Commands for shader editing in the hypergraph
Long name (short name) | Argument Types | Properties | |
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assign (a) | unicode | ||
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. |
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clearWorkArea (cwa) | bool | ||
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collapse (clp) | unicode | ||
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createNode (rcn) | unicode | ||
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. |
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dependGraphArea (dg) | bool | ||
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downStream (ds) | bool | ||
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duplicate (dup) | bool | ||
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fixRenderSize (fix) | bool | ||
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incremental (inc) | bool | ||
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listDownstreamNodes (ldn) | PyNode | ||
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listDownstreamShaderNodes (lds) | PyNode | ||
List all the downstream shader nodes from the specified nodes. Flag can have multiple arguments, passed either as a tuple or a list. |
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listUpstreamNodes (lun) | PyNode | ||
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name (n) | unicode | ||
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networks (net) | bool | ||
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noSGShapes (nsg) | bool | ||
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noShapes (ns) | bool | ||
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noTransforms (nt) | bool | ||
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objects (o) | unicode | ||
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. |
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renderCreateAndDrop (rcd) | unicode | ||
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reset (rst) | bool | ||
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resetGraph (rsg) | bool | ||
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resetSwatch (rss) | bool | ||
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setAllowsRegraphing (sar) | bool | ||
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setWorkArea (swa) | unicode | ||
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shaderNetwork (sn) | unicode | ||
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. |
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shaderNetworks (sns) | bool | ||
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shaderNetworksSelectMaterialNodes (smn) | bool | ||
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snapShot (snp) | bool | ||
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uncollapse (ucl) | unicode | ||
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upStream (ups) | bool | ||
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userDefinedLayout (udl) | bool | ||
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workAreaAddCmd (waa) | unicode | ||
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workAreaDeleteCmd (wad) | unicode | ||
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workAreaSelectCmd (was) | unicode | ||
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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='' )