndmtemsg = "\n".join(gndmteobjs)
        rslt = mc.confirmDialog(t='Warning', m="Ground/Matte Objects dont\nexist or havent been set up", b=['Continue', 'Cancel'], db='Continue', cb='Cancel', ds='Cancel', ma = 'center')
        if rslt == 'Cancel':
            return
        else:
            pass
            
    mc.select(selasts, r = True)
    
    

    #cmfile = filename[:-9] + "cm" + filename[-7:]
    

    #export all selected assets, cameras and ground/matte groups to a new _cl_v00 file
    
    mc.file((fildir + "/" + clfile), op = "v=0", typ = "mayaAscii", pr = True, es = True, f=True )

    #force open the new _cl_v00 file without saving the old one
    
    mc.file((fildir + "/" + clfile), op = "v=0", typ = "mayaAscii", lrd = "all", o = True, f = True)
    
    #select camera and export selected camera to a new _cm_v00 file
    
    #mc.select(cam, r = True) 
    #mc.file((fildir + "/" + cmfile), op = "v=0", typ = "mayaAscii", pr = True, es = True)
    mc.select(cl = True)
    
    #set the timeline and render globals, and move assets to their respective groups
    
    mc.playbackOptions(e = True, ast = shstart)
    mc.playbackOptions(e = True, aet = shend)
    setrendglobals(shotname, shstart, shend)
    try:
        Utils.moveAssetsToGrps()
    except:
        pass
    
        
    #setup the useBackground shader and assign it to the ground/matte objects if they exist
    
    gndusebg = "groundmatteuseBGshader"
    if mc.objExists(gndusebg):
        mc.delete(gndusebg)
    gndusebg = mc.shadingNode("useBackground", asShader = True, n = gndusebg)
    mc.setAttr((gndusebg + ".specularColor"), 0, 0, 0, type = "double3")
    mc.setAttr((gndusebg + ".reflectivity"), 0)
    mc.setAttr((gndusebg + ".reflectionLimit"), 0)
    mc.setAttr((gndusebg + ".shadowMask"), 0)
    if mc.objExists("Grp_Ground"):
        mc.select("Grp_Ground", r = True)
        mc.hyperShade(assign = gndusebg)
    if mc.objExists("Grp_Matte"):
        mc.select("Grp_Matte", r = True)
        mc.hyperShade(assign = gndusebg)
        
    
    #query the rim/key light required and import the relevant light file from /assets/lighting
    locquery  = mc.optionMenu('Location', q = True, v = True)
    rmkylight = mc.optionMenu('Time', q = True, v = True)
    camquery  = mc.optionMenu('camlite', q = True, v = True)
    rmkyfile = "%s/%s/Location/%s/%s_rimkey.ma"%(util.path, util.litePath,locquery,rmkylight)
    rimliteL = "%s:rimL"%rmkylight
    rimliteR = "%s:rimR"%rmkylight
    #refdoom  = "%s:ref_doom"%rmkylight
    keylite  = "%s:key"%rmkylight
    #fillite  = "%s:fill"%rmkylight
    #eyespec  = "%s:eyespc"%rmkylight
    if os.path.exists(rmkyfile):
        if mc.objExists(rimliteL):
            mc.delete(rimliteL)
        if mc.objExists(rimliteR):
            mc.delete(rimliteR)
        #if mc.objExists(fillite):
            #mc.delete(fillite)
        if mc.objExists(keylite):
            mc.delete(keylite)   
        mc.file(rmkyfile, i = True, typ = "mayaAscii", ra = True, ns = rmkylight, op = "v=0;p=17", pr = True)
    else:
        mc.confirmDialog(t='Warning', m = '%s file is not accessible'%rmkylight, b='OK', ma = "center")
        return
        
    #find the names of the imported rim/key lights in the scene and parent them to the 'Rim_key' group
    
    if mc.objExists("LIGHTS"):
            mc.delete("LIGHTS")
            
    sclites = mc.ls(type = "light")
    for each in sclites:
        if ":rimL" in each:
            rimliteL = mc.listRelatives(each, p = True)[0]
        elif ":rimR" in each:
            rimliteR = mc.listRelatives(each, p = True)[0]
        #elif ":fill" in each:
            #fillite  = mc.listRelatives(each, p = True)[0]
        elif ":key" in each:
            keylite = mc.listRelatives(each, p = True)[0]
    keygrp = "%s:key_set"%rmkylight
    mc.group(n = "LIGHTS", em = True)
    mc.parent(keygrp,"LIGHTS" )
                    
