本文整理汇总了Python中maya.cmds.shadingNode函数的典型用法代码示例。如果您正苦于以下问题:Python shadingNode函数的具体用法?Python shadingNode怎么用?Python shadingNode使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了shadingNode函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: _water
def _water(self):
node = cmds.shadingNode('water', asTexture=True)
tex = cmds.shadingNode('place2dTexture', asUtility=True)
cmds.connectAttr(tex + '.outUV', node + '.uvCoord')
cmds.connectAttr(tex + '.outUvFilterSize', node + '.uvFilterSize')
cmds.setAttr(tex + '.repeatU', 1)
cmds.setAttr(tex + '.repeatV', 1)
开发者ID:K240,项目名称:miExecutor,代码行数:7,代码来源:mayaNode.py
示例2: substanceOutput
def substanceOutput():
node = cmds.shadingNode('substanceOutput', asTexture=True)
tex = cmds.shadingNode('place2dTexture', asUtility=True)
cmds.connectAttr(tex + '.outUV', node + '.uvCoord')
cmds.connectAttr(tex + '.outUvFilterSize', node + '.uvFilterSize')
cmds.setAttr(tex + '.repeatU', 1)
cmds.setAttr(tex + '.repeatV', 1)
开发者ID:minoue,项目名称:miExecutor,代码行数:7,代码来源:MayaNodes.py
示例3: grid
def grid():
node = cmds.shadingNode('grid', asTexture=True)
tex = cmds.shadingNode('place2dTexture', asUtility=True)
cmds.connectAttr(tex + '.outUV', node + '.uvCoord')
cmds.connectAttr(tex + '.outUvFilterSize', node + '.uvFilterSize')
cmds.setAttr(tex + '.repeatU', 4)
cmds.setAttr(tex + '.repeatV', 4)
开发者ID:minoue,项目名称:miExecutor,代码行数:7,代码来源:MayaNodes.py
示例4: createShader
def createShader(textureNode, shaderType='blinn', fromColour=False, fromNormal=True, fromSpecular=True):
if fromColour and fromNormal and fromSpecular:
raise UserWarning('You have to choose which component to start from')
if not fromColour and not fromNormal and not fromSpecular:
raise UserWarning('You have to choose which component to start from')
if not fromColour and fromNormal and fromSpecular:
raise UserWarning('You have to choose which component to start from')
colorTexture = textureNode
alphaTexture = textureNode
normalTexture = textureNode
specularTexture = textureNode
if shaderType == 'blinn':
# createShader and shadingGroup
shader = cmds.shadingNode('blinn', asShader=True)
shadingGroup = cmds.sets(shader)
if fromColour and fromSpecular:
# create bump/normal node
bumpNode = cmds.shadingNode('bump2d', asUtility=True)
cmds.setAttr(bumpNode+'.bumpInterp', 1)
# connect normal map to bump node
cmds.connectAttr(normalTexture+'.outAlpha', bumpNode+'.bumpValue')
# connect bump to shader
cmds.connectAttr(bumpNode+'.outNormal', shader+'.normalCamera')
开发者ID:shrimo,项目名称:dmptools,代码行数:26,代码来源:textureCreator.py
示例5: blendS
def blendS(name, fk, ik, child):
cmds.shadingNode( 'blendColors', n=name, au=True)
cmds.connectAttr( '%s.scale' % fk , '%s.color1' % name)
cmds.connectAttr( '%s.scale' % ik , '%s.color2' % name)
cmds.connectAttr('%s.output' % name, '%s.scale' % child)
cmds.setAttr('%s.blender' % name, 0)
return name
开发者ID:creuter23,项目名称:fs-tech-artist,代码行数:7,代码来源:fsaGeneralModule.py
示例6: assignArnoldShaders
def assignArnoldShaders(chromnBall,grayBall,whiteBall):
#create and assign chromn ball shader
chromnBallShader = mc.shadingNode('aiStandard', asShader = True, n = "mat_chromnBall")
chromnBallSG = mc.sets(n = chromnBallShader + "SG", renderable = True, noSurfaceShader = True, empty = True)
