示例#1
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def create_render_pass(name):
    with Modifier() as mod:
        render_pass = mod.createnode(name, type='RenderPass')
        mod.connect(render_pass.Width, Document().ProjectWidth)
        mod.connect(render_pass.Height, Document().ProjectHeight)
        mod.connect(render_pass.AspectRatio, Document().ProjectAspectRatio)
    return render_pass
示例#2
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def set_range():
    asset = asset_core.string_to_asset(os.environ[defaults._asset_var_])
    range = prefs().asset(asset).name.range
    start = int(range[0])
    end = int(range[-1])
    Document().FirstFrame.set(start)
    Document().LastFrame.set(end)
示例#3
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文件: window.py 项目: ckod3/LiqueTool
 def openAsset(self):
     assetDir = project_dir + '/prod/assets'
     assetType = str(self.typeBox.currentText())
     assetName = str(self.assetBox.currentText())
     assetVersion = str(self.versionBox.currentText())
     asset_file = assetDir + '/' + assetType + '/' + assetName + '/lookdev/guerilla/' + assetVersion + '/lookdev.gproject'
     d = Document()
     d.load(asset_file)
示例#4
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	def openFolder(self):
		import subprocess
		doc = Document()
		file_name = doc.getfilename()
		charvalue = str(file_name).split('/')
		charvalue.pop(-1)
		charvalue.pop(-1)
		charvalue.pop(-1)
		file_name = '\\'.join(charvalue)
		subprocess.call('explorer ' + file_name, shell=True)
示例#5
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def set_format(half=None):
    format = prefs().format

    if not half:
        width = format[0]
        height = format[1]
    else:
        width = int(format[0]) / 2
        height = int(format[1]) / 2

    Document().ProjectWidth.set(width)
    Document().ProjectHeight.set(height)
    Document().ProjectAspectRatio.set(1)
示例#6
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	def openAsset(self):
		assSeq = str(self.assSeq.currentText())
		assetDir = project_dir + '/prod/' + assSeq
		assetType = str(self.typeBox.currentText())
		assetName = str(self.assetBox.currentText())
		assetVersion= str(self.versionBox.currentText())
		if assSeq == 'assets':
			asset_file = assetDir + '/' + assetType + '/' + assetName + '/lookdev/guerilla/' + assetVersion + '/lookdev.gproject'
		elif assetName == 'lookdev':
			asset_file = assetDir + '/' + assetType + '/' + assetName + '/guerilla/' + assetVersion + '/lookdev.gproject'
		else:
			asset_file = assetDir + '/' + assetType + '/shots/' + assetName + '/lookdev/guerilla/' + assetVersion + '/lookdev.gproject'
		d = Document()
		d.load(asset_file)
示例#7
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def save():
    asset = asset_core.string_to_asset(os.environ[defaults._asset_var_])
    asset.version = prefs().asset(asset).software.get_new_version()
    Document().save(asset.file)
    string_asset = utils.asset_to_string(asset)
    os.environ[defaults._asset_var_] = string_asset
    send_signal.save_request_signal(asset.file, string_asset)
示例#8
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from variables import *
from guerilla import Document, Modifier, pynode
import guerilla
import utils.get_extension as ext
import os
import sys
import grender.render as render
import grender.scene_init
li = liquerillaInit()
doc = Document()

# -------------------------------------------------------------------------
# IMPORTE L'ASSET DANS GUERILLA ET CREE UNE V000
# 
# 
# bugs a fixer :
# 
# - taille en 720/720 (carre semble bien pour assets) - OK
# - cyclo a bien centrer, cam, ect... - OK
# - RenderPass a NE PAS EXPORTER - OK
# - Geometry a NE PAS EXPORTER - OK
# - Integrer deadline pour rendus tests / ou mettre ces tests ? - OK
# - Virer dossier "wip" ailleurs
# - Passer en mode "tags"
# - Changer render_path (render.build_path) - OK
# - 
# -------------------------------------------------------------------------

suffix_rg = '__rg'

doc.new(warn=False)
示例#9
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def export_cyclo(asset):
    file = asset.export('{}_{}'.format(asset.name, asset.variant),
                        from_asset=asset)
    Document().save(file)
    save()
    wall.wall().publish_event(asset)
示例#10
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def get_all_nodes():
    nodes_list = []
    for node in Document().children(recursive=True):
        nodes_list.append(node.getname())
    return nodes_list
示例#11
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    def __init__(self):

        self.renderpass = guerillabank
        self.charvalue = None
        self.doc = Document()
示例#12
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class liquerillaInit():
    def __init__(self):

        self.renderpass = guerillabank
        self.charvalue = None
        self.doc = Document()

    def clear_variables(self):
        '''
		Flushes the cache of the RenderPass and go back to the variable of you project.


		'''
        self.renderpass = guerillabank

    def scene_location(self):

        file_name = self.doc.getfilename()
        self.charvalue = str(file_name).split('/')

        if not project_name in self.charvalue:
            raise ValueError('You are not working in the project !')

    def clear_rPasses(self):

        for renderpass in self.doc.children(type="RenderPass", recursive=True):
            with Modifier() as mod:
                mod.deletenode(renderpass)

    def set_layer(self):

        self.clear_variables()
        self.scene_location()
        self.clear_rPasses()

        print(self.charvalue)
        if 'seq' in self.charvalue:
            self.renderpass += '/renderPass_sequence.glayer'
        else:
            self.renderpass += '/renderPass_asset.glayer'

        self.doc.loadfile(self.renderpass)

    def get_fileversion(self):

        self.scene_location()
        print('You are working on ' + self.charvalue[-2])

    def get_Rpass(self):

        rList = []

        for renderpass in self.doc.children(type="RenderPass", recursive=True):
            rList.append(renderpass)

        if not len(rList) == 1:
            raise ValueError(
                'You Must have only one RenderPass in your scene.')

        rPass = rList[0]

        return rPass

    def set_gamma(self, g=1):
        '''
		Sets the Project Gamma to a float value you enter.
		Linear = 1
		sRGB = 2.2
		
		set_gamma(1)

		'''
        self.doc.Preferences.ProjectGamma.set(g)
示例#13
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from variables import *
from guerilla import Document, pynode, Modifier
import guerilla
import utils.get_extension as ext
import padding_numbers
import os
import sys
import datetime
import grender.scene_init

li = grender.scene_init.liquerillaInit()
doc = Document()

# --------------------------------------------
#
#	RENDER WITH GUERILLA
#
#
# - empecher de faire des trucs si on nest pas dans le projet
# - log (lance de quelle version, quelle heure, ect...)
#
#  Parametres pour rendu
#
#  ecrire <liquefacteur_> + <HD_/LD_/TEST_> + <nom_du_rendu>
#
# LD = frames illimitees mais timeout 10min / priority 50 max.
# HD = frames illimitees et temps illimite / priority 49 max.
# TEST = 3 frames mais temps illimite / priority 75 max.
#
#
# --------------------------------------------
示例#14
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def get_all_lights():
    lights_list = []
    for light in Document().children(recursive=True, type="Light"):
        lights_list.append(light)
    return lights_list
示例#15
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def get_node_from_name(name):
    nodes_list = []
    for node in Document().children(recursive=True):
        if node.getname() == name:
            break
    return node
示例#16
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def import_light_rig(reload=0):
    asset_list = get_asset_list()
    for imported_asset in asset_list:
        if imported_asset[0].stage == defaults._light_rig_:
            if imported_asset[1] in get_all_nodes():
                if reload:
                    lr_GRP = add_GRP('LIGHT_RIGS')
                    lr_GRP.getchild(imported_asset[1]).delete()
                    rg_node = Document().loadfile(imported_asset[2])[0]
                    rg_node.move(lr_GRP)
                    rg_node.rename(imported_asset[1])
            else:
                if not reload:
                    lr_GRP = add_GRP('LIGHT_RIGS')
                    rg_node = Document().loadfile(imported_asset[2])[0]
                    rg_node.move(lr_GRP)
                    rg_node.rename(imported_asset[1])
示例#17
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def import_render_graph(reload=0):
    asset_list = get_asset_list()
    for imported_asset in asset_list:
        if imported_asset[0].stage == defaults._render_graph_:
            if imported_asset[1] in get_all_nodes():
                if reload:
                    rg_GRP = add_GRP('RENDER_GRAPHS')
                    rg_GRP.getchild(imported_asset[1]).delete()
                    rg_node = Document().loadfile(imported_asset[2])[0]
                    rg_node.move(rg_GRP)
                    rg_node.rename(imported_asset[1])
            else:
                if not reload:
                    rg_GRP = add_GRP('RENDER_GRAPHS')
                    rg_node = Document().loadfile(imported_asset[2])[0]
                    rg_node.move(rg_GRP)
                    rg_node.rename(imported_asset[1])
示例#18
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def import_shading(reload=0):
    asset_list = get_asset_list()
    for imported_asset in asset_list:
        if imported_asset[0].stage == defaults._shading_:
            if imported_asset[1] in get_all_nodes():
                if reload:
                    shading_GRP = add_GRP('SHADING')
                    shading_GRP.getchild(imported_asset[1]).delete()
                    rg_node = Document().loadfile(imported_asset[2])[0]
                    rg_node.move(shading_GRP)
                    rg_node.rename(imported_asset[1])
            else:
                if not reload:
                    shading_GRP = add_GRP('SHADING')
                    rg_node = Document().loadfile(imported_asset[2])[0]
                    rg_node.move(shading_GRP)
                    rg_node.rename(imported_asset[1])
示例#19
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def set_frame_rate():
    frame_rate = prefs().frame_rate
    Document().Preferences.FrameRate.set(frame_rate)
示例#20
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def get_all_render_passes():
    rp_list = []
    for rp in Document().children(recursive=True, type="RenderPass"):
        rp_list.append(rp)
    return rp_list