Пример #1
0
    def process(self, instance):
        surfaces = cmds.ls(instance, noIntermediate=True, type="surfaceShape")

        # Collect shading networks
        shaders = cmds.listConnections(surfaces, type="shadingEngine")
        shaders = list(set(shaders))
        try:
            _history = cmds.listHistory(shaders)
            _history = list(set(_history))
        except RuntimeError:
            _history = []  # Found no items to list the history for.
        upstream_nodes = cmds.ls(_history, long=True)
        # (NOTE): The flag `pruneDagObjects` will also filter out
        # `place3dTexture` type node.

        # Remove unwanted types
        unwanted_types = ("groupId", "groupParts", "surfaceShape")
        unwanted = set(cmds.ls(upstream_nodes, type=unwanted_types, long=True))
        upstream_nodes = list(set(upstream_nodes) - unwanted)

        # Require Avalon UUID
        instance.data["requireAvalonUUID"] = cmds.listRelatives(surfaces,
                                                                parent=True,
                                                                fullPath=True)

        instance.data["dagMembers"] = instance[:]
        instance[:] = upstream_nodes

        stray = pipeline.find_stray_textures(instance)
        if stray:
            create_texture_subset_from_look(instance, stray)
    def process(self, instance):
        from reveries.maya import pipeline

        upstream_nodes = instance.data.get("shadingNetwork", [])
        file_nodes = cmds.ls(upstream_nodes, type="file")
        instance.data["fileNodes"] = file_nodes

        # Frame range
        if instance.data["staticCache"]:
            instance.data["startFrame"] = cmds.currentTime(query=True)
            instance.data["endFrame"] = cmds.currentTime(query=True)
        else:
            get = (lambda f: cmds.playbackOptions(query=True, **f))
            instance.data["startFrame"] = get({"minTime": True})
            instance.data["endFrame"] = get({"maxTime": True})

        instance.data["byFrameStep"] = 1

        stray = pipeline.find_stray_textures(file_nodes)
        if stray:
            self.log.warning("Found not versioned textures, creating "
                             "instance for publish.")
            create_texture_subset_from_standin(instance, stray)

        # Yeti
        if cmds.ls(instance, type="pgYetiMaya"):
            instance.data["hasYeti"] = True
Пример #3
0
    def process(self, instance):
        surfaces = cmds.ls(instance, noIntermediate=True, type="surfaceShape")

        # Require Avalon UUID
        instance.data["requireAvalonUUID"] = cmds.listRelatives(surfaces,
                                                                parent=True,
                                                                fullPath=True)

        instance.data["dagMembers"] = instance[:]
        instance[:] = instance.data.pop("shadingNetwork", [])

        stray = pipeline.find_stray_textures(instance)
        if stray:
            is_arnold = utils.get_renderer_by_layer() == "arnold"
            create_texture_subset_from_look(instance, stray, is_arnold)
Пример #4
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    def process(self, instance):
        from maya import cmds
        from reveries.maya import pipeline, utils

        lights = list()
        light_types = dict()
        # Find all light node from shapes
        for node in cmds.ls(instance, type="shape", long=True):
            node_type = cmds.nodeType(node)
            if "Light" in node_type:
                # (NOTE) The light node from third party render engine might
                # not inherited from Maya `renderLight` type node, hence you
                # cannot use `cmds.ls(type="light")` nor `cmds.ls(lights=True)`
                # to find them.
                # Since I found there always have "Light" in thier type name,
                # so I use this as a workaround to filter out all the light
                # nodes.
                lights.append(node)
                # Collect by type
                if node_type not in light_types:
                    light_types[node_type] = list()
                light_types[node_type].append(node)

        instance.data["lights"] = lights
        instance.data["lightsByType"] = light_types
        instance.data["dagMembers"] = instance[:]

        upstream_nodes = cmds.ls(cmds.listHistory(lights), long=True)

        # Remove nodes that are not belong to current DAG hierarchy
        for node in cmds.ls(upstream_nodes, type="transform", long=True):
            if node not in instance.data["dagMembers"]:
                upstream_nodes.remove(node)

        instance[:] = list(set(upstream_nodes + instance.data["dagMembers"]))

        is_arnold = utils.get_renderer_by_layer() == "arnold"
        if is_arnold:
            self.collect_ai_mesh_light(instance)
            self.collect_ai_shader_emission(instance)

        stray = pipeline.find_stray_textures(instance)
        if stray:
            create_texture_subset_from_lightSet(instance, stray, is_arnold)
Пример #5
0
    def get_interactive(self, instance):
        """Interactive Groom Spline"""

        descriptions = xgen.interactive.list_lead_descriptions(instance[:])
        instance.data["igsDescriptions"] = descriptions

        bound_meshes = set()
        for desc in descriptions:
            bound_meshes.update(xgen.interactive.list_bound_meshes(desc))
        instance.data["igsBoundMeshes"] = list(bound_meshes)

        # Create model subset for bounding meshes
        result = create_model_subset_from_xgen(instance)
        if not result:
            self.log.warning("No bound mesh been found.")

        # Create texture subet for descriptions
        stray = pipeline.find_stray_textures(cmds.listHistory(descriptions))
        if stray:
            create_texture_subset_from_xgen(instance, stray)