pymel.core.windows.hyperShade

hyperShade(*args, **kwargs)

Commands for shader editing in the hypergraph

Flags:

Long Name / Short Name Argument Types Properties
assign / a unicode ../../../_images/create.gif
  Assign the specified shader node to renderable objects on the active list. The node can either be a shading group or the shader node attached to the shading group.
clearWorkArea / cwa bool ../../../_images/create.gif
  Push the current work area on to the stack and create a clear work area
collapse / clp unicode ../../../_images/create.gif
  Hide the upstream nodes from the specified node.
createNode / rcn unicode ../../../_images/create.gif
  Create a node of the specified type. This is called when a new rendering node is created using drag and drop from the image browser or from the RMB context sensitive menu on nodes in the Visor Create folders.
dependGraphArea / dg bool ../../../_images/create.gif
  When setting a work area, and the work area doesn’t already exist this flag inicates a new graph should be created that is either a depend graph or a folder view.
downStream / ds bool ../../../_images/create.gif
  Show nodes downstream from the specified node
duplicate / dup bool ../../../_images/create.gif
  Duplicate upstream nodes. If the node is a shader make sure duplicate include the shading group if there is one
fixRenderSize / fix bool ../../../_images/create.gif
  If set to true dont rerender swatches when they change size as the user zooms
incremental / inc bool ../../../_images/create.gif
  Enable or disable incremental layout when making new nodes or connections
listDownstreamNodes / ldn PyNode ../../../_images/create.gif
  List all the downstream render nodes from the specified nodes.
listDownstreamShaderNodes / lds PyNode ../../../_images/create.gif
  List all the downstream shader nodes from the specified nodes.
listUpstreamNodes / lun PyNode ../../../_images/create.gif
  List all the upstream render nodes from the specified nodes.
name / n unicode ../../../_images/create.gif
  Name for the work area created by this command
networks / net bool ../../../_images/create.gif
  Do an incremental layout on all of the nodes in the current selection list and that are in the current work area.
noSGShapes / nsg bool ../../../_images/create.gif
  Display only shapes that are connected to nodes in the network other than a shading group.
noShapes / ns bool ../../../_images/create.gif
  Display no shapes when graphing networks.
noTransforms / nt bool ../../../_images/create.gif
  Display no transforms when graphing networks.
objects / o unicode ../../../_images/create.gif
  Select the objects which are attached to the specified shader node. The shader node can be either the shading group or the shader attached to the shading group. When this flag’s argument is the empty string, we will use the currently selected shder node as the input.
renderCreateAndDrop / rcd unicode ../../../_images/create.gif
  Create a render node of the specified type and put user into drag and drop mode to place or connect it.
reset / rst bool ../../../_images/create.gif
  Reset the Hypershade panel to its initial state. In particular delete all the work areas.
resetGraph / rsg bool ../../../_images/create.gif
  Reset the current graph. Typically called prior to rebuilding a folder in a Hypershade view.
resetSwatch / rss bool ../../../_images/create.gif
  For all selected nodes remove user defined swatches if the node has one
setAllowsRegraphing / sar bool ../../../_images/create.gif
  For internal use only.
setWorkArea / swa unicode ../../../_images/create.gif
  Set the work area to the existing named work area
shaderNetwork / sn unicode ../../../_images/create.gif
  Show the shader network for the specified material node. If the materials shading group has a displacement or volume map these will be shown. If not then the shading group will not be shown.
shaderNetworks / sns bool ../../../_images/create.gif
  Show the shader network for all the objects on the selection list that have shaders.
shaderNetworksSelectMaterialNodes / smn bool ../../../_images/create.gif
  Select the material nodes in the shader network for all the objects on the selection list that have shaders.
snapShot / snp bool ../../../_images/create.gif
  Put hypergraph in snapshot mode. This is only for testing
uncollapse / ucl unicode ../../../_images/create.gif
  Unhide the upstream nodes from the specified node.
upStream / ups bool ../../../_images/create.gif
  Show nodes upstream from the specified node
userDefinedLayout / udl bool ../../../_images/create.gif
  Enable or disable remembrance of user defined layouts. Default is disabled until this functionality is better tested.
workAreaAddCmd / waa unicode ../../../_images/create.gif
  Set the MEL procedure called when a new work area is added to HyperShade
workAreaDeleteCmd / wad unicode ../../../_images/create.gif
  Set the MEL procedure called when a work area is deleted in HyperShade
workAreaSelectCmd / was unicode ../../../_images/create.gif
  Set the MEL procedure called when a work area is selected in HyperShade Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.hyperShade

Example:

import pymel.core as pm

pm.sphere()
# Result: [nt.Transform(u'nurbsSphere1'), nt.MakeNurbSphere(u'makeNurbSphere1')] #
pm.cone()
# Result: [nt.Transform(u'nurbsCone1'), nt.MakeNurbCone(u'makeNurbCone1')] #
myBlinn = pm.shadingNode('blinn', asShader=True)
pm.select( 'nurbsSphere1' )
pm.hyperShade( assign=myBlinn )
pm.select( cl=True )
pm.hyperShade( objects=myBlinn )
blinn = pm.createNode('blinn')
pm.select( 'lambert1', blinn )
pm.hyperShade( objects='' )