trigger.library.shading
Collection of shading related functions
Functions
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Assign given shader to all available shading groups of mesh. |
Collect all basic shader information from scene into a dictionary. |
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Create a preview shader based on the template on given database. |
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Create a new shading engine and connect it to the given mesh. |
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Find recursively the first file node connected to the plug. |
Return all materials IN USE. |
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Returns all file nodes connected to the given mesh transforms. |
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Return all shaders connected to the given mesh |
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Return all shading groups of the given mesh. |
Module Contents
- assign_shader(shader, mesh=None, shading_group=None)
Assign given shader to all available shading groups of mesh.
- collect_material_database()
Collect all basic shader information from scene into a dictionary.
Note that, this function ONLY collects the shader attribute values as it is. It does not collect any connected node information like ramp, file etc.
- create_preview_shader(database, material_id, name=None, mesh=None)
Create a preview shader based on the template on given database.
- Args:
database: (dictionary) dictionary item collected with ‘collect_material_database’ function material_id: (string) key id which needs to exist in the provided dictionary. If not, default standardSurface
will be used instead
name: (string) Name of the new shader. Optional. If not provided <material_id>_M template will be used mesh: (string) Mesh that will be assigned. The Shading groups will be preserved if there are multi sgs
Returns:
- create_shading_engine(mesh, name=None)
Create a new shading engine and connect it to the given mesh.
- find_file_node(plug)
Find recursively the first file node connected to the plug.
- get_all_materials()
Return all materials IN USE.
- get_file_nodes(mesh_transforms)
Returns all file nodes connected to the given mesh transforms.
- get_shaders(mesh)
Return all shaders connected to the given mesh
- get_shading_groups(mesh)
Return all shading groups of the given mesh.