pymel.core.rendering.editRenderLayerAdjustment

editRenderLayerAdjustment(*args, **kwargs)

This command is used to create, edit, and query adjustments to render layers. An adjustment allows different attribute values or connections to be used depending on the active render layer.

Flags:
Long name (short name) Argument Types Properties
attributeLog (alg) bool ../../../_images/query.gif
 
Output all adjustments for the specified layer sorted by attribute name.
layer (lyr) PyNode ../../../_images/create.gif ../../../_images/query.gif
 
Specified layer in which the adjustments will be modified. If not specified the active render layer will be used.
nodeLog (nlg) bool ../../../_images/query.gif
 

Output all adjustments for the specified layer sorted by node name.Flag can appear in Create mode of commandFlag can have multiple arguments, passed either as a tuple or a list.

remove (r) bool ../../../_images/create.gif
 

Remove the specified adjustments from the render layer. If an adjustment is removed from the current layer, the specified plug will revert back to it’s master value determined by the default render layer.

Derived from mel command maya.cmds.editRenderLayerAdjustment

Example:

import pymel.core as pm

# Create two adjustments for layer1
pm.editRenderLayerAdjustment( 'lambert1.color', 'lambert1.diffuse', layer='layer1' )
# Result : 2
# List all the adjustments to renderlayer1
pm.editRenderLayerAdjustment( 'layer1', query=True, layer=True )
# Result : lambert1.color lambert1.diffuse
# Create adjustments for the current render layer
pm.editRenderLayerAdjustment( 'lambert1.color' )
# Result : 1
# Remove one adjustment from the current render layer
pm.editRenderLayerAdjustment( 'lambert1.color', remove=True )
# Result : 1
# Query the current layer for the list of adjustments
pm.editRenderLayerAdjustment( query=True, alg=True )
# castsShadows         nurbsSphereShape1.castsShadows
#                      pPlaneShape1.castsShadows
#                      pSphereShape1.castsShadows
# instObjGroups        pCylinderShape1.instObjGroups[0]
# motionBlurByFrame    defaultRenderGlobals.motionBlurByFrame
# receiveShadows       nurbsSphereShape1.receiveShadows
#                      pPlaneShape1.receiveShadows
#                      pSphereShape1.receiveShadows
# shadingSamples       defaultRenderQuality.shadingSamples

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