pymel.core.rendering.textureWindow¶
- textureWindow(*args, **kwargs)¶
This command is used to create a UV Editor and to query or edit the texture editor settings. The UV Editor displays texture mapped polygon objects in 2D texture space. Only active objects are visible in this window. The UV Editor has the ability to display two types of images. The Texture Image is a visualisation of the current texture and associated placement parameters. The Editor Image is a user specified image loaded from disk. A UV Editor can be invoked by selecting the Window -UV Texture Editor...menu item from the main maya menu listing that appears at the top of the maya window. It can also be invoked by selecting the Panel -UV Editoritem under the Panelsmenu item that appears at the top right hand corner of the view. As a UV Editor typically exists at start-up time, and as only one of these can exist at any given time, this command is normally used to query and edit the editor settings.
Flags:
Long Name / Short Name Argument Types Properties backFacingColor / bfc float, float, float, float Sets or queries the RGBA back facing color. capture / cpt unicode Perform an one-time capture of the viewport to the named image file on disk. captureSequenceNumber / csn int When a number greater or equal to 0 is specified each subsequent refresh will save an image file to disk if the capture flag has been enabled. The naming of the file is: {root name}.#.{extension} if the name {root name}.{extension} is used for the capture flag argument. The value of # starts at the number specified to for this argument and increments for each subsequent refresh. Sequence capture can be disabled by specifying a number less than 0 or an empty file name for the capture flag. changeCommand / cc unicode, unicode, unicode, unicode Parameters: First string: commandSecond string: editorNameThird string: editorCmdFourth string: updateFuncCall the command when something changes in the editor The command should have this prototype : command(string $editor, string $editorCmd, string $updateFunc, int $reason) The possible reasons could be : 0: no particular reason1: scale color2: buffer (single/double)3: axis 4: image displayed5: image saved in memory checkerDensity / cd int Sets the density of the checker and identification pattern. clearImage / ci bool Clears the current Editor Image cmEnabled / cme bool Turn on or off applying color management in the editor. If set, the color management configuration set in the current editor is used. control / ctl bool Query only. Returns the top level control for this editor. Usually used for getting a parent to attach popup menus. Caution: It is possible for an editor to exist without a control. The query will return NONEif no control is present. defineTemplate / dt unicode Puts the command in a mode where any other flags and args are parsed and added to the command template specified in the argument. They will be used as default arguments in any subsequent invocations of the command when templateName is set as the current template. displayAxes / dax bool Specify true to display the grid axes. displayCheckered / dct bool Display a unique checker and identification pattern for each uv tiles displayDistortion / ddt bool Display the layout in shaded colors to indentify areas with stretched/squashed UVs displayDivisionLines / ddl bool Specify true to display the subdivision lines between grid lines. displayGridLines / dgl bool Specify true to display the grid lines. displayImage / di int Set a particular image in the Editor Image Stack as the current Editor Image. Images are added to the Editor Image Stack using the si/saveImageflag. displayLabels / dl bool Specify true to display the grid line numeric labels. displayPreselection / dps bool Turns the pre-selection display on/off. displaySolidMap / dsm bool Display an solid over lay for the active texture map. displayStyle / dst unicode Set the mode to display the image. Valid values are: colorto display the basic RGB imagemaskto display the mask channellumto display the luminance of the image distortionPerObject / dpo bool Turns the per-object distortion display on/off. divisions / d int Sets the number of subdivisions between main grid lines docTag / dtg unicode Attaches a tag to the editor. doubleBuffer / dbf bool Set the display in double buffer mode drawAxis / da bool Set or query whether the axis will be drawn. drawSubregions / dsr bool Turns the subregion display on/off. exists / ex bool Returns whether the specified object exists or not. Other flags are ignored. exposure / exp float The exposure value used by the color management of the current editor. filter / f unicode Specifies the name of an itemFilter object to be used with this editor. This filters the information coming onto the main list of the