pymel.core.rendering

Functions related to rendering

Functions

ambientLight The ambientLight command is used to edit the parameters of existing ambientLights, or to create new ones. The default behaviour is to create a new ambientlight.
assignViewportFactories Sets viewport factories for displays as materials or textures.
batchRender The batchRender command is used to spawn off a separate rendering session of the current maya file. If no mayaFile is specified, it’ll ask you whether you want the current job killed. The batchRender will spawn a separate maya process in which commands will be communicated to it through a commandPort. If Maya is unable to find an available port an error will be produced. Maya will attempt to use ports 7835 through 7844.
binMembership Command to assign nodes to bins.
camera Create, edit, or query a camera with the specified properties.
cameraView This command creates a preset view for a camera which is then independent of the camera.
checkDefaultRenderGlobals Command to check or set the changedmode for the defaultRenderGlobals node. In query mode, return type is based on queried flag.
convertIffToPsd Converts iff file to PSD file of given size In query mode, return type is based on queried flag.
convertSolidTx Command to convert a texture on a surface to a file texture.
convertTessellation Command to translate the basic tessellation attributes to advanced.
createDisplayLayer
createLayeredPsdFile Creates a layered PSD file with image names as input to individual layers
createRenderLayer Create a new render layer.
createSurfaceShader create a shader and shading group
defaultLightListCheckBox This command creates a checkBox that controls whether a shadingGroup is connected/disconnected from the defaultLightList.
directionalLight The directionalLight command is used to edit the parameters of existing directionalLights, or to create new ones. The default behaviour is to create a new directionallight.
displacementToPoly Command bakes geometry with displacement mapping into a polygonal object.
doBlur The doBlur command will invoke the blur2d, which is a Maya stand-alone application to do 2.5 motion blur given the color image and the motion vector file. For a given input colorFile name, e.g. xxx.iff, the output blurred image will be xxx_blur.iffin the same directory as the input colorFile. There is currently no control over the name of the output blurred image.
dolly The dolly command moves a camera along the viewing direction in the world space.
editRenderLayerAdjustment This command is used to create, edit, and query adjustments to render layers.
editRenderLayerGlobals Edit the parameter values common to all render layers.
editRenderLayerMembers This command is used to query and edit memberships to render layers.
exclusiveLightCheckBox This command creates a checkBox that controls a light’s exclusive non-exclusive status. An exclusive light is one that is not hooked up to the default-light-list, thus it does not illuminate all objects be default. However an exclusive light can be linked to an object.
frameBufferName Returns the frame buffer name for a given renderPass renderLayer and camera combination. Optionally, this command can apply a name truncation algorithm so that the frameBuffer name will respect the maximum length imposed by the destination file format, if applicable.
glRender This command provides access to the Hardware Render Manager (HRM). There is one-and-only-one HRM in maya. The HRM controls the rendering performed in the hardware render buffer window. This command allows shell scripts, to modify the render state, and to initiate a render request. In query mode, return type is based on queried flag.
glRenderEditor Create a glRender view. This is a special view used for hardware rendering. This command is used to create and reparent the view as needed to support panels. See the glRender command for controlling the specific behavior of the hardware rendering. In query mode, return type is based on queried flag.
hwReflectionMap This command creates a hwReflectionMap node for having reflection on textured surfaces that currently have their boolean attribute displayHWEnvironment set to true.
hwRender Renders an image or a sequence using the hardware rendering engine
hwRenderLoad Empty command used to force the dynamic load of HR render
iprEngine Command to create or edit an iprEngine. A iprEngine is an object that watches for changes to shading networks and automatically reshades to generate an up-to-date image.
layeredShaderPort This command creates a 3dPort that displays an image representing the layered shader node specified.
layeredTexturePort This command creates a 3dPort that displays an image representing the layered texture node specified.
lightList Add/Remove a relationship between an object and the current light. Soon to be replaced by the connect-attribute command. In query mode, return type is based on queried flag.
lightListEditor This command created a light list editor.
lightListPanel This command created a light list panel.
lightlink This command is used to make, break and query light linking relationships between lights/sets of lights and objects/sets of objects.
listCameras Command to list all cameras.
listerEditor This command creates a lister Editor, placeable in any layout. It’s solely a UI command, intended to be used to create, edit and query listers. All configuration of an individual lister is done through this command, as well as all actions (filtering, content, highlighting, expand/compress, un/displaying, etc) For an example, launch the multiLister through the Render Menu in Maya
