Python 如何使用pymel(或Maya.cmds)将自定义UV集中的UV链接到Maya中的纹理
我正在编写一个工具,它将帮助我在一个模型上创建自定义UV集,该模型将链接到将发送到vray_extraTex渲染元素的渐变(无插值)。这些将成为蒙版,并以与vRay multi-mattes相同的方式使用。但是,我无法使用pymel将作为vray_extraTex纹理的渐变链接到自定义UV集 我可以在Maya中手动执行所有这些操作,但由于某些原因,我缺少pymel将UV链接到渐变的功能。我正在Maya场景中测试一个pSphere,它有两个UV集,第二个UV集处于活动状态。此代码已被精简了一点:Python 如何使用pymel(或Maya.cmds)将自定义UV集中的UV链接到Maya中的纹理,python,maya,uv-mapping,pymel,Python,Maya,Uv Mapping,Pymel,我正在编写一个工具,它将帮助我在一个模型上创建自定义UV集,该模型将链接到将发送到vray_extraTex渲染元素的渐变(无插值)。这些将成为蒙版,并以与vRay multi-mattes相同的方式使用。但是,我无法使用pymel将作为vray_extraTex纹理的渐变链接到自定义UV集 我可以在Maya中手动执行所有这些操作,但由于某些原因,我缺少pymel将UV链接到渐变的功能。我正在Maya场景中测试一个pSphere,它有两个UV集,第二个UV集处于活动状态。此代码已被精简了一点:
def main():
inclusiveSet = None
renderElements =[]
ramps = []
newChannels = ['TestA','TestB','TestC','TestD']
for i, channel in enumerate(newChannels):
modIndex = i % 3 # 0:Red, 1:Green, 2:Blue
shapeNode=pm.PyNode('pSphereShape1')
transformNode=shapeNode.getTransform()
if modIndex == 0: # the first channel in the new Render Element
# make an etex render element
eTexElement = pm.PyNode(pm.mel.eval('vrayAddRenderElement("ExtraTexElement")'))
eTexElement.vray_name_extratex.set('')
eTexElement.vray_explicit_name_extratex.set('empty_empty_empy')
renderElements.append(eTexElement)
# make a ramp
ramp = pm.shadingNode('ramp', asTexture=True, name='eTex_{}_ramp'.format(transformNode.name()))
ramps.append(ramp)
ramp.outColor.connect(eTexElement.vray_texture_extratex)
# make a place2dtexture
place2d = pm.shadingNode('place2dTexture', asUtility=True)
place2d.outUV.connect(ramp.uv)
place2d.translateFrameU.set(len(renderElements) - 1)
# link UVs to ramp
# NOT WORKING
indices = pm.polyUVSet(shapeNode.name(), query=True, allUVSetsIndices=True)
currentUVSet = pm.polyUVSet(shapeNode, query=True, currentUVSet=True )
for i in indices:
if currentUVSet == pm.getAttr("{}.uvSet[{}].uvSetName".format(shapeNode.name(), i)):
pm.uvLink(uvSet='{}.uvSet[{}].uvSetName'.format(shapeNode.name(), i) , texture=ramp)
explicit_name = eTexElement.vray_explicit_name_extratex.get()
nameTokens = explicit_name.split('_')
nameTokens[modIndex] = channel
explicit_name = '_'.join(nameTokens)
eTexElement.vray_explicit_name_extratex.set(explicit_name)
main()
我没有得到任何错误,但是当我检查UV链接时,渐变仍然设置为map1 UV集,而不是第二个激活的集
我希望看到连接到UV选择器节点并链接到第二个UV集的渐变
我在写这篇文章时意识到,在我可以用python链接渐变之前,可能需要将渐变附加到指定给geo的着色器。下一步我将尝试测试它,因此在经过更多测试后,我能够在将渐变指定给对象着色器上的新属性后使其工作,并对我之前发布的代码进行了一些小的修复。固定的:
def connectTexture(layeredTex, shapeNode):
shadingGrps = pm.listConnections(shapeNode,type='shadingEngine')
shaders = pm.ls(pm.listConnections(shadingGrps),materials=1)
shader = shaders[0]
pm.addAttr(shader, longName='eTexLayeredTex', usedAsColor=True, attributeType='float3' )
pm.addAttr(shader, longName='eTexLayeredTexR', attributeType='float', parent='eTexLayeredTex' )