mc.connectAttr(chromnBallShader+".outColor", chromnBallSG+".surfaceShader", f = True)
mc.setAttr(chromnBallShader+".color",0,0,0, type = "double3")
mc.setAttr(chromnBallShader+".Kd",0)
mc.setAttr(chromnBallShader+".Ks",1)
mc.setAttr(chromnBallShader+".specularRoughness",0)
mc.sets(chromnBall,e = True, forceElement = chromnBallSG)
#create and assign gray ball shader
grayBallShader = mc.shadingNode('aiStandard', asShader = True, n = "mat_grayBall")
grayBallSG = mc.sets(n = grayBallShader + "SG", renderable = True, noSurfaceShader = True, empty = True)
mc.connectAttr(grayBallShader+".outColor", grayBallSG+".surfaceShader", f = True)
mc.setAttr(grayBallShader+".color",0.18,0.18,0.18, type = "double3")
mc.setAttr(grayBallShader+".Kd",1)
mc.setAttr(grayBallShader+".KsColor",0,0,0, type = "double3")
mc.setAttr(grayBallShader+".Ks",0)
mc.setAttr(chromnBallShader+".specularRoughness",0)
mc.sets(grayBall,e = True, forceElement = grayBallSG)
#create and assign white ball shader
whiteBallShader = mc.shadingNode('aiStandard', asShader = True, n = "mat_whiteBall")
whiteBallSG = mc.sets(n = whiteBallShader + "SG", renderable = True, noSurfaceShader = True, empty = True)
mc.connectAttr(whiteBallShader+".outColor", whiteBallSG+".surfaceShader", f = True)
mc.setAttr(whiteBallShader+".color",1,1,1, type = "double3")
mc.setAttr(whiteBallShader+".Kd",1)
mc.setAttr(whiteBallShader+".KsColor",0,0,0, type = "double3")
mc.setAttr(whiteBallShader+".Ks",0)
mc.setAttr(chromnBallShader+".specularRoughness",0)
mc.sets(whiteBall,e = True, forceElement = whiteBallSG)
开发者ID:jackieliao67,项目名称:lightingTools,代码行数:32,代码来源:lgtSpheresCreator.py
示例7: updateColor
def updateColor(self, mID, colorname):
"""
Update the color of the Maya's Mesh Node associated with a this
StrandItem, this is done by creating a shadingNode for each color or
connecting the Mesh Mode to an existing shadingNode if one exists
for a given color.
"""
m = Mom()
meshName = "%s%s" % (m.helixMeshName, mID)
color = QColor(colorname)
colorval = "%d_%d_%d" % (color.red(), color.green(), color.blue())
shaderName = "%s%d_%d_%d" % (m.helixShaderName, color.red(),
color.green(),
color.blue())
if not cmds.objExists(shaderName):
# Shader does not exist create one
cmds.shadingNode('lambert', asShader=True, name=shaderName)
cmds.sets(n="%sSG" % shaderName, r=True, nss=True, em=True)
cmds.connectAttr("%s.outColor" % shaderName,
"%sSG.surfaceShader" % shaderName)
cmds.setAttr("%s.color" % shaderName,
color.redF(), color.greenF(), color.blueF(),
type="double3")
cmds.sets(meshName, forceElement="%sSG" % shaderName)
else:
#shader exist connect
cmds.sets(meshName, forceElement="%sSG" % shaderName)
开发者ID:nate-w,项目名称:cadnano2.5,代码行数:27,代码来源:stranditem.py
示例8: linkFileToSpecular
def linkFileToSpecular(src, dst):
cmds.shadingNode("remapHsv", n="%s_remapHsc" % dst, au=1)
cmds.shadingNode("solidFractal", n="%s_solidFractal" % dst, at=1)
cmds.shadingNode("place3dTexture", n="%s_place3dTexture" % dst, at=1)
cmds.shadingNode("multiplyDivide", n="%s_multiplyDivide" % dst, au=1)
cmds.shadingNode("ramp", n="%s_ramp" % dst, at=1)
cmds.setAttr("%s.saturation[1].saturation_Position" % ("%s_remapHsc" % dst), 1)
