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) |
Not implemented | ||||
get_shading_engines (shader_name) |
Get the shading engines attached to a shader. | ||||
get_shading_engines_by_geo (geo) |
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has_shading_engine (geo) |
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get_shader_info (geo) |
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set_shader_info (geo, shader_dict) |
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remove_shaders (geo) |
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apply_shader (shader_name, mesh) |
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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) |
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create_texture_file (name[, filepath]) |
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add_2d_placement (texture_node[, name]) |
Functions
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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.
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get_shading_engine_geo
(shader_name)¶ Not implemented
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get_shading_engines
(shader_name)¶ 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
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get_shading_engines_by_geo
(geo)¶
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has_shading_engine
(geo)¶
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get_shader_info
(geo)¶
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set_shader_info
(geo, shader_dict)¶
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remove_shaders
(geo)¶
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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.
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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
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apply_transparent_lambert
(mesh)¶ Convenience to hide geo via shader.
Parameters: mesh (str) – Name of the mesh to apply the shader to.
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create_texture_ramp
(name)¶
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create_texture_file
(name, filepath=”)¶
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add_2d_placement
(texture_node, name=”)¶