    #query common lights required and import the relevant light file from /assets/lighting/commonlights
    
    commonfile = "%s/%s/common_lights/common_lights.ma"%(util.path, util.litePath)
    commonlight="commonlight"
    #litequery=mc.optionMenu('amblite',q=True,v=True) 
    #GIrAMB = "%s:%s"%(commonlight,litequery)
    if os.path.exists(commonfile):
        if mc.objExists(commonlight):
            mc.delete(commonlight)
        mc.file(commonfile, i = True, typ = "mayaAscii", ra = True, ns = commonlight, op = "v=0;p=17", pr = True)
    else:
        mc.confirmDialog(t='Warning', m = '%s file is not accessible'%commonlight, b='OK', ma = "center")
        return        
  
    #mc.parent("commonlight:commonLight_sets","LIGHTS" )
    #spclite_parnt=mc.parent(spclite,camquery)
    #find shape node of key light
    
    if mc.objExists(keylite):
        keyliteshp = mc.listRelatives(keylite, c = True, s = True)
    
        
    #setup the mat shaders
    
    rgbashaders = rgbashader(shotname)
    mc.select(cl = True)
    myShader = mc.shadingNode('lambert', asShader=True)
    mc.setAttr (myShader+".colorR", 0.886)
    mc.setAttr (myShader+".colorG" ,0.961)
    mc.setAttr (myShader+".colorB" ,0.961)
    
    # assign cam folder 
    
    if camquery[14:] =='Ct':
        camname = "Center"
    elif camquery[14:]=='Lt':
        camname = "Left"
    else:
        camname = "Right"
    
    #remove all existing render layers
    
    mc.editRenderLayerGlobals(crl = "defaultRenderLayer")
    renlyrs = mc.ls(type = "renderLayer")
    for each in renlyrs:
        if not "defaultRenderLayer" in each:
            mc.delete(each)
    
            
    #cut the references of all assets if marked so in the light setup options            
    
    for each in layergrps:
        for ast in grpDict[each]:
            if refcut:
                try:
                    cutref(ast)
                except:
                    refcutmiss.append(ast)
    
                    
    #main loop for creating all the render layers with their respective settings working on each render layer group per loop                

    sqname = shotname[:5]
    shname = shotname[5:]    
    matindex = 0
    for lyr in layergrps:
        asts = grpDict[lyr]
        
          
        #create key layer, add key light
        
        if mc.checkBox("keychk", q = True, v = True):
            keylayer = (lyr + 'key')
            mc.select(asts, r = True)
            mc.select(keylite, add = True)
            #mc.select(refdoom, add = True)
            #mc.select(eyespec, add = True)
            if mc.objExists("Grp_Ground"):
                mc.select("Grp_Ground", add = True)
            if mc.objExists("Grp_Matte"):
                mc.select("Grp_Matte", add = True)
            mc.createRenderLayer(mc = True, n = keylayer)
            mc.editRenderLayerAdjustment(gndusebg + ".shadowMask")
            mc.setAttr(gndusebg + ".miOcclusionMask", 0)
            mc.connectAttr(keylayer+'.renderPass', 'diff.owner',nextAvailable=True)
            mc.connectAttr(keylayer+'.renderPass', 'amb.owner', nextAvailable=True)
            mc.connectAttr(keylayer+'.renderPass', 'sha.owner', nextAvailable=True)
            mc.connectAttr(keylayer+'.renderPass', 'spc.owner', nextAvailable=True)
            mc.connectAttr(keylayer+'.renderPass', 'inc.owner',nextAvailable=True)
            fileprefix = "%s/%s/%s/ch/%s/<RenderLayer>/<RenderPass>/%s%s_<RenderLayer>_<RenderPass>_v01"%(sqname,shname,camname,lyr,sqname,shname)
            mc.editRenderLayerAdjustment ("defaultRenderGlobals.imageFilePrefix")            
            mc.setAttr("defaultRenderGlobals.imageFilePrefix", fileprefix, type = "string")
            mc.editRenderLayerAdjustment('miDefaultOptions.rayTracing')
            mc.setAttr('miDefaultOptions.rayTracing',1)            
            mc.editRenderLayerAdjustment( 'miDefaultOptions.maxReflectionRays' )
            mc.setAttr('miDefaultOptions.maxReflectionRays', 3)
            mc.editRenderLayerAdjustment( 'miDefaultOptions.maxRefractionRays' )
            mc.setAttr('miDefaultOptions.maxRefractionRays', 0)
            mc.editRenderLayerAdjustment( 'miDefaultOptions.maxRayDepth')
            mc.setAttr('miDefaultOptions.maxRayDepth',20)            
            
