Go to: Synopsis. Return value. Flags. Python examples.
itemFilterRender( name , [anyTextures=boolean], [category=string], [classification=string], [exclusiveLights=boolean],
[lightSets=boolean], [lights=boolean], [linkedLights=boolean], [listBuiltInFilters=boolean],
[listOtherFilters=boolean],
[listUserFilters=boolean],
[negate=boolean], [nonExclusiveLights=boolean],
[nonIlluminatingLights=boolean],
[parent=string], [postProcess=boolean], [renderUtilityNode=boolean],
[renderableObjectSets=boolean],
[shaders=boolean], [text=string], [textures2d=boolean], [textures3d=boolean], [texturesProcedural=boolean])
Note: Strings representing object names and
arguments must be separated by commas. This is not depicted in the
synopsis.
itemFilterRender is undoable, queryable, and editable.
This command creates a named renderTypeFilter object. This object
can be attached to selectionConnection objects, or to editors, in
order to filter the renderType lists going through them. Using
union and intersection filters, complex composite filters can be
created.
In query mode, return type is based on queried flag.
anyTextures, category, classification, exclusiveLights, lightSets, lights,
linkedLights, listBuiltInFilters, listOtherFilters, listUserFilters, negate, nonExclusiveLights, nonIlluminatingLights, parent, postProcess, renderUtilityNode, renderableObjectSets, shaders, text, textures2d, textures3d, texturesProcedural
Long name (short name) |
Argument types |
Properties |
negate(neg) |
boolean |
   |
|
This flag can be used to cause the filter to invert itself, and
reverse what passes and what fails. |
|
parent(p) |
string |
   |
|
Optional. If specified, the filter's life-span is linked to
that of the parent. When the parent goes out of scope, so does the
filter. If not specified, the filter will exist until explicitly
deleted. |
|
text(t) |
string |
   |
|
Defines an annotation string to be stored with the filter |
|
category(cat) |
string |
    |
|
A string for categorizing the filter. |
|
classification(cls) |
string |
   |
|
Internal use only. Indicates whether the filter is a built-in
or user filter. The string argument is one of "builtIn" | "user" |
"other". |
|
listBuiltInFilters(lbf) |
boolean |
 |
|
Returns an array of all item filters with classification
"builtIn". |
|
listUserFilters(luf) |
boolean |
 |
|
Returns an array of all item filters with classification
"user". |
|
listOtherFilters(lof) |
boolean |
 |
|
Returns an array of all item filters with classification
"other". |
|
shaders(s) |
boolean |
   |
|
Pass shader objects if set to true. Value is false by default.
To get all objects that are not shaders then set this flag to true
and use the -neg/negate flag to invert the result. |
|
anyTextures(at) |
boolean |
   |
|
Pass texture objects if set to true. Value is false by default.
To get all objects that are not textures then set this flag to true
and use the -neg/negate flag to invert the result. |
|
textures2d(t2d) |
boolean |
   |
|
Pass 2D texture objects if set to true. Value is false by
default. To get all objects that are not 2D textures then set this
flag to true and use the -neg/negate flag to invert the
result. |
|
textures3d(t3d) |
boolean |
   |
|
Pass 3D texture objects if set to true. Value is false by
default. To get all objects that are not 3D textures then set this
flag to true and use the -neg/negate flag to invert the
result. |
|
lights(l) |
boolean |
   |
|
Pass light objects if set to true. Value is false by default.