cmds.setAttr("%s.saturation[1].saturation_FloatValue" % ("%s_remapHsc" % dst), 0)
cmds.setAttr("%s.value[0].value_FloatValue" % ("%s_remapHsc" % dst), 0)
cmds.setAttr("%s.value[0].value_Position" % ("%s_remapHsc" % dst), 0.025)
cmds.setAttr("%s.value[1].value_FloatValue" % ("%s_remapHsc" % dst), 1)
cmds.setAttr("%s.value[1].value_Position" % ("%s_remapHsc" % dst), 0.075)
cmds.connectAttr(
"%s.worldInverseMatrix[0]" % ("%s_place3dTexture" % dst), "%s.placementMatrix" % ("%s_solidFractal" % dst), f=1
)
cmds.connectAttr("%s.outColor" % src, "%s.color" % ("%s_remapHsc" % dst), f=1)
cmds.connectAttr("%s.outColor" % ("%s_remapHsc" % dst), "%s.input1" % ("%s_multiplyDivide" % dst), f=1)
cmds.connectAttr("%s.outColor" % ("%s_solidFractal" % dst), "%s.input2" % ("%s_multiplyDivide" % dst), f=1)
cmds.connectAttr("%s.output" % ("%s_multiplyDivide" % dst), "%s.colorGain" % ("%s_ramp" % dst), f=1)
if cmds.nodeType(dst) == "RedshiftArchitectural":
# cmds.disconnectAttr('%s.outColor'%(src), '%s.diffuse'%dst)
cmds.connectAttr("%s.outColor" % ("%s_ramp" % dst), "%s.refl_color" % dst, f=1)
elif cmds.nodeType(dst) == "aiStandard":
# cmds.disconnectAttr('%s.outColor'%(src), '%s.color'%dst)
cmds.connectAttr("%s.outColor" % ("%s_ramp" % dst), "%s.KsColor" % dst, f=1)
# cmds.connectAttr('%s.outColor'%('%s_ramp'%dst), '%s.color'%dst, f = 1)
else:
# cmds.disconnectAttr('%s.outColor'%(src), '%s.color'%dst)
cmds.connectAttr("%s.outColor" % ("%s_ramp" % dst), "%s.reflectedColor" % dst, f=1)
# cmds.connectAttr('%s.outColor'%('%s_ramp'%dst), '%s.color'%dst, f = 1)
linkTopRemapNodeToAll("%s_ramp" % dst)
开发者ID:chuckbruno,项目名称:remap,代码行数:31,代码来源:RemapAndIllumanceForSelectObjsInstance.py
示例9: createDecoratorNodes
def createDecoratorNodes(self, coords, mID):
"""Create a actual Maya Nodes for a new Pre-Decortators"""
m = Mom()
stapleModIndicatorName = "%s%s" % (m.decoratorNodeName, mID)
transformName = "%s%s" % (m.decoratorTransformName, mID)
meshName = "%s%s" % (m.decoratorMeshName, mID)
shaderName = "%s" % m.decoratorShaderName
cmds.createNode("transform", name=transformName, skipSelect=True)
cmds.setAttr("%s.rotateX" % transformName, 90)
cmds.setAttr("%s.translateX" % transformName, coords[0])
cmds.setAttr("%s.translateY" % transformName, coords[1])
cmds.setAttr("%s.translateZ" % transformName, coords[2])
cmds.createNode("mesh", name=meshName, parent=transformName, skipSelect=True)
# cmds.createNode("spPreDecoratorNode", name=stapleModIndicatorName)
cmds.createNode("polySphere", name=stapleModIndicatorName, skipSelect=True)
cmds.setAttr("%s.radius" % stapleModIndicatorName, 0.25)
cmds.setAttr("%s.subdivisionsAxis" % stapleModIndicatorName, 4)
cmds.setAttr("%s.subdivisionsHeight" % stapleModIndicatorName, 4)
# cmds.connectAttr("%s.outputMesh" % stapleModIndicatorName,
# "%s.inMesh" % meshName)
cmds.connectAttr("%s.output" % stapleModIndicatorName, "%s.inMesh" % meshName)
if not cmds.objExists(shaderName):
# Shader does not exist create one
cmds.shadingNode("lambert", asShader=True, name=shaderName)
cmds.sets(n="%sSG" % shaderName, r=True, nss=True, em=True)
cmds.connectAttr("%s.outColor" % shaderName, "%sSG.surfaceShader" % shaderName)
