C++ API Reference
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This is the complete list of members for MRenderUtil, including all inherited members.
className() | MRenderUtil | static |
convertPsdFile(const MObject &fileNode, MString &texturePath, const bool &forExport=false, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
convertPsdFile(const MObject &fileNode, const bool &forExport=false, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
diffuseReflectance(const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &normal, bool lightBackFace, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
eval2dTexture(const MObject &texNode, MDoubleArray &uCoords, MDoubleArray &vCoords, MVectorArray *resultColors, MDoubleArray *resultAlphas) | MRenderUtil | static |
exactFileTextureName(const MObject &fileNode, MString &texturePath, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
exactFileTextureName(const MString &baseName, bool useFrameExt, const MString ¤tFrameExt, MString &exactName, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
exactFileTextureName(const MString &baseName, bool useFrameExt, const MString ¤tFrameExt, const MString &contextNodeFullName, MString &exactName, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
exactFileTextureName(const MObject &fileNode, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
exactFileTextureName(const MString &baseName, bool useFrameExt, const MString ¤tFrameExt, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
exactFileTextureName(const MString &baseName, bool useFrameExt, const MString ¤tFrameExt, const MString &contextNodeFullName, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
exactFileTextureUvTileData(const MObject &fileNode, MStringArray &tilePaths, MFloatArray &tilePositions, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
exactImagePlaneFileName(const MObject &imagePlaneNode, MString &texturePath, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
exactImagePlaneFileName(const MObject &imagePlaneNode, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
generatingIprFile() | MRenderUtil | static |
getCommonRenderSettings(MCommonRenderSettingsData &rgData) | MRenderUtil | static |
hemisphereCoverage(const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &rayDirection, bool lightBackFace, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
inCurrentRenderLayer(const MDagPath &objectPath, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
kAll enum value | MRenderUtil | |
kAmbientOnly enum value | MRenderUtil | |
kBatchRender enum value | MRenderUtil | |
kColorOnly enum value | MRenderUtil | |
kDiffuseOnly enum value | MRenderUtil | |
kHardwareRender enum value | MRenderUtil | |
kInteractiveRender enum value | MRenderUtil | |
kIprRender enum value | MRenderUtil | |
kNotRendering enum value | MRenderUtil | |
kShadowOnly enum value | MRenderUtil | |
kSpecularOnly enum value | MRenderUtil | |
lightAttenuation(const void *lightBlindData, const MFloatVector &pointCamera, const MFloatVector &normal, bool lightBackFace, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
mainBeautyPassCustomTokenString() | MRenderUtil | static |
mainBeautyPassName() | MRenderUtil | static |
maximumSpecularReflection(const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &normal, const MFloatVector &rayDirection, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
mayaRenderState() | MRenderUtil | static |
MRenderPass enum name | MRenderUtil | |
MRenderState enum name | MRenderUtil | |
noise1(float x) | MRenderUtil | static |
noise2(float x, float y) | MRenderUtil | static |
noise3(float x, float y, float z) | MRenderUtil | static |
noise4(float x, float y, float z, float t, unsigned short numTimeSteps) | MRenderUtil | static |
noiseTableCubeSide() | MRenderUtil | static |
noiseTableSize() | MRenderUtil | static |
raytrace(const MFloatVector &rayOrigin, const MFloatVector &rayDirection, const void *objectId, const void *raySampler, const short rayDepth, MFloatVector &resultColor, MFloatVector &resultTransparency, const bool isReflectedRays=true) | MRenderUtil | static |
raytrace(const MFloatVectorArray &rayOrigins, const MFloatVectorArray &rayDirections, const void *objectId, const void *raySampler, const short rayDepth, MFloatVectorArray &resultColors, MFloatVectorArray &resultTransparencies, const bool isReflectedRays=true) | MRenderUtil | static |
raytraceFirstGeometryIntersections(const MFloatVectorArray &rayOrigins, const MFloatVectorArray &rayDirections, const void *objectId, const void *raySampler, MFloatVectorArray &resultIntersections, MIntArray &resultIntersected) | MRenderUtil | static |
relativeFileName(const MString &absFileName, MStatus *ReturnStatus=NULL) | MRenderUtil | static |
renderObjectItem(const void *objectId, MSelectionList &item) | MRenderUtil | static |
renderPass(void) | MRenderUtil | static |
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) | MRenderUtil | static |
sendRenderProgressInfo(const MString &pixFile, int percentageDone) | MRenderUtil | static |
valueInNoiseTable(unsigned int index) | MRenderUtil | static |