To get all objects that are not lights then set this flag to true
and use the -neg/negate flag to invert the result. |
|
postProcess(pp) |
boolean |
   |
|
Pass post process objects if set to true. Value is false by
default. To get all objects that are not post processes then set
this flag to true and use the -neg/negate flag to invert the
result. |
|
renderUtilityNode(run) |
boolean |
   |
|
Pass render utility node objects if set to true. Value is false
by default. To get all objects that are not render utility nodes
then set this flag to true and use the -neg/negate flag to
invert the result. |
|
exclusiveLights(exl) |
boolean |
   |
|
Pass exclusive light objects if set to true. Value is false by
default. To get all objects that are not exclusive lights then set
this flag to true and use the -neg/negate flag to invert the
result. |
|
linkedLights(ll) |
boolean |
   |
|
Pass linked light objects if set to true. Value is false by
default. To get all objects that are not linked lights then set
this flag to true and use the -neg/negate flag to invert the
result. |
|
lightSets(ls) |
boolean |
   |
|
Pass light set objects if set to true. Value is false by
default. To get all objects that are not light sets then set this
flag to true and use the -neg/negate flag to invert the
result. |
|
nonIlluminatingLights(nil) |
boolean |
   |
|
Pass non-illuminating light objects if set to true. Value is
false by default. To get all objects that are not non-illuminating
lights then set this flag to true and use the -neg/negate
flag to invert the result. |
|
nonExclusiveLights(nxl) |
boolean |
   |
|
Pass non-exclusive light objects if set to true. Value is false
by default. To get all objects that are not non-exclusive lights
then set this flag to true and use the -neg/negate flag to
invert the result. |
|
renderableObjectSets(ros) |
boolean |
   |
|
Pass renderable object sets if set to true. Value is false by
default. To get all objects that are not renderable object sets
then set this flag to true and use the -neg/negate flag to
invert the result. |
|
texturesProcedural(tp) |
boolean |
   |
|
Pass procedural texture objects if set to true. Value is false
by default. To get all objects that are not procedural textures
then set this flag to true and use the -neg/negate flag to
invert the result. |
|
Flag can appear in Create mode of
command |
Flag can appear in Edit mode of command |
Flag can appear in Query mode of command |
Flag can have multiple arguments, passed
either as a tuple or a list. |
import maya.cmds as cmds
# If an object is a shader or any type of texture, it will pass
# this filter.
#
# If an object is not a 3d Texture, it will pass this filter.
#
no3dTextures = cmds.itemFilterRender(negate=True, textures3d=True)
# A couple more filters. One showing only lights, the other showing
# everything but lights.
#
lights = cmds.itemFilterRender(lights=True)
noLights = cmds.itemFilterRender(lights=True, negate=True)
# Create a window with an outliner editor, along with some buttons that
# will apply a different filter to the outliner.
#
window = cmds.window()
form = cmds.formLayout()
editor = cmds.outlinerEditor(showDagOnly=False)
column = cmds.columnLayout(adjustableColumn=True)
cmds.button( label='No Filter', command='cmds.outlinerEditor("'+editor+'", edit=True, filter="")')
cmds.button( label='Shaders and Textures', command='cmds.outlinerEditor("'+editor+'", edit=True, filter="'+shadersAndTextures+'")')
cmds.button( label='No 3D Textures', command='cmds.outlinerEditor("'+editor+'", edit=True, filter="'+no3dTextures+'")')
cmds.button( label='Light', command='cmds.outlinerEditor("'+editor+'", edit=True, filter="'+lights+'")')
cmds.button( label='No Light', command='cmds.outlinerEditor("'+editor+'", edit=True, filter="'+noLights+'")')
input = cmds.selectionConnection(worldList=True)
cmds.editor( editor, edit=True, mainListConnection=input )
# Apply the layout attachments.
#
cmds.formLayout(form, edit=True,
attachForm=((column, 'top', 0), (column, 'left', 0),
(column, 'bottom', 0), (editor, 'top', 0),
(editor, 'bottom', 0), (editor, 'right', 0)),
attachNone=(column, 'right'),
attachControl=(editor, 'left', 0, column))
# Put some objects in the scene.
#
cmds.spotLight()
cmds.pointLight()
cmds.shadingNode( 'bulge', asTexture=True )
cmds.shadingNode( 'checker', asTexture=True )
cmds.shadingNode( 'granite', asTexture=True )
cmds.shadingNode( 'wood', asTexture=True )
cmds.shadingNode( 'lambert', asShader=True )
cmds.shadingNode( 'blinn', asShader=True )
cmds.showWindow( window )