cmds.setAttr("%s.color" % shaderName, 0.0, 0.0, 0.0, type="double3")
cmds.sets(meshName, forceElement="%sSG" % shaderName)
else:
# shader exist connect
cmds.sets(meshName, forceElement="%sSG" % shaderName)
return (stapleModIndicatorName, transformName, meshName, shaderName)
开发者ID:alaindomissy,项目名称:cadnano2,代码行数:35,代码来源:virtualhelixitem.py
示例10: _VRayWater
def _VRayWater(self):
node = cmds.shadingNode("VRayWater", asTexture=True)
tex = cmds.shadingNode("place2dTexture", asUtility=True)
cmds.connectAttr(tex + ".outUV", node + ".uvCoord")
cmds.connectAttr(tex + ".outUvFilterSize", node + ".uvFilterSize")
cmds.setAttr(tex + ".repeatU", 1)
cmds.setAttr(tex + ".repeatV", 1)
开发者ID:K240,项目名称:miExecutor,代码行数:7,代码来源:vray.py
示例11: ConstraintVisibility
def ConstraintVisibility(self, Objects , ControlObject , SpaceSwitchName = 'spaceSwitch', reverse = False ):
if (self.AddNumericParameter (ControlObject, Name = SpaceSwitchName)):
SWMultDiv = cmds.shadingNode("multiplyDivide",asUtility = True ,name = SpaceSwitchName + "SWMultDivide" )
SWMultDiv = self.NameConv.RMRenameBasedOnBaseName(ControlObject, SWMultDiv, NewName = SWMultDiv)
cmds.connectAttr(ControlObject+"."+SpaceSwitchName ,SWMultDiv+".input1X")
cmds.setAttr(SWMultDiv+".input2X",10)
cmds.setAttr(SWMultDiv+".operation",2)
else:
SWMultDiv = cmds.listConnections(ControlObject + "." + SpaceSwitchName, type = "multiplyDivide")[0]
if reverse == True:
ConnectionsList = cmds.listConnections (SWMultDiv + ".outputX", type = "reverse")
reverseSW = ""
if ConnectionsList and len(ConnectionsList) >= 1:
reverseSW = ConnectionsList[0]
else :
reverseSW = cmds.shadingNode('reverse', asUtility=True, name = SpaceSwitchName + "SWReverse")
reverseSW = self.NameConv.RMRenameBasedOnBaseName(ControlObject, reverseSW, NewName ="SWReverse")
cmds.connectAttr( SWMultDiv + ".outputX", reverseSW + ".inputX")
if self.NameConv.RMIsNameInFormat (ControlObject):
reverseSW = self.NameConv.RMRenameBasedOnBaseName(ControlObject,reverseSW, NewName = reverseSW)
else:
reverseSW = self.NameConv.RMRenameNameInFormat(reverseSW)
for eachObject in Objects:
cmds.connectAttr(reverseSW + ".outputX", eachObject + ".visibility")
else:
for eachObject in Objects:
cmds.connectAttr(SWMultDiv + ".outputX", eachObject + ".visibility")
开发者ID:rendermotion,项目名称:RMMel,代码行数:30,代码来源:RMSpaceSwitch.py
示例12: shaderAssigner
def shaderAssigner() :
# Assigning temporary shader to selected objects
sels = mc.ls( sl=True )
name = ''
side = ''
nameResult = mc.promptDialog(
title='Shading Name',
message='Enter Name:',
button=['OK', 'Cancel'],
defaultButton='OK',
cancelButton='Cancel',
dismissString='Cancel'
)
if nameResult == 'OK':
name = mc.promptDialog(query=True, text=True)
if name :
shadingName = '%sTmp_lambert' % name
if not mc.objExists( shadingName ) :
mc.shadingNode( 'lambert' , asShader=True , n=shadingName )
mc.select( sels , r=True )
cmd = 'hyperShade -assign %s;' % shadingName
mm.eval( cmd )
mc.select( shadingName , r=True )
开发者ID:myCodeTD,项目名称:pkmel,代码行数:31,代码来源:pkTools.py
示例13: connectThroughBC
def connectThroughBC(parentsA, parentsB, children, instance, switchattr ):
constraints = []
for j in range(len(children)):