editor. forceMainConnection / fmc unicode Specifies the name of a selectionConnection object that the editor will use as its source of content. The editor will only display items contained in the selectionConnection object. This is a variant of the -mainListConnection flag in that it will force a change even when the connection is locked. This flag is used to reduce the overhead when using the -unlockMainConnection , -mainListConnection, -lockMainConnection flags in immediate succession. forceRebake / frb bool Forces the current cache texture to refresh. frameAll / fa bool This will zoom on the whole scene. frameSelected / fs bool This will zoom on the currently selected objects. frontFacingColor / ffc float, float, float, float Sets or queries the RGBA front facing color. gamma / ga float The gamma value used by the color management of the current editor. highlightConnection / hlc unicode Specifies the name of a selectionConnection object that the editor will synchronize with its highlight list. Not all editors have a highlight list. For those that do, it is a secondary selection list. imageBaseColor / ibc float, float, float The base color of the image, default is white 1.0 1.0 1.0 imageDisplay / id bool Turns on or off Texture Image display imageNames / imn bool The image names for all Texture Images available for display, if any. imageNumber / imageNumber int Sets the number of the Texture Image to display This depends on the number of textures corresponding to the current selection. If there are N textures, then the possible Texture Image numbers are 0 to N-1. imagePixelSnap / ip bool Sets a mode so that uv transformations in the UV Texture Editor will cause uv values to snap to image pixel corners. Which pixels are used depends on whether a Texture Image or an Editor Image is being displayed, if both are displayed the Texture Image pixels will be used. imageRatio / imr bool Sets the window to draw using the Texture Image’s height versus width ratio. If the width is greater than the height than than the width is set to be 1 unitin the window and the height is adjusted by width divided by height. This only affects the display of a Texture Image, not an Editor Image. imageSize / imageSize bool Returns the size of the Texture Image currently being display. The values returned are width followed by height. Image size can only be queried. imageTileRange / itr float, float, float, float Sets the UV range of the display. The 4 values specify the minimum U, V and maximum U, V in that order. When viewing a Texture Image, these values affect how many times the image is tiled based on appropriate parameters (e.g. Repeat UV, Mirror, Wrap, etc...) When viewing an Editor Image these values determine the visible size of the image. For example, setting the range to ( 0, 0, 2, 1 ) will cause the Editor Image to be loaded into a 2x1 rectangle, distorting it as necessary to fill the available space. imageUnfiltered / iuf bool Sets the Texture Image to draw unfiltered. The image will appear pixelatedwhen the display resolution is higher than the resolution of the image. internalFaces / internalFaces bool Display contained faces by the selected components. isolateSelectSetUpdated / isu bool labelPosition / lp unicode The position of the grid’s numeric labels. Valid values are axisand edge. loadImage / li unicode load an image from disk and set it as the current Editor Image lockMainConnection / lck bool Locks the current list of objects within the mainConnection, so that only those objects are displayed within the editor. Further changes to the original mainConnection are ignored. mainListConnection / mlc unicode Specifies the name of a selectionConnection object that the editor will use as its source of content. The editor will only display items contained in the selectionConnection object. maxResolution / mrs int This flag will set the current cached texture’s maximum resolution. nbImages / nim bool returns the number of images numUvSets / nuv bool This flag will return the number of uv sets for selected objects in the texture window. numberOfImages / ni int The number of Texture Images currently available for display. panel / pnl unicode Specifies the panel for this editor. By default if an editor is created in the create callback of a scripted panel it will belong to that panel. If an editor does not belong to a panel it will be deleted when the window that it is in is deleted. parent / p unicode Specifies the parent layout for this editor. This flag will only have an effect if the editor is currently un-parented. realSize / rs bool This will display the image with the size of the internal buffer. Note: This argument no long has any affect on image display. refresh / ref bool requests a refresh of the current Editor Image. relatedFaces / rf bool Display connected faces