rfm2  22.0
A python-based rewrite of RenderMan for Maya
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rfm2.maya_node.MayaPxrLight Class Reference
+ Inheritance diagram for rfm2.maya_node.MayaPxrLight:
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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
 

Detailed Description

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.

Constructor & Destructor Documentation

def rfm2.maya_node.MayaPxrLight.__init__ (   self)
Mandatory class initialisation.
def rfm2.maya_node.MayaPxrLight.__del__ (   self)

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Member Function Documentation

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.
def rfm2.maya_node.MayaPxrLight.creator ( )
static
This will be superseded by the dynamic class.
def rfm2.maya_node.MayaPxrLight.getFilesToArchive (   self,
  shortName,
  unresolvedName,
  markCouldBeImageSequence 
)
Maya API method

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def rfm2.maya_node.MayaPxrLight.getShapeSelectionMask (   self)
Maya API method
def rfm2.maya_node.MayaPxrLight.initialize ( )
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This will be superseded by the dynamic class.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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def rfm2.maya_node.MayaPxrLight.ramp_changed_cb (   msg,
  plg,
  otherPlug,
  data 
)
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.

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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.

Member Data Documentation

rfm2.maya_node.MayaPxrLight.dep_node
rfm2.maya_node.MayaPxrLight.desc = None
static
rfm2.maya_node.MayaPxrLight.node_callbacks
rfm2.maya_node.MayaPxrLight.nodeId = None
static
rfm2.maya_node.MayaPxrLight.this_obj
rfm2.maya_node.MayaPxrLight.typeName = None
static

The documentation for this class was generated from the following file: