rfm2
22.0
A python-based rewrite of RenderMan for Maya
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Public Member Functions | |
def | __init__ |
def | __del__ |
def | postConstructor |
def | getFilesToArchive |
def | shouldSave |
def | compute |
def | isBounded |
def | boundingBox |
def | getShapeSelectionMask |
Static Public Member Functions | |
def | creator |
def | initialize |
def | ramp_changed_cb |
Public Attributes | |
node_callbacks | |
this_obj | |
dep_node | |
Static Public Attributes | |
typeName = None | |
nodeId = None | |
desc = None | |
Base class for all RFM-generated lights. Attributes: desc (NodeDesc): The full node description. nodeId (MTypeId): The node's unique id. typeName (str): The future maya node type name.
def rfm2.maya_node.MayaPxrLight.__init__ | ( | self | ) |
Mandatory class initialisation.
def rfm2.maya_node.MayaPxrLight.__del__ | ( | self | ) |
def rfm2.maya_node.MayaPxrLight.boundingBox | ( | self | ) |
Maya API method
def rfm2.maya_node.MayaPxrLight.compute | ( | self, | |
plug, | |||
block | |||
) |
We may use this later to send edits more reliably to the renderer.
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static |
This will be superseded by the dynamic class.
def rfm2.maya_node.MayaPxrLight.getFilesToArchive | ( | self, | |
shortName, | |||
unresolvedName, | |||
markCouldBeImageSequence | |||
) |
Maya API method
def rfm2.maya_node.MayaPxrLight.getShapeSelectionMask | ( | self | ) |
Maya API method
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static |
This will be superseded by the dynamic class.
def rfm2.maya_node.MayaPxrLight.isBounded | ( | self | ) |
Maya API method
def rfm2.maya_node.MayaPxrLight.postConstructor | ( | self | ) |
Maya API method
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static |
We are now using Maya's compound attributes, so we need to make sure it is properly configured to reflect our ramp implementation limitations, i.e. spline interpolation method is the same for all knots and knots are sorted. To avoid triggering infinite recursive evaluations, we rely on MDataHandle to set plug values.
def rfm2.maya_node.MayaPxrLight.shouldSave | ( | self, | |
plug | |||
) |
This is called for each node plug before saving the scene file. Make sure we always save arrays to maya scenes.
rfm2.maya_node.MayaPxrLight.dep_node |
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static |
rfm2.maya_node.MayaPxrLight.node_callbacks |
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static |
rfm2.maya_node.MayaPxrLight.this_obj |
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static |