        #create rim layer, add rimlight
        
        if mc.checkBox("rimchk", q = True, v = True):
            rimlayer = (lyr + 'rim')
            mc.select(asts, r = True)
            mc.select(rimliteL, add = True)
            mc.select(rimliteR, add = True)
            mc.createRenderLayer(mc = True, n = rimlayer)
            rimsh='%s:Rimshader'%commonlight
            #mc.shadingNode("lambert", asShader = True, n = rimsh )
            #mc.setAttr((rimsh+'.color'),1, 1, 1, type = "double3")
            #mc.setAttr((rimsh+'.diffuse'),1)
            mc.select(rimsh)
            mel.eval('hookShaderOverride("%s","","%s")'%(rimlayer,rimsh))
            fileprefix = "%s/%s/%s/ch/%s/<RenderLayer>/%s%s_<RenderLayer>_v01"%(sqname, shname,camname,lyr, sqname, shname)
            mc.editRenderLayerAdjustment ("defaultRenderGlobals.imageFilePrefix")            
            mc.setAttr("defaultRenderGlobals.imageFilePrefix", fileprefix, type = "string")
            mc.editRenderLayerAdjustment('miDefaultOptions.rayTracing')
            mc.setAttr('miDefaultOptions.rayTracing',0)
            
        #create col layer,add amb light
        
        if mc.checkBox("colchk",q= True,v = True):
            collayer= (lyr+ 'col')
            mc.select(asts, r = True)
            Col_light='%s:colLight'%commonlight 
            mc.select(Col_light,add=True)
            mc.createRenderLayer(mc = True, n = collayer)
            mc.editRenderLayerAdjustment ("defaultRenderGlobals.imageFilePrefix")            
            mc.setAttr("defaultRenderGlobals.imageFilePrefix", fileprefix, type = "string")
      
        #create occ layer
        
        if mc.checkBox("occchk",q=True,v=True):
            occlayer = (lyr + 'occ')
            mc.select(asts,r=True)
            if mc.objExists("Grp_Ground"):
                mc.select("Grp_Ground", add = True)
            if mc.objExists("Grp_Matte"):
                mc.select("Grp_Matte", add = True)
            mc.createRenderLayer(mc = True, n = occlayer)
            mel.eval("renderLayerBuiltinPreset occlusion %s "%occlayer)
            ShaderList=mc.ls (sl=1)
            Mib_Amb=mc.listConnections(ShaderList,t='mib_amb_occlusion')
            mc.setAttr(Mib_Amb[0]+'.samples',64)
            mc.setAttr(Mib_Amb[0]+'.spread',0.8)
            mc.setAttr(Mib_Amb[0]+'.max_distance',20)
            fileprefix = "%s/%s/%s/ch/%s/<RenderLayer>/%s%s_<RenderLayer>_v01"%(sqname, shname,camname,lyr, sqname, shname)
            mc.editRenderLayerAdjustment ("defaultRenderGlobals.imageFilePrefix")            
            mc.setAttr("defaultRenderGlobals.imageFilePrefix", fileprefix, type = "string")
            
            
        #create mat layer and assign r, g and b shaders in turn using matindex, turn off raytracing using layer override
        
        if mc.checkBox("rgbachk", q = True, v = True):
            rgbalayer = (lyr + 'rgba')
            mc.select(asts, r = True)
            mc.createRenderLayer(mc = True, n = rgbalayer)
            for i in range(len(asts)):
                shindex = matindex%4
                matindex += 1
                mc.select(asts[i], r = True)
                mc.hyperShade(assign = rgbashaders[shindex])
            fileprefix = "%s/%s/%s/ch/%s/<RenderLayer>/%s%s_<RenderLayer>_v01"%(sqname, shname,camname,lyr, sqname, shname)
            mc.editRenderLayerAdjustment ("defaultRenderGlobals.imageFilePrefix")            
            mc.setAttr("defaultRenderGlobals.imageFilePrefix", fileprefix, type = "string")
            mc.setAttr('miDefaultOptions.rayTracing',0)
            
