pymel.core.general.itemFilterRender

itemFilterRender(*args, **kwargs)

Flags:

Long Name / Short Name Argument Types Properties
anyTextures / at bool  
   
category / cat unicode  
   
classification / cls unicode  
   
exclusiveLights / exl bool  
   
exists / ex bool  
   
lightSets / ls bool  
   
lights / l bool  
   
linkedLights / ll bool  
   
listBuiltInFilters / lbf bool  
   
listOtherFilters / lof bool  
   
listUserFilters / luf bool  
   
negate / neg bool  
   
nodeClassification / nc unicode  
   
nonExclusiveLights / nxl bool  
   
nonIlluminatingLights / nil bool  
   
parent / p unicode  
   
postProcess / pp bool  
   
renderUtilityNode / run bool  
   
renderableObjectSets / ros bool  
   
renderingNode / rn bool  
   
shaders / s bool  
   
text / t unicode  
   
textures2d / t2d bool  
   
textures3d / t3d bool  
   
texturesProcedural / tp bool  
   

Derived from mel command maya.cmds.itemFilterRender

Example:

import pymel.core as pm

#    If an object is a shader or any type of texture, it will pass
#    this filter.
#


#    If an object is not a 3d Texture, it will pass this filter.
#
no3dTextures = pm.itemFilterRender(negate=True, textures3d=True)

#    A couple more filters.  One showing only lights, the other showing
#    everything but lights.
#
lights = pm.itemFilterRender(lights=True)
noLights = pm.itemFilterRender(lights=True, negate=True)

#    Create a window with an outliner editor, along with some buttons that
#    will apply a different filter to the outliner.
#
window = pm.window()
form = pm.formLayout()
editor = pm.outlinerEditor(showDagOnly=False)
column = pm.columnLayout(adjustableColumn=True)
pm.button( label='No Filter',            command='pm.outlinerEditor("'+editor+'", edit=True, filter="")')
# Result: ui.Button('window1|formLayout58|columnLayout54|button46') #
pm.button( label='Shaders and Textures', command='pm.outlinerEditor("'+editor+'", edit=True, filter="'+shadersAndTextures+'")')
pm.button( label='No 3D Textures',       command='pm.outlinerEditor("'+editor+'", edit=True, filter="'+no3dTextures+'")')
pm.button( label='Light',                command='pm.outlinerEditor("'+editor+'", edit=True, filter="'+lights+'")')
pm.button( label='No Light',             command='pm.outlinerEditor("'+editor+'", edit=True, filter="'+noLights+'")')
input = pm.selectionConnection(worldList=True)
pm.editor( editor, edit=True, mainListConnection=input )

#    Apply the layout attachments.
#
pm.formLayout(form, edit=True,
                attachForm=((column, 'top',    0), (column, 'left', 0),
                            (column, 'bottom', 0), (editor, 'top', 0),
                            (editor, 'bottom', 0), (editor, 'right', 0)),
                attachNone=(column, 'right'),
                attachControl=(editor, 'left', 0, column))

#    Put some objects in the scene.
#
pm.spotLight()
pm.pointLight()
pm.shadingNode( 'bulge', asTexture=True )
pm.shadingNode( 'checker', asTexture=True )
pm.shadingNode( 'granite', asTexture=True )
pm.shadingNode( 'wood', asTexture=True )
pm.shadingNode( 'lambert', asShader=True )
pm.shadingNode( 'blinn', asShader=True )

pm.showWindow( window )