渲染设定 Python API 作为 Maya 安装的一部分提供,您可在以下文件夹中找到相关文件:..\Python\Lib\site-packages\maya\app\renderSetup。
若要使用渲染设定 API,您应先按如下所示导入渲染设定模块:
import maya.app.renderSetup.model.override as override import maya.app.renderSetup.model.selector as selector import maya.app.renderSetup.model.collection as collection import maya.app.renderSetup.model.renderLayer as renderLayer import maya.app.renderSetup.model.renderSetup as renderSetup
还应导入 maya.cmds (import maya.cmds),以便能够使用本地 Maya 命令。
以下示例脚本创建了一个层和两个集合。它使用表达式 mySphere* 将球体添加到第一个集合,然后使用表达式 myCube* 将立方体添加到第二个集合。
创建一个绝对覆盖并将其应用于第一个集合,然后创建一个相对覆盖并将其应用于第二个集合。
该示例最终切换到渲染层,您将在此看到以模板显示模式显示的球体,以及平移的立方体。
import maya.app.renderSetup.model.override as override import maya.app.renderSetup.model.selector as selector import maya.app.renderSetup.model.collection as collection import maya.app.renderSetup.model.renderLayer as renderLayer import maya.app.renderSetup.model.renderSetup as renderSetup import maya.cmds as cmds rs = renderSetup.instance() # Create and append the render layer rl = rs.createRenderLayer("MyRenderSetupLayer") # Create and append 2 collections c1 = rl.createCollection("sphereCollection") c2 = rl.createCollection("cubeCollection") # Create a trivial scene with a cube, a sphere and a cylinder cmds.polySphere(name='mySphere') cmds.move(2, 'mySphere', y=True) cmds.polyCube(name='myCube') cmds.move(5, 'myCube', y=True) cmds.polyCylinder(name='myCylinder') cmds.move(10, 'myCylinder', y=True) # Set up collection 1 to select all spheres using the pattern mySphere*, # and collection 2 to select all cubes using the pattern myCube*. c1.getSelector().setPattern('mySphere*') c2.getSelector().setPattern('myCube*') # Set up an absolute override on mySphereShape.template with a value of True ov1 = c1.createAbsoluteOverride('mySphereShape', 'template') ov1.setAttrValue(True) # Set up a relative override on myCube.translate with a multiply value of # [2.0, 2.0, 2.0] and an offset of [0.1, 0.1, 0.1] ov2 = c2.createRelativeOverride('myCube', 'translate') ov2.setMultiply([2.0, 2.0, 2.0]) ov2.setOffset([0.1, 0.1, 0.1]) # Set the render layer as visible. # Only the sphere and the cube are displayed as they are collection members. rs.switchToLayer(rl)
然后,您可以扩展此示例以创建着色器覆盖。在本示例中,将创建两个表面着色器,其中第一个着色器指定给场景层中的立方体。第一个表面着色器设置为红色,第二个着色器设置为蓝色。因此,在场景层中,立方体设置为红色。
然后,创建一个着色器覆盖,以便为立方体指定第二个表面着色器。现在,当您切换渲染层时,将看到立方体为蓝色并已平移。球体以模板显示模式显示。
import maya.app.renderSetup.model.override as override import maya.app.renderSetup.model.selector as selector import maya.app.renderSetup.model.collection as collection import maya.app.renderSetup.model.renderLayer as renderLayer import maya.app.renderSetup.model.renderSetup as renderSetup import maya.cmds as cmds # Helper function for creating a shader def createShader(shaderType): """ Create a shader of the given type""" shaderName = cmds.shadingNode(shaderType, asShader=True) sgName = cmds.sets(renderable=True, noSurfaceShader=True, empty=True, name=(shaderName + "SG")) cmds.connectAttr(shaderName + ".outColor", sgName + ".surfaceShader") return (shaderName, sgName) # Helper function for assigning a material def assignMaterial(shapeName, shadingGroupName): cmds.sets(shapeName, forceElement=shadingGroupName) # Helper function for setting a color attribute to some color value def setColor(attr, color): cmds.setAttr(attr, color[0], color[1], color[2], type="float3") rs = renderSetup.instance() # Create and append the render layer rl = rs.createRenderLayer("MyRenderSetupLayer") # Create and append 2 collections c1 = rl.createCollection("sphereCollection") c2 = rl.createCollection("cubeCollection") # Create a trivial scene with a cube, a sphere and a cylinder cmds.polySphere(name='mySphere') cmds.move(2, 'mySphere', y=True) cmds.polyCube(name='myCube') cmds.move(5, 'myCube', y=True) cmds.polyCylinder(name='myCylinder') cmds.move(10, 'myCylinder', y=True) # Set up collection 1 to select all spheres using the pattern mySphere*, # and collection 2 to select all cubes using the pattern myCube*. c1.getSelector().setPattern('mySphere*') c2.getSelector().setPattern('myCube*') # Set up an absolute override on mySphereShape.template with a value of True ov1 = c1.createAbsoluteOverride('mySphereShape', 'template') ov1.setAttrValue(True) # Set up a relative override on myCube.translate with a multiply value of # [2.0, 2.0, 2.0] and an offset of [0.1, 0.1, 0.1] ov2 = c2.createRelativeOverride('myCube', 'translate') ov2.setMultiply([2.0, 2.0, 2.0]) ov2.setOffset([0.1, 0.1, 0.1]) # Creates two surface shaders. Makes one red, the other blue and assigns the # red shader to myCubeShape. Then creates a shader override with the blue # shader. shaderName, sgName = createShader("surfaceShader") shaderName2, sgName2 = createShader("surfaceShader") assignMaterial("myCubeShape", sgName) setColor(shaderName + ".outColor", [1.0, 0.0, 0.0]) setColor(shaderName2 + ".outColor", [0.0, 0.0, 1.0]) outColorShaderOvr = c2.createAbsoluteOverride(shaderName2, 'outColor') # Set the render layer as visible. # Only the sphere and the cube are displayed as they are collection members. rs.switchToLayer(rl)
调用 rs.switchToLayer() 方法可确保渲染设定与任何场景更改同步。这相当于以交互方式使用 Maya 时单击层可见性图标 更新层成员身份。
您可以使用渲染设定命令查询渲染设定成员身份。
若要了解有关以下命令的详细信息:
renderLayerMembers
renderSetupFindCollections
renderSetup
renderSetupLegacyLayer
请使用 help() 查询文档字符串。
例如,以下 Python 命令可用于查询 renderLayerMembers 命令:
import maya.app.renderSetup.model.modelCmds as modelCmds help(modelCmds.RenderLayerMembersCmd)
您可以通过类似方式查询其他命令的文档字符串。
若要了解有关 renderSetupSelect 命令的详细信息,请在“脚本编辑器”(Script Editor)的“Python”选项卡中输入以下命令:
import maya.app.renderSetup.views.viewCmds as viewCmds help(viewCmds.RenderSetupSelectCmd)
您可以按如下所示定义函数,用于在场景中导入和导出渲染设定 .json 文件。
import maya.app.renderSetup.model.renderSetup as renderSetup import json # Cannot name function "import", as this is a reserved Python keyword. def importFile(filename): with open(filename, "r") as file: renderSetup.instance().decode(json.load(file), renderSetup.DECODE_AND_OVERWRITE, None) def exportFile(filename): with open(filename, "w+") as file: json.dump(renderSetup.instance().encode(None), fp=file, indent=2, sort_keys=True)