switchPrefix = children[j].partition('_')[2]
bcNodeT = cmds.shadingNode("blendColors", asUtility=True, n=instance + 'bcNodeT_switch_' + switchPrefix)
bcNodeR = cmds.shadingNode("blendColors", asUtility=True, n=instance + 'bcNodeR_switch_' + switchPrefix)
bcNodeS = cmds.shadingNode("blendColors", asUtility=True, n=instance + 'bcNodeS_switch_' + switchPrefix)
constraints.append([bcNodeT, bcNodeR, bcNodeS])
# connect to switchattr
if switchattr == 'None':
cmds.setAttr(bcNodeT + '.blender', 1)
cmds.setAttr(bcNodeR + '.blender', 1)
cmds.setAttr(bcNodeS + '.blender', 1)
else:
cmds.connectAttr(switchattr, bcNodeT + '.blender')
cmds.connectAttr(switchattr, bcNodeR + '.blender')
cmds.connectAttr(switchattr, bcNodeS + '.blender')
# Input Parents
cmds.connectAttr(parentsA[j] + '.translate', bcNodeT + '.color1')
cmds.connectAttr(parentsA[j] + '.rotate', bcNodeR + '.color1')
cmds.connectAttr(parentsA[j] + '.scale', bcNodeS + '.color1')
if parentsB != 'None':
cmds.connectAttr(parentsB[j] + '.translate', bcNodeT + '.color2')
cmds.connectAttr(parentsB[j] + '.rotate', bcNodeR + '.color2')
cmds.connectAttr(parentsB[j] + '.scale', bcNodeS + '.color2')
# Output to Children
cmds.connectAttr(bcNodeT + '.output', children[j] + '.translate')
cmds.connectAttr(bcNodeR + '.output', children[j] + '.rotate')
cmds.connectAttr(bcNodeS + '.output', children[j] + '.scale')
return constraints
开发者ID:RiggingDojo,项目名称:AnomaliaRigging,代码行数:32,代码来源:utils.py
示例14: assignVrayShaders
def assignVrayShaders(chromnBall,grayBall,whiteBall):
#create and assign chromn ball shader
chromnBallShader = mc.shadingNode('VRayMtl', asShader = True, n = "mat_chromnBall")
chromnBallSG = mc.sets(n = chromnBallShader + "SG", renderable = True, noSurfaceShader = True, empty = True)
mc.connectAttr(chromnBallShader+".outColor", chromnBallSG+".surfaceShader", f = True)
mc.setAttr(chromnBallShader+".color",0,0,0, type = "double3")
mc.setAttr(chromnBallShader+".diffuseColorAmount",0)
mc.setAttr(chromnBallShader+".reflectionColor",1,1,1,type = "double3")
mc.setAttr(chromnBallShader+".refractionIOR",15)
mc.sets(chromnBall,e = True, forceElement = chromnBallSG)
#create and assign gray ball shader
grayBallShader = mc.shadingNode('VRayMtl', asShader = True, n = "mat_grayBall")
grayBallSG = mc.sets(n = grayBallShader + "SG", renderable = True, noSurfaceShader = True, empty = True)
mc.connectAttr(grayBallShader+".outColor", grayBallSG+".surfaceShader", f = True)
mc.setAttr(grayBallShader+".color",0.18,0.18,0.18, type = "double3")
mc.setAttr(grayBallShader+".reflectionColorAmount",0)
mc.sets(grayBall,e = True, forceElement = grayBallSG)
#create and assign white ball shader
whiteBallShader = mc.shadingNode('VRayMtl', asShader = True, n = "mat_whiteBall")
whiteBallSG = mc.sets(n = whiteBallShader + "SG", renderable = True, noSurfaceShader = True, empty = True)
mc.connectAttr(whiteBallShader+".outColor", whiteBallSG+".surfaceShader", f = True)
mc.setAttr(whiteBallShader+".color",1,1,1, type = "double3")
mc.setAttr(whiteBallShader+".reflectionColorAmount",0)
mc.sets(whiteBall,e = True, forceElement = whiteBallSG)
开发者ID:jackieliao67,项目名称:lightingTools,代码行数:26,代码来源:lgtSpheresCreator.py
示例15: ImportCustomTexture