        #create ground shadow layer, add key light and turn on shadow mask of useBG shader using layer override
        
        if mc.checkBox("gshchk", q = True, v = True):
            gshlayer = (lyr + 'gsh')
            mc.select(asts, r = True)
            mc.select(keylite, add = True)        
            if mc.objExists("Grp_Ground"):
                mc.select("Grp_Ground", add = True)
            if mc.objExists("Grp_Matte"):
                mc.select("Grp_Matte", add = True)
            mc.createRenderLayer(mc = True, n = gshlayer)
            mc.editRenderLayerAdjustment(gndusebg + ".shadowMask")
            mc.setAttr(gndusebg + ".shadowMask", 1)
            fileprefix = "%s/%s/%s/ch/%s/<RenderLayer>/%s%s_<RenderLayer>_v01"%(sqname, shname,camname,lyr, sqname, shname)
            mc.editRenderLayerAdjustment ("defaultRenderGlobals.imageFilePrefix")            
            mc.setAttr("defaultRenderGlobals.imageFilePrefix", fileprefix, type = "string")
            mc.editRenderLayerAdjustment('miDefaultOptions.rayTracing')
            mc.setAttr('miDefaultOptions.rayTracing',1) 
            mc.editRenderLayerAdjustment( 'miDefaultOptions.maxReflectionRays' )
            mc.setAttr('miDefaultOptions.maxReflectionRays', 0)
            mc.editRenderLayerAdjustment( 'miDefaultOptions.maxRefractionRays' )
            mc.setAttr('miDefaultOptions.maxRefractionRays', 0)
            mc.editRenderLayerAdjustment( 'miDefaultOptions.maxRayDepth')
            mc.setAttr('miDefaultOptions.maxRayDepth',20)

            #turn off receive shadows and primary visibility of the all the assets using changespreadattr()
            for ast in asts:
                changespreadattr(ast, "receiveShadows", 0)
                changespreadattr(ast, "primaryVisibility", 0)
                
        #create mat layer
        
        if mc.checkBox("matchk",q= True, v = True):
            matlayer = (lyr + 'mat')
            mc.select(asts, r = True)
            Zdep='%s:Zdepthshader'%commonlight            
            mc.select(asts, r = True)
            mc.createRenderLayer(mc = True, n = matlayer)
            mc.select(Zdep)
            mel.eval('hookShaderOverride("%s","","%s")'%(matlayer,Zdep))
            mc.connectAttr(matlayer+'.renderPass', 'camnml.owner', nextAvailable=True)
            mc.connectAttr(matlayer+'.renderPass', 'nml.owner', nextAvailable=True)
            fileprefix = "%s/%s/%s/ch/%s/<RenderLayer>/<RenderPass>/%s%s_<RenderLayer>_<RenderPass>_v01"%(sqname,shname,camname,lyr,sqname,shname)
            mc.editRenderLayerAdjustment ("defaultRenderGlobals.imageFilePrefix")            
            mc.setAttr("defaultRenderGlobals.imageFilePrefix", fileprefix, type = "string")
            mc.editRenderLayerAdjustment('miDefaultOptions.rayTracing')
            mc.setAttr('miDefaultOptions.rayTracing',0) 
            mc.editRenderLayerAdjustment( 'miDefaultOptions.maxReflectionRays' )
            mc.setAttr('miDefaultOptions.maxReflectionRays', 1)
            mc.editRenderLayerAdjustment( 'miDefaultOptions.maxRefractionRays' )
            mc.setAttr('miDefaultOptions.maxRefractionRays', 1)
            mc.editRenderLayerAdjustment( 'miDefaultOptions.maxRayDepth')
            mc.setAttr('miDefaultOptions.maxRayDepth',1)                 
    mc.editRenderLayerGlobals(crl = "defaultRenderLayer")
    mc.setAttr("defaultRenderLayer.renderable",0)
    mc.select(cl = True)
    
