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
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
Push the current work area on to the stack and create a clear work area collapse / clp unicode
Hide the upstream nodes from the specified node. createNode / rcn unicode
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
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
Show nodes downstream from the specified node duplicate / dup bool
Duplicate upstream nodes. If the node is a shader make sure duplicate include the shading group if there is one fixRenderSize / fix bool
If set to true dont rerender swatches when they change size as the user zooms incremental / inc bool
Enable or disable incremental layout when making new nodes or connections listDownstreamNodes / ldn PyNode
List all the downstream render nodes from the specified nodes. listDownstreamShaderNodes / lds PyNode
List all the downstream shader nodes from the specified nodes. listUpstreamNodes / lun PyNode
List all the upstream render nodes from the specified nodes. name / n unicode
Name for the work area created by this command networks / net bool
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
Display only shapes that are connected to nodes in the network other than a shading group. noShapes / ns bool
Display no shapes when graphing networks. noTransforms / nt bool
Display no transforms when graphing networks. objects / o unicode
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
Create a render node of the specified type and put user into drag and drop mode to place or connect it. reset / rst bool
Reset the Hypershade panel to its initial state. In particular delete all the work areas. resetGraph / rsg bool
Reset the current graph. Typically called prior to rebuilding a folder in a Hypershade view. resetSwatch / rss bool
For all selected nodes remove user defined swatches if the node has one setAllowsRegraphing / sar bool
For internal use only. setWorkArea / swa unicode
Set the work area to the existing named work area shaderNetwork / sn unicode
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
Show the shader network for all the objects on the selection list that have shaders. shaderNetworksSelectMaterialNodes / smn bool
Select the material nodes in the shader network for all the objects on the selection list that have shaders. snapShot / snp bool
Put hypergraph in snapshot mode. This is only for testing uncollapse / ucl unicode
Unhide the upstream nodes from the specified node. upStream / ups bool
Show nodes upstream from the specified node userDefinedLayout / udl bool
Enable or disable remembrance of user defined layouts. Default is disabled until this functionality is better tested. workAreaAddCmd / waa unicode
Set the MEL procedure called when a new work area is added to HyperShade workAreaDeleteCmd / wad unicode
Set the MEL procedure called when a work area is deleted in HyperShade workAreaSelectCmd / was unicode
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='' )