pm.addAttr(shader, longName='eTexLayeredTexG', attributeType='float', parent='eTexLayeredTex' )
pm.addAttr(shader, longName='eTexLayeredTexB', attributeType='float', parent='eTexLayeredTex' )
layeredTex.outColor.connect(shader.eTexLayeredTex)
def main():
inclusiveSet=None
renderElements=[]
ramps=[]
newChannels = ['TestA','TestB','TestC','TestD']
shapeNode=pm.PyNode('pSphereShape1')
transformNode=shapeNode.getTransform()
# make a layeredTexture
layeredTexture = pm.shadingNode('layeredTexture', asTexture=True, name='eTex_{}_layeredTexture'.format(transformNode.name()))
layeredTexture.attr('inputs')[0].color.set(0,0,0)
layeredTexture.attr('inputs')[0].alpha.set(1)
layeredTexture.attr('inputs')[0].blendMode.set(1)
connectTexture(layeredTexture, shapeNode)
for i, channel in enumerate(newChannels):
modIndex = i % 3 # 0:Red, 1:Green, 2:Blue
if modIndex == 0: # the first channel in the new Render Element
# make an etex render element
eTexElement = pm.PyNode(pm.mel.eval('vrayAddRenderElement("ExtraTexElement")'))
eTexElement.vray_name_extratex.set('')
eTexElement.vray_explicit_name_extratex.set('empty_empty_empy')
renderElements.append(eTexElement)
# make a ramp
ramp = pm.shadingNode('ramp', asTexture=True, name='eTex_{}_ramp'.format(transformNode.name()))
ramps.append(ramp)
ramp.interpolation.set(0)
ramp.colorEntryList[0].position.set(0.0)
ramp.colorEntryList[1].position.set((1.0 / 3.0))
ramp.colorEntryList[2].position.set((2.0 / 3.0))
ramp.colorEntryList[0].color.set(1,0,0)
ramp.colorEntryList[1].color.set(0,1,0)
ramp.colorEntryList[2].color.set(0,0,1)
ramp.defaultColor.set(0,0,0)
ramp.outColor.connect(eTexElement.vray_texture_extratex)
ramp.outColor.connect( layeredTexture.attr( 'inputs[{}].color'.format( 1 + i // 3)))
# make a place2dtexture
place2d = pm.shadingNode('place2dTexture', asUtility=True)
place2d.outUV.connect(ramp.uv)
place2d.outUvFilterSize.connect(ramp.uvFilterSize)
place2d.wrapU.set(0)
place2d.wrapV.set(0)
place2d.translateFrameU.set(len(renderElements) - 1)
# link UVs to ramp
indices = pm.polyUVSet(shapeNode.name(), query=True, allUVSetsIndices=True)
currentUVSet = pm.polyUVSet(shapeNode, query=True, currentUVSet=True )[0]
for index in indices:
if currentUVSet == pm.getAttr('{}.uvSet[{}].uvSetName'.format(shapeNode.name(), index)):
pm.uvLink(uvSet='{}.uvSet[{}].uvSetName'.format(shapeNode.name(), index) , texture=ramp)
explicit_name = eTexElement.vray_explicit_name_extratex.get()
nameTokens = explicit_name.split('_')
nameTokens[modIndex] = channel
explicit_name = '_'.join(nameTokens)
eTexElement.vray_explicit_name_extratex.set(explicit_name)
main()
关键点是将坡道连接到指定给对象的材质。奇怪的是,在创建UV链接后,可以删除渐变和材质之间的连接,并且UV链接仍然可以正常工作。我发布了这篇文章,以防有人遇到类似的问题