def ImportCustomTexture(name):
os.system("cd ~/maya/2014-x64/scripts; python texture.py")
file = '/usr/tmp/texture.jpg'
#create a shader
shader=cmds.shadingNode( "blinn", asShader=True )
#a file texture node
shaderName = file_node=cmds.shadingNode( "file", asTexture=True )
print shaderName
#attach file to node
cmds.setAttr( '%s.fileTextureName' %file_node, file, type = "string")
# a shading group
shading_group= cmds.sets(renderable=True,noSurfaceShader=True,empty=True)
#connect shader to sg surface shader
cmds.connectAttr('%s.outColor' %shader ,'%s.surfaceShader' %shading_group)
#connect file texture node to shader's color
cmds.connectAttr('%s.outColor' %file_node, '%s.color' %shader)
cmds.sets(name, edit=True, forceElement=shading_group)
开发者ID:Gmadges,项目名称:PastWork,代码行数:27,代码来源:TerrainLib.py
示例16: addUVsChecker
def addUVsChecker(objects, uRepeats=4, vRepeats=4):
"""
Applies UVs checkers onto given geometry objects.
:param objects: Current objects list.
:type objects: list
:param uRepeats: U checker repeats.
:type uRepeats: float
:param vRepeats: V checker repeats.
:type vRepeats: float
:return: Definition succes.
:rtype: bool
"""
for object in objects:
for shader in getAttachedShaders(object):
file = getFirstItem(filter(lambda x: re.search("\.color$", x[1]), getConnections(shader)))
if file is not None:
if "UVsChecker" in getFirstItem(file):
continue
file = cmds.shadingNode("file", asTexture=True)
cmds.setAttr("{0}.fileTextureName".format(file), os.path.normpath(os.path.join(RESOURCES_DIRECTORY, CHECKER_IMAGE)), type="string")
place2dTexture = cmds.shadingNode("place2dTexture", asUtility=True)
cmds.setAttr("{0}.repeatU".format(place2dTexture), uRepeats)
cmds.setAttr("{0}.repeatV".format(place2dTexture), vRepeats)
for uvAttribute in ("coverage", "translateFrame", "rotateFrame", "mirrorU", "mirrorV", "stagger", "wrapU", "wrapV" , "repeatUV" , "vertexUvOne" , "vertexUvTwo" , "vertexUvThree" , "vertexCameraOne", "noiseUV", "offset", "rotateUV"):
cmds.connectAttr("{0}.{1}".format(place2dTexture, uvAttribute), "{0}.{1}".format(file, uvAttribute), force=True)
cmds.connectAttr("{0}.outColor".format(file), "{0}.color".format(shader), force=True)
cmds.rename(file, "UVsChecker_{0}_file".format(shader))
cmds.rename(place2dTexture, "UVsChecker_{0}_place2dTexture".format(shader))
return True
开发者ID:KelSolaar,项目名称:Snippets,代码行数:34,代码来源:uvsUtilities.py
示例17: assignMayaShaders
def assignMayaShaders(chromnBall,grayBall,whiteBall):
#create and assign chromn ball shader
chromnBallShader = mc.shadingNode('blinn', asShader = True, n = "mat_chromnBall")
chromnBallSG = mc.sets(n = chromnBallShader + "SG", renderable = True, noSurfaceShader = True, empty = True)
mc.connectAttr(chromnBallShader+".outColor", chromnBallSG+".surfaceShader", f = True)
mc.setAttr(chromnBallShader+".color",0,0,0, type = "double3")
mc.setAttr(chromnBallShader+".diffuse",0)
mc.setAttr(chromnBallShader+".specularColor",1,1,1,type = "double3")
mc.setAttr(chromnBallShader+".reflectivity",1)
mc.setAttr(chromnBallShader+".eccentricity",0)
mc.setAttr(chromnBallShader+".specularRollOff",1)
mc.sets(chromnBall,e = True, forceElement = chromnBallSG)
#create and assign gray ball shader
