![]() ![]() The shader I’m developing takes information from all four (RGBA) channels to use as information for the shader, such as how much shading occurs at each vertex or specularity, the channels aren’t related.įor the heavier meshes, while I do it, it will use my RAM well beyond capacity and windows compresses it as it goes and it takes forever. The reason for this is that… for one of those kinds of reasons that result in a slow head shake with averted eye contact, Maya can’t paint vertex colors per channel. # Blend the two color sets to colorSet2, set to use ColorChannel blend style, set all the blend weights to 0.5Ĭmds.polyBlendColor(bcn='colorSet1', src='colorSet2', dst='colorSet2', bfn=6, bwa=0.5, bwb=0.5, bwc=0.5, bwd=0.5)Ĭmds.I’m performing a very heavy task that basically goes… for every mesh, for every color set (3 each) on each mesh, shove the specified channels into a new color set by iterating over every vertex in the mesh. # Apply green color to the vertices of pPlane1Ĭmds.pol圜olorPerVertex(r=0, g=1, b=0, a=1, cdo=True) # Create colorSet2, set to use RGBA channelsĬmds.pol圜olorSet(create=True, clamped=0, rpt='RGBA', colorSet='colorSet2') # Apply red color to the vertices of pPlane1Ĭmds.pol圜olorPerVertex(r=1, g=0, b=0, a=1, cdo=True) ![]() # Create colorSet1, set to use RGBA channelsĬmds.pol圜olorSet(create=True, clamped=0, rpt='RGBA', colorSet='colorSet1') # Apply red and green to the vertices of pPlane1 using two separate color sets, then blend their colors to the second color setĬmds.polyPlane(w=10, h=10, sx=10, sy=10, n='pPlane1') # This example creates two poly color sets for pPlane1. keys():Īpplying this script would continue to draw objects but things would not be animated.įlag can appear in Create mode of commandįlag can have multiple arguments, passed either as a tuple or a list. To do this, you’d need toĮxplicitly set all child nodes to the Blocking state.įor example, to set all child transforms to Blocking, you could use theįor node in. Influence child transforms in the hierarchy. Setting the root transform of a hierarchy to Blocking won’t automatically Node will still respond to getAttr requests but a getAttr on aĭownstream node will not reevaluate the blocked node. Of the blocked node directly it won’t evaluate after that. When a node is set to Blocking the behavior is supposed to be the same as Is indirectly affected by this state since blocked connections are never cleaned. This is implemented in the depend node base class and applies to all nodes.īlocking is applied during the evaluation phase to connections.Īn evaluation request to a blocked connection will return as failures,Ĭausing the destination plug to retain its current value. For deformers,Īpplying this state leaves the input geometry undeformed on the output. Matching output without applying the algorithm in the node. The usual implementation of this state is to copy the input directly to the The node’s compute method and to perform appropriate operations. It’s typical to implement support for the HasNoEffect state in Nearly all deformers support this state, as do a few other nodes.Īs stated earlier, it is not supported by all nodes. There is an operation on an input producing an output of the same data type. Additional details about each of these 3 states follow. Plug-ins store state in the MPxNode::state attribute. HasNoEffect is node specific many nodes do not support this option. The Normal and Blocking cases apply to all nodes, while The state will be reset appropriately, e.g. ![]() The understanding is that once the operation is done, They temporarily shut off parts of the graph during interaction The Waiting-Normal (3), Waiting-HasNoEffect (4), Waiting-Blocking (5)Īre for internal use only. Used to alter how the graph is evaluated. The Normal (0), HasNoEffect (1), and Blocking (2) states can be Maya dependency nodes have 6 possible states. This flag is ignored and the node will always be inserted into Note: If the object already has construction history then Is off then the operation will be performed directly on the object. Inserted into the history chain for the mesh. IfĬonstruction history is on then the corresponding node will be Turn the construction history on or off (where applicable). Toggle caching for all attributes so that no recomputation is needed Related pol圜olorMod, pol圜olorPerVertex, pol圜olorSet Flags baseColorName, blendFunc, blendWeightA, blendWeightB, blendWeightC, blendWeightD, caching, constructionHistory, dstColorName, name, nodeState, srcColorName Long name (short name)īlend weight for linear and bilinear blending functionsīlend weight for bilinear and channel blending functions In query mode, return type is based on queried flag. Takes two color sets and blends them together into a third specified color set. PolyBlendColor is undoable, queryable, and editable. Note: Strings representing object names and arguments must be separated by commas. ![]()
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