C++ API Reference
MRenderUtil Member List

This is the complete list of members for MRenderUtil, including all inherited members.

className()MRenderUtilstatic
convertPsdFile(const MObject &fileNode, MString &texturePath, const bool &forExport=false, MStatus *ReturnStatus=NULL)MRenderUtilstatic
convertPsdFile(const MObject &fileNode, const bool &forExport=false, MStatus *ReturnStatus=NULL)MRenderUtilstatic
diffuseReflectance(const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &normal, bool lightBackFace, MStatus *ReturnStatus=NULL)MRenderUtilstatic
eval2dTexture(const MObject &texNode, MDoubleArray &uCoords, MDoubleArray &vCoords, MVectorArray *resultColors, MDoubleArray *resultAlphas)MRenderUtilstatic
exactFileTextureName(const MObject &fileNode, MString &texturePath, MStatus *ReturnStatus=NULL)MRenderUtilstatic
exactFileTextureName(const MString &baseName, bool useFrameExt, const MString &currentFrameExt, MString &exactName, MStatus *ReturnStatus=NULL)MRenderUtilstatic
exactFileTextureName(const MString &baseName, bool useFrameExt, const MString &currentFrameExt, const MString &contextNodeFullName, MString &exactName, MStatus *ReturnStatus=NULL)MRenderUtilstatic
exactFileTextureName(const MObject &fileNode, MStatus *ReturnStatus=NULL)MRenderUtilstatic
exactFileTextureName(const MString &baseName, bool useFrameExt, const MString &currentFrameExt, MStatus *ReturnStatus=NULL)MRenderUtilstatic
exactFileTextureName(const MString &baseName, bool useFrameExt, const MString &currentFrameExt, const MString &contextNodeFullName, MStatus *ReturnStatus=NULL)MRenderUtilstatic
exactFileTextureUvTileData(const MObject &fileNode, MStringArray &tilePaths, MFloatArray &tilePositions, MStatus *ReturnStatus=NULL)MRenderUtilstatic
exactImagePlaneFileName(const MObject &imagePlaneNode, MString &texturePath, MStatus *ReturnStatus=NULL)MRenderUtilstatic
exactImagePlaneFileName(const MObject &imagePlaneNode, MStatus *ReturnStatus=NULL)MRenderUtilstatic
generatingIprFile()MRenderUtilstatic
getCommonRenderSettings(MCommonRenderSettingsData &rgData)MRenderUtilstatic
hemisphereCoverage(const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &rayDirection, bool lightBackFace, MStatus *ReturnStatus=NULL)MRenderUtilstatic
inCurrentRenderLayer(const MDagPath &objectPath, MStatus *ReturnStatus=NULL)MRenderUtilstatic
kAll enum valueMRenderUtil
kAmbientOnly enum valueMRenderUtil
kBatchRender enum valueMRenderUtil
kColorOnly enum valueMRenderUtil
kDiffuseOnly enum valueMRenderUtil
kHardwareRender enum valueMRenderUtil
kInteractiveRender enum valueMRenderUtil
kIprRender enum valueMRenderUtil
kNotRendering enum valueMRenderUtil
kShadowOnly enum valueMRenderUtil
kSpecularOnly enum valueMRenderUtil
lightAttenuation(const void *lightBlindData, const MFloatVector &pointCamera, const MFloatVector &normal, bool lightBackFace, MStatus *ReturnStatus=NULL)MRenderUtilstatic
mainBeautyPassCustomTokenString()MRenderUtilstatic
mainBeautyPassName()MRenderUtilstatic
maximumSpecularReflection(const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &normal, const MFloatVector &rayDirection, MStatus *ReturnStatus=NULL)MRenderUtilstatic
mayaRenderState()MRenderUtilstatic
MRenderPass enum nameMRenderUtil
MRenderState enum nameMRenderUtil
noise1(float x)MRenderUtilstatic
noise2(float x, float y)MRenderUtilstatic
noise3(float x, float y, float z)MRenderUtilstatic
noise4(float x, float y, float z, float t, unsigned short numTimeSteps)MRenderUtilstatic
noiseTableCubeSide()MRenderUtilstatic
noiseTableSize()MRenderUtilstatic
raytrace(const MFloatVector &rayOrigin, const MFloatVector &rayDirection, const void *objectId, const void *raySampler, const short rayDepth, MFloatVector &resultColor, MFloatVector &resultTransparency, const bool isReflectedRays=true)MRenderUtilstatic
raytrace(const MFloatVectorArray &rayOrigins, const MFloatVectorArray &rayDirections, const void *objectId, const void *raySampler, const short rayDepth, MFloatVectorArray &resultColors, MFloatVectorArray &resultTransparencies, const bool isReflectedRays=true)MRenderUtilstatic
raytraceFirstGeometryIntersections(const MFloatVectorArray &rayOrigins, const MFloatVectorArray &rayDirections, const void *objectId, const void *raySampler, MFloatVectorArray &resultIntersections, MIntArray &resultIntersected)MRenderUtilstatic
relativeFileName(const MString &absFileName, MStatus *ReturnStatus=NULL)MRenderUtilstatic
renderObjectItem(const void *objectId, MSelectionList &item)MRenderUtilstatic
renderPass(void)MRenderUtilstatic
sampleShadingNetwork(MString shadingNodeName, int numSamples, bool useShadowMaps, bool reuseMaps, MFloatMatrix &cameraMatrix, MFloatPointArray *points, MFloatArray *uCoords, MFloatArray *vCoords, MFloatVectorArray *normals, MFloatPointArray *refPoints, MFloatVectorArray *tangentUs, MFloatVectorArray *tangentVs, MFloatArray *filterSizes, MFloatVectorArray &resultColors, MFloatVectorArray &resultTransparencies)MRenderUtilstatic
sendRenderProgressInfo(const MString &pixFile, int percentageDone)MRenderUtilstatic
valueInNoiseTable(unsigned int index)MRenderUtilstatic