grayBallShader = mc.shadingNode('lambert', asShader = True, n = "mat_grayBall")
grayBallSG = mc.sets(n = grayBallShader + "SG", renderable = True, noSurfaceShader = True, empty = True)
mc.connectAttr(grayBallShader+".outColor", grayBallSG+".surfaceShader", f = True)
mc.setAttr(grayBallShader+".color",0.18,0.18,0.18, type = "double3")
mc.setAttr(grayBallShader+".diffuse",1)
mc.sets(grayBall,e = True, forceElement = grayBallSG)
#create and assign white ball shader
whiteBallShader = mc.shadingNode('lambert', asShader = True, n = "mat_whiteBall")
whiteBallSG = mc.sets(n = whiteBallShader + "SG", renderable = True, noSurfaceShader = True, empty = True)
mc.connectAttr(whiteBallShader+".outColor", whiteBallSG+".surfaceShader", f = True)
mc.setAttr(whiteBallShader+".diffuse",1)
mc.setAttr(whiteBallShader+".color",1,1,1, type = "double3")
mc.sets(whiteBall,e = True, forceElement = whiteBallSG)
开发者ID:jackieliao67,项目名称:lightingTools,代码行数:28,代码来源:lgtSpheresCreator.py
示例18: pathFollow
def pathFollow (curve , control, objectArray, NameConv = None):
if not NameConv:
NameConv = RMNameConvention.RMNameConvention()
controlAttr = cmds.listAttr(control)
if "Percent" not in controlAttr:
cmds.addAttr(control,at="float", ln = "Percent", h = 0, k = 1)
if "Stretch" not in controlAttr:
cmds.addAttr(control,at="float", ln = "Stretch", hnv = 1, hxv = 0, h = 0, k = 1, smn = 0)
numberOfElements = len(objectArray)
sumPath = []
multiplyDivide = []
index = 0
for eachObject in objectArray:
motionPath = cmds.pathAnimation(eachObject, c = curve , follow = True , worldUpType = "scene", name = "motionpath%s"%index)
motionPath = NameConv.RMRenameNameInFormat(motionPath)
multDivFactor = cmds.shadingNode('multiplyDivide', asUtility = True, name = "factor%s"%index)
multDivFactor = NameConv.RMRenameNameInFormat(multDivFactor)
cmds.connectAttr("%s.Stretch"%control ,"%s.input1X"%multDivFactor)
cmds.setAttr("%s.input2X"%multDivFactor, float(index)/float(len(objectArray)))
cmds.setAttr("%s.operation"%multDivFactor, 1)
multiplyDivide.append(multDivFactor)
addition = cmds.shadingNode('plusMinusAverage', asUtility = True, name = "Addition%s"%index)
addition = NameConv.RMRenameNameInFormat(addition)
cmds.connectAttr("%s.outputX"%multDivFactor ,"%s.input1D[0]"%addition)
cmds.connectAttr("%s.Percent"%control ,"%s.input1D[1]"%addition)
cmds.connectAttr("%s.output1D"%addition,"%s.uValue"%motionPath, force = True)
index+=1
开发者ID:rendermotion,项目名称:RMMel,代码行数:28,代码来源:MultiPathObjects.py
示例19: createMayaNetwork
def createMayaNetwork(filename):
lambert = m.shadingNode('lambert', asShader=True)
sg = m.sets(renderable=True, noSurfaceShader=True, empty=True, name=lambert + 'SG')
m.connectAttr(lambert + '.outColor', sg + '.surfaceShader', force=True)
fileNode = m.shadingNode('file', asTexture=True)
placement = m.shadingNode('place2dTexture', asUtility=True)
m.connectAttr(placement + '.coverage', fileNode + '.coverage', force=True)
m.connectAttr(placement + '.translateFrame', fileNode + '.translateFrame', force=True)
m.connectAttr(placement + '.rotateFrame', fileNode + '.rotateFrame', force=True)
m.connectAttr(placement + '.mirrorU', fileNode + '.mirrorU', force=True)