by the selected components. removeAllImages / ra bool remove all the Editor Images from the Editor Image Stack removeImage / ri bool remove the current Editor Image from the Editor Image Stack rendererString / rds unicode Set or query the string describing the current renderer. reset / r bool Resets the ground plane to its default values. saveImage / si bool save the current Editor Image to memory. Saved Editor Images are stored in an Editor Image Stack. The most recently saved image is stored in position 0, the second most recently saved image in position 1, and so on... To set the current Editor Image to a previously saved image use the di/displayImageflag. scaleBlue / sb float Define the scaling factor for the blue component in the View. The default value is 1 and can be between -1000 to +1000 scaleGreen / sg float Define the scaling factor for the green component in the View. The default value is 1 and can be between -1000 to +1000 scaleRed / sr float Define the scaling factor for the red component in the View. The default value is 1 and can be between -1000 to +1000 selectInternalFaces / sif bool Add to selectionList the faces which are contained by (internal to) selected components. selectRelatedFaces / srf bool Add to selectionList the faces which are connected to (non-internally related to) selected components. selectionConnection / slc unicode Specifies the name of a selectionConnection object that the editor will synchronize with its own selection list. As the user selects things in this editor, they will be selected in the selectionConnection object. If the object undergoes changes, the editor updates to show the changes. setUvSet / suv int This flag will set the current uv set on one given selected object within the texture window. singleBuffer / sbf bool Set the display in single buffer mode size / s float Sets the size of the grid. spacing / sp float Sets the spacing between main grid lines. stateString / sts bool Query only flag. Returns the MEL command that will create an editor to match the current editor state. The returned command string uses the string variable $editorName in place of a specific name. style / st int This flag is obsolete and should not be used. tileLabels / tlb bool Turns the texture tile label display on/off. toggle / tgl bool Turns the ground plane display on/off. toggleExposure / tge bool Toggles between the current and the default exposure value of the editor. toggleGamma / tgg bool Toggles between the current and the default gamma value of the editor. unParent / up bool Specifies that the editor should be removed from its layout. This cannot be used in query mode. unlockMainConnection / ulk bool Unlocks the mainConnection, effectively restoring the original mainConnection (if it is still available), and dynamic updates. updateMainConnection / upd bool Causes a locked mainConnection to be updated from the orginal mainConnection, but preserves the lock state. useFaceGroup / uf bool Display faces that are associated with the groupId that is set on the mesh node that is drawn. (The attribute displayFacesWithGroupId useTemplate / ut unicode Forces the command to use a command template other than the current one. uvSets / uvs bool This flag will return strings containing uv set and object name pairs for selected objects in the texture window. The syntax of each pair is objectName | uvSetName, where | is a literal character. viewPortImage / vpi bool Toggles the view port/ caching texture images. viewTransformName / vtn unicode Sets the view pipeline to be applied if color management is enabled in the current editor. writeImage / wi unicode write the current Editor Image to disk Flag can have multiple arguments, passed either as a tuple or a list. Derived from mel command maya.cmds.textureWindow
Example:
import pymel.core as pm # As a UV Texture Editor typically exists on start-up, you normally # will not need to create one.. Hence all the examples that follow # explain how to query and edit the editor settings. # Get the panel that the editor belongs to. texWinName = pm.getPanel(sty='polyTexturePlacementPanel') # Get the space between main grid lines pm.textureWindow(texWinName[0], q=True, sp=True) # Result: 3.0 # # Change the space between main grid lines pm.textureWindow( texWinName[0], e=True, sp=0.1 ) # Result: u'polyTexturePlacementPanel1' # # Get the size of the grid pm.textureWindow( texWinName[0], q=True, s=True ) # Result: 12.0 # # Change the size of the grid pm.textureWindow( texWinName[0], e=True, s=0.8 ) # Result: u'polyTexturePlacementPanel1' # # Zoom on the whole scene pm.textureWindow( texWinName[0], e=True, fa=True ) # Result: u'polyTexturePlacementPanel1' # # Set display mode to related (connected) faces pm.textureWindow(texWinName[0], e=True, rf=True ) # Result: u'polyTexturePlacementPanel1' #