def make2D(sid): # create frustum X frustumLines = frustumX() att = LayerTools.layerAttributes("viewportFramework", System.Drawing.Color.Cyan ) bakeMany( frustumLines, att) cmds = [ 'SelAll', 'Make2D Enter', 'Invert Delete SetView World Top', 'SelNone', 'SelLayer Make2D::visible::lines::viewportframework', 'SelLayer Make2D::hidden::lines::viewportframework', 'ZS', 'Delete', ] rcmds( cmds )
def make2D(sid): # create frustum X frustumLines = frustumX() att = LayerTools.layerAttributes("viewportFramework", System.Drawing.Color.Cyan) bakeMany(frustumLines, att) cmds = [ 'SelAll', 'Make2D Enter', 'Invert Delete SetView World Top', 'SelNone', 'SelLayer Make2D::visible::lines::viewportframework', 'SelLayer Make2D::hidden::lines::viewportframework', 'ZS', 'Delete', ] rcmds(cmds)
} #i = 25 s = 5 for sid in ids: setView(sid) # unhide all and delete all [ rs.LayerVisible( n, True ) for n in layers ] FileTools.deleteAll() # get all the geometry for layer in layers: # make the layer att = LayerTools.layerAttributes(layer) path = '/amigos/db/%s%s' % (sid, layer) # get the geometry bakePickle( path, layer, att ) if not rs.IsLayerEmpty( layer ) and len(layers[layer]) > 1: # set the material material = None material = layers[layer][1] matindex = __getMaterial( material ) uv = materials[material] cmds = materialConfig( layer, material, uv ) cmds = [formatCmd(c) for c in cmds] rcmds(cmds, False) # run through render frames
] importPath = '/amigos/dump/%s-terrain.3dm' % sid data = getModelLayers( importPath, layers ) print ', '.join(['%s:%s' % (k, len(data[k])) for k in data]) else: data = {} if len(scene) > 1: layers = scene[1:] else: layers = scene for layer in layers: fmask = '/amigos/db/%s%s' % (sid, layer) f = open(fmask, 'rb') data[layer] = pickle.load(f) f.close() # bake data for key in data: layerAtt = LayerTools.layerAttributes( key ) bakeMany( data[key], layerAtt ) # do make2d or export AI file of current view exportPerspective( outPath ) #make2D(sid) #cmds = [ #'SelAll', #'Export "%s" Enter' % outPath, #]
layers = [ 'bigcontours', 'smallcontours', ] importPath = '/amigos/dump/%s-terrain.3dm' % sid data = getModelLayers(importPath, layers) print ', '.join(['%s:%s' % (k, len(data[k])) for k in data]) else: data = {} if len(scene) > 1: layers = scene[1:] else: layers = scene for layer in layers: fmask = '/amigos/db/%s%s' % (sid, layer) f = open(fmask, 'rb') data[layer] = pickle.load(f) f.close() # bake data for key in data: layerAtt = LayerTools.layerAttributes(key) bakeMany(data[key], layerAtt) # do make2d or export AI file of current view exportPerspective(outPath) #make2D(sid) #cmds = [ #'SelAll', #'Export "%s" Enter' % outPath, #]
'hardscapemesh': ((1, 5), 'hardscape'), } #i = 25 s = 5 for sid in ids: setView(sid) # unhide all and delete all [rs.LayerVisible(n, True) for n in layers] FileTools.deleteAll() # get all the geometry for layer in layers: # make the layer att = LayerTools.layerAttributes(layer) path = '/amigos/db/%s%s' % (sid, layer) # get the geometry bakePickle(path, layer, att) if not rs.IsLayerEmpty(layer) and len(layers[layer]) > 1: # set the material material = None material = layers[layer][1] matindex = __getMaterial(material) uv = materials[material] cmds = materialConfig(layer, material, uv) cmds = [formatCmd(c) for c in cmds] rcmds(cmds, False) # run through render frames