m.connectAttr(placement + '.mirrorV', fileNode + '.mirrorV', force=True)
m.connectAttr(placement + '.stagger', fileNode + '.stagger', force=True)
m.connectAttr(placement + '.wrapU', fileNode + '.wrapU', force=True)
m.connectAttr(placement + '.wrapV', fileNode + '.wrapV', force=True)
m.connectAttr(placement + '.repeatUV', fileNode + '.repeatUV', force=True)
m.connectAttr(placement + '.offset', fileNode + '.offset', force=True)
m.connectAttr(placement + '.rotateUV', fileNode + '.rotateUV', force=True)
m.connectAttr(placement + '.noiseUV', fileNode + '.noiseUV', force=True)
m.connectAttr(placement + '.vertexUvOne', fileNode + '.vertexUvOne', force=True)
m.connectAttr(placement + '.vertexUvTwo', fileNode + '.vertexUvTwo', force=True)
m.connectAttr(placement + '.vertexUvThree', fileNode + '.vertexUvThree', force=True)
m.connectAttr(placement + '.vertexCameraOne', fileNode + '.vertexCameraOne', force=True)
m.connectAttr(placement + '.outUV', fileNode + '.uv', force=True)
m.connectAttr(placement + '.outUvFilterSize', fileNode + '.uvFilterSize', force=True)
m.connectAttr(fileNode + '.outColor', lambert + '.color', force=True)
m.setAttr(fileNode + '.fileTextureName', filename, typ='string')
return sg
开发者ID:Italic-,项目名称:maya-prefs,代码行数:31,代码来源:create_test_scene.py
示例20: createBlossomShader
def createBlossomShader(rgb_blossom):
"""
It creates a shading network for the blossom material.
rgb_branch: RGB values (0-1) for the diffuse colour of the branches.
On Exit: Creates a Lambert node connected to a Shading Group which will be applied to the petals. Furthermore, two
non-customizable additional shaders will be created and applied to the stamen and pedicel of the blossom.
"""
global blossomMat, blossomSG
import globalVar
reload(globalVar)
blossomPetalsMat = cmds.shadingNode( 'lambert', asShader=True, name='blossomPetalsMat'+str(globalVar.plantNumber) )
cmds.setAttr( blossomPetalsMat + '.color', rgb_blossom[0], rgb_blossom[1], rgb_blossom[2] )
blossomPetalsSG = cmds.sets( renderable=True, noSurfaceShader=True, empty=True,
name='blossomPetalsSG'+str(globalVar.plantNumber) )
cmds.connectAttr( blossomPetalsMat + '.outColor', blossomPetalsSG + '.surfaceShader', f=True )
blossomStamenMat = cmds.shadingNode( 'lambert', asShader=True, name='blossomStamenMat'+str(globalVar.plantNumber) )
cmds.setAttr( blossomStamenMat + '.color', 0.848, 0.8484, 0.186 )
blossomStamenSG = cmds.sets( renderable=True, noSurfaceShader=True, empty=True,
name='blossomStamenSG'+str(globalVar.plantNumber) )
cmds.connectAttr( blossomStamenMat + '.outColor', blossomStamenSG + '.surfaceShader', f=True )
blossomPedicelMat = cmds.shadingNode( 'lambert', asShader=True, name='blossomPedicelMat'+str(globalVar.plantNumber) )
cmds.setAttr( blossomPedicelMat + '.color', 0, 0.494, 0 )
blossomPedicelSG = cmds.sets( renderable=True, noSurfaceShader=True, empty=True,
name='blossomPedicelSG'+str(globalVar.plantNumber) )
cmds.connectAttr( blossomPedicelMat + '.outColor', blossomPedicelSG + '.surfaceShader', f=True )
开发者ID:docwhite,项目名称:LSystemsMaya,代码行数:30,代码来源:LS_interpreter.py
注:本文中的maya.cmds.shadingNode函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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