vtool.maya_lib.shade

Function Summary

apply_shading_engine(shader_name, mesh)

Adds the named shading engine to the mesh.

get_shading_engine_geo(shader_name)

Given a shading engine, get the members

get_shading_engines([shader_name])

Get the shading engines attached to a shader.

get_shading_engines_by_geo(geo)

get_materials()

has_shading_engine(geo)

get_shader_info(geo)

set_shader_info(geo, shader_dict)

remove_shaders(geo)

delete_geo_shaders(geo)

delete_shader(shader)

delete_all()

reset()

apply_shader(shader_name, mesh)

param shader_name

The name of a shader.

create_shader([type_of_shader, name])

apply_new_shader(mesh[, type_of_shader, name])

Create a new shader to be applied to the named mesh.

apply_transparent_lambert(mesh)

Convenience to hide geo via shader.

create_texture_ramp(name)

create_texture_file(name[, filepath])

add_2d_placement(texture_node[, name])

get_one_udim_number(mesh[, sample_vertex])

get_mesh_texture_color(mesh, texture_node[, ...])

apply_shading_engine(shader_name, mesh)

Adds the named shading engine to the mesh.

Parameters
  • shader_name (str) – Name of an existing shader in maya.

  • mesh (str) – Name of a mesh to add the shader to.

get_shading_engine_geo(shader_name)

Given a shading engine, get the members

get_shading_engines(shader_name=None)

Get the shading engines attached to a shader. Maya allows one shader to be attached to more than one engine. Most of the time it is probably just attached to one.

Parameters

shader_name (str) – The name of the shader.

Returns

A list of attached shading engines by name.

Return type

list

get_shading_engines_by_geo(geo)
get_materials()
has_shading_engine(geo)
get_shader_info(geo)
set_shader_info(geo, shader_dict)
remove_shaders(geo)
delete_geo_shaders(geo)
delete_shader(shader)
delete_all()
reset()
apply_shader(shader_name, mesh)
Parameters
  • shader_name (str) – The name of a shader.

  • mesh (str) – The name of the mesh to apply the shader to.

create_shader(type_of_shader='blinn', name='')
apply_new_shader(mesh, type_of_shader='blinn', name='')

Create a new shader to be applied to the named mesh.

Parameters
  • mesh (str) – The name of the mesh to apply the shader to.

  • type_of_shader (str) – This corresponds to Maya shader types. Eg. blinn, lambert, etc.

  • name (str) – The name to give the shader. If not name given a name will be made up using the type_of_shader.

Returns

The name of the new shader.

Return type

str

apply_transparent_lambert(mesh)

Convenience to hide geo via shader.

Parameters

mesh (str) – Name of the mesh to apply the shader to.

create_texture_ramp(name)
create_texture_file(name, filepath='')
add_2d_placement(texture_node, name='')
get_one_udim_number(mesh, sample_vertex=0)
get_mesh_texture_color(mesh, texture_node, sample_vertex=0)