#    mc.checkBoxGrp ('enableColorProfile',e=1,v1=1)
#    mc.optionMenuGrp('inputColorProfile',e=1,enable=1)
#    mc.optionMenuGrp('outputColorProfile',e=1,enable=1)
#    mc.optionMenuGrp('inputColorProfile',e=1 ,sl=1 )
#    mc.optionMenuGrp('outputColorProfile',e=1 ,sl=2)
#    mc.setAttr ("defaultRenderGlobals.inputColorProfile",1) 
#    mc.setAttr ("defaultRenderGlobals.outputColorProfile",2) 
    mc.confirmDialog(t='Message', m = 'Scene setup completed successfully', b='OK', ma = "center")
Пример #59
0
	def configure_layers(self, *args):

		mate_shaders = self.cwd + '/Scripts/shot_builder/lib/shadow_layer_mtl.ma'

		scene_references = cmds.ls(references=True)

		# Reference shader file
		utils.reference(mate_shaders)

		# Create render layers if not exist
		utils.create_render_layers(['FG', 'BG', 'SHD', 'zDepth'])

		##### FG START #####
		fg_layer_name = 'FG'
		# Configure vray render elements
		self.enable_element(fg_layer_name, {'char': True, 'env': False})
		# List all object with 'char' tag attribute
		fg_objects = utils.list_by_tag('char', type='transform')
		# Move to FG layer
		cmds.editRenderLayerMembers(fg_layer_name, utils.get_roots(fg_objects), noRecurse=True)
		##### FG END #####


		##### BG START #####
		bg_layer_name = 'BG'
		self.enable_element(bg_layer_name, {'char': False, 'env': True})
		bg_objects = utils.list_by_tag('env', type='transform')
		cmds.editRenderLayerMembers(bg_layer_name, utils.get_roots(bg_objects), noRecurse=True)
		##### BG END #####
		

		##### SHD START #####
		shadow_layer_name = 'SHD'
		# Move to foreground and background objects to SHD layer
		cmds.editRenderLayerMembers(shadow_layer_name, utils.get_roots(fg_objects), noRecurse=True)
		cmds.editRenderLayerMembers(shadow_layer_name, utils.get_roots(bg_objects), noRecurse=True)

		# Set currendt layer to SHD
		cmds.editRenderLayerGlobals(currentRenderLayer=shadow_layer_name)

		# Assign matte material to foreground objects
		for node in fg_objects:
			cmds.select(node)
			cmds.hyperShade(a='matte')
		# Assign vray_wrapper material to background objects
		for node in bg_objects:
			cmds.select(node)
			cmds.hyperShade(a='vray_wrapper')

		# Configure vray render elements
		self.enable_element(shadow_layer_name, {'char': False, 'env': False})
		# Disable all dome lights
		utils.set_layer_attr('VRayLightDomeShape', 'enabled', False, shadow_layer_name)
		##### SHD END #####


		##### zDepth START #####
		zdepth_layer_name = 'zDepth'

 		# Move to foreground and background objects to zDepth layer
		cmds.editRenderLayerMembers(zdepth_layer_name, utils.get_roots(fg_objects), noRecurse=True)
		cmds.editRenderLayerMembers(zdepth_layer_name, utils.get_roots(bg_objects), noRecurse=True)

		# Set currendt layer to zDepth
		cmds.editRenderLayerGlobals(currentRenderLayer='zDepth')

		# Assign matte shader for FG and BG objects
		for node in fg_objects + bg_objects:
			cmds.select(node)
			cmds.hyperShade(a='matte')

		# Configure vray render elements
		self.enable_element(zdepth_layer_name, {'char': False, 'env': False})

		# Create zDepth render element
		zdepth_name = 'vrayRE_Z_depth'
		if not cmds.objExists(zdepth_name):
			maya.mel.eval('vrayAddRenderElement zdepthChannel;')
			cmds.editRenderLayerAdjustment(zdepth_name + ".enabled", layer=zdepth_layer_name)
			cmds.setAttr(zdepth_name + ".enabled", True)
		else:
			print '%s render element already exists' % zdepth_name
		# Disable all dome lights
		utils.set_layer_attr('VRayLightDomeShape', 'enabled', False, zdepth_layer_name)