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December 8, 2015 11:05
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Maya: Matte from Materials
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""" | |
Select the geometry to make the renderlayers from. | |
Will find all the materials (lambert), make a renderlayer per material only showing that material. | |
""" | |
import traceback | |
import pymel.core | |
selection = pymel.core.ls(selection=True) | |
shader = pymel.core.shadingNode('lambert', name='no_alpha_mat', asShader=1) | |
shader.matteOpacity.set(0) | |
shader.colorR.set(0) | |
shader.colorG.set(0) | |
shader.colorB.set(0) | |
shader_sg = pymel.core.sets(renderable=1, noSurfaceShader=1, empty=1, name='no_alpha_mat_SG') | |
pymel.core.connectAttr( shader + ".outColor", shader_sg + ".surfaceShader", force=1) | |
materials = {} | |
for node in selection: | |
for shp in node.getShapes(): | |
for mat in shp.listConnections(type='shadingEngine'): | |
if mat in materials: | |
materials[mat].append(node) | |
else: | |
materials[mat] = [node] | |
drg = pymel.core.PyNode('defaultRenderGlobals') | |
for sg in materials: | |
mat = None | |
try: | |
mat = sg.listConnections(type='lambert')[0] | |
except: | |
continue | |
layer = pymel.core.rendering.createRenderLayer(name=mat.name().split(':')[-1], empty=True) | |
layer.addMembers(selection) | |
layer.setCurrent() | |
layer.addAdjustments(drg.currentRenderer) | |
drg.currentRenderer.set('mayaSoftware') | |
layer.addAdjustments(drg.imageFormat) | |
drg.imageFormat.set(32) | |
for node in selection: | |
if node not in materials[sg]: | |
pymel.core.sets(shader_sg, edit=1, forceElement=node) |
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