pymel.core.windows.hyperShade

hyperShade(*args, **kwargs)

Commands for shader editing in the hypergraph

Flags:
Long name (short name) Argument Types Properties
assign (a) unicode ../../../_images/create.gif
 

Assign the specified shader node to renderable objects on the active list. The node can either be a shading group or the shader node attached to the shading group.

clearWorkArea (cwa) bool ../../../_images/create.gif
 
Push the current work area on to the stack and create a clear work area
collapse (clp) unicode ../../../_images/create.gif
 
Hide the upstream nodes from the specified node.
createNode (rcn) unicode ../../../_images/create.gif
 

Create a node of the specified type. This is called when a new rendering node is created using drag and drop from the image browser or from the RMB context sensitve menu on nodes in the Visor Create folders.

dependGraphArea (dg) bool ../../../_images/create.gif
 
When setting a work area, and the work area doesn’t already exist this flag inicates a new graph should be created that is either a depend graph or a folder view.
downStream (ds) bool ../../../_images/create.gif
 
Show nodes downstream from the specified node
duplicate (dup) bool ../../../_images/create.gif
 
Duplicate upstream nodes. If the node is a shader make sure duplicate include the shading group if there is one
fixRenderSize (fix) bool ../../../_images/create.gif
 
If set to true dont rerender swatches when they change size as the user zooms
incremental (inc) bool ../../../_images/create.gif
 
Enable or disable incremental layout when making new nodes or connections
listDownstreamNodes (ldn) PyNode ../../../_images/create.gif
 
List all the downstream render nodes from the specified nodes.
listDownstreamShaderNodes (lds) PyNode ../../../_images/create.gif
 

List all the downstream shader nodes from the specified nodes. Flag can have multiple arguments, passed either as a tuple or a list.

listUpstreamNodes (lun) PyNode ../../../_images/create.gif
 
List all the upstream render nodes from the specified nodes.
name (n) unicode ../../../_images/create.gif
 
Name for the work area created by this command
networks (net) bool ../../../_images/create.gif
 
Do an incremental layout on all of the nodes in the current selection list and that are in the current work area.
noSGShapes (nsg) bool ../../../_images/create.gif
 
Display only shapes that are connected to nodes in the network other than a shading group.
noShapes (ns) bool ../../../_images/create.gif
 
Display no shapes when graphing networks.
noTransforms (nt) bool ../../../_images/create.gif
 
Display no transforms when graphing networks.
objects (o) unicode ../../../_images/create.gif
 

Select the objects which are attached to the specified shader node. The shader node can be either the shading group or the shader attached to the shading group. When this flag’s argument is the empty string, we will use the currently selected shder node as the input.

renderCreateAndDrop (rcd) unicode ../../../_images/create.gif
 
Create a render node of the specified type and put user into drag and drop mode to place or connect it.
reset (rst) bool ../../../_images/create.gif
 
Reset the Hypershade panel to its initial state. In particular delete all the work areas.
resetGraph (rsg) bool ../../../_images/create.gif
 
Reset the current graph. Typicly called prior to rebuilding a folder in a Hypershade view.
resetSwatch (rss) bool ../../../_images/create.gif
 
For all selected nodes remove user defined swatches if the node has one
setAllowsRegraphing (sar) bool ../../../_images/create.gif
 
For internal use only.
setWorkArea (swa) unicode ../../../_images/create.gif
 
Set the work area to the existing named work ard
shaderNetwork (sn) unicode ../../../_images/create.gif
 

Show the shader network for the specified material node. If the materials shading group has a displacement or volume map these will be shown. If not then the shading group wont be shown.

shaderNetworks (sns) bool ../../../_images/create.gif
 
Show the shader network for all the objects on the selection list that have shaders.
shaderNetworksSelectMaterialNodes (smn) bool ../../../_images/create.gif
 
Select the material nodes in the shader network for all the objects on the selection list that have shaders.
snapShot (snp) bool ../../../_images/create.gif
 
Put hypergraph in snapshot mode. This is only for testing
uncollapse (ucl) unicode ../../../_images/create.gif
 
Unhide the upstream nodes from the specified node.
upStream (ups) bool ../../../_images/create.gif
 
Show nodes upstream from the specified node
userDefinedLayout (udl) bool ../../../_images/create.gif
 
Enable or disable remembrance of user defined layouts. Default is disabled until this functionality is better tested.
workAreaAddCmd (waa) unicode ../../../_images/create.gif
 
Set the MEL procedure called when a new work area is added to HyperShade
workAreaDeleteCmd (wad) unicode ../../../_images/create.gif
 
Set the MEL procedure called when a work area is deleted in HyperShade
workAreaSelectCmd (was) unicode ../../../_images/create.gif
 
Set the MEL procedure called when a work area is selected in HyperShade

Derived from mel command maya.cmds.hyperShade

Example:

import pymel.core as pm

pm.sphere()
# Result: [nt.Transform(u'nurbsSphere1'), nt.MakeNurbSphere(u'makeNurbSphere1')] #
pm.cone()
# Result: [nt.Transform(u'nurbsCone1'), nt.MakeNurbCone(u'makeNurbCone1')] #
myBlinn = pm.shadingNode('blinn', asShader=True)
pm.select( 'nurbsSphere1' )
pm.hyperShade( myBlinn, assign=True )
pm.select( cl=True )
pm.hyperShade( objects=myBlinn )
blinn = pm.createNode('blinn')
pm.select( 'lambert1', blinn )
pm.hyperShade( objects='' )

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