lookThru This command sets a particular camera to look through in a view.
lsThroughFilter List all objects in the world that pass a given filter.
makebot The makebot command takes an image file and produces a block ordered texture (BOT) file, to be used for texture caching. If a relative pathname is specified for the input image file, project management rules apply. If a relative pathname is specified for the output BOT file, project management rules apply and gets put into the sourceImages directory.
nodeIconButton This control supports up to 3 icon images and 4 different display styles.
nodePreset Command to save and load preset settings for a node.
orbit The orbit command revolves the camera(s) horizontally and/or vertically in the perspective window.
pointLight The pointLight command is used to edit the parameters of existing pointLights, or to create new ones. The default behaviour is to create a new pointlight.
projectionManip Various commands to set the manipulator to interesting positions.
psdChannelOutliner Create a psdChannelOutliner control which is capable of displaying a tree structure upto one level.
psdEditTextureFile Edits the existing PSD file. Addition and deletion of the channels (layer sets) are supported.
psdExport Writes the Photoshop file layer set into different formats. The output file depth (bit per channel ) can be different from that of the input. If the input is 16 bpc and output is 8 bpc, there will be data loss. In query mode, return type is based on queried flag.
psdTextureFile Creates a Photoshop file with UVSnap shot image and the layer set names as the input.
rampColorPort This command creates a control that displays an image representing the ramp node specified, and supports editing of that node.
render The render command is used to start off a MayaSoftware rendering session of the currently active camera. If a rendering is already in progress, then this command stops the rendering. This command is not undoable.
renderGlobalsNode The renderGlobalsNode creates a render globals node and registers it with the model. The createNode command will not register nodes of this type correctly.
renderInfo The renderInfo commands sets geometric properties of surfaces of the selected object. In query mode, return type is based on queried flag.
renderLayerButton Creates a render layer bar button widget.
renderLayerPostProcess Post process the results when rendering is done with.
renderManip This command creates manipulators for cameras or lights.
renderPartition Set or query the model’s current partition.
renderPassRegistry query information related with render passes.
renderQualityNode The renderQualityNode creates a render quality node and registers it with the model. The createNode command will not register nodes of this type correctly.
renderSettings Query interface to the common tab of the render settings
renderThumbnailUpdate Toggle the updating of object thumbnails.
renderWindowEditor Create a editor window that can receive the result of the rendering process
renderer Command to register renders.
resolutionNode The resolutionNode creates a render resolution node and registers it with the model. The createNode command will not register nodes of this type correctly.
roll The roll command rotates a camera about its viewing direction, a positive angle produces clockwise camera rotation, while a negative angle produces counter-clockwise camera rotation.
sampleImage The sampleImage command is used to control parameters of sample images, such as swatches in the multilister. The fast option turns on or off some rendering cheats which speed up the render but may cause edges to look ragged. The resolution option specifies the width in pixels of the image which will be rendered for the specified node. Note that the width of the image is also the height of the image since sample images are square.
setDefaultShadingGroup The setDefaultShadingGroup command is used to change which shading group is considered the current default shading group. Subsequently created objects will be assigned to the new default group. In query mode, return type is based on queried flag.
setRenderPassType This command will set the passID of a renderPass node and create the custom attributes specified by the corresponding render pass definition. If the render pass node already has a passID assigned to it, attributes that are no longer required become hidden, and new attributes are unhidden and/or created as needed. This allows passIDs to be changed back and forth without losing attribute data. It also allows common attributes to be transported from one render pass type to another.
shadingConnection Sets the connection state of a connection between nodes that are used in shading.
shadingNetworkCompare This command allows you to compare two shading networks.
shadingNode The shadingNode command classifies any DG node as a shader, texture light, post process, or utility so that it can be properly organized in the multi-lister. Recall that any DG node can be used a part of a a shader, texture or light - regardless of how it is classified by this. command. These classifications are provided for convenience in the UI.
showShadingGroupAttrEditor The showShadingGroupAttrEditor command opens up the attribute editor for the current object’s shading-group information.
spotLight The spotLight command is used to edit the parameters of existing spotLights, or to create new ones. The default behaviour is to create a new spotlight.
spotLightPreviewPort This command creates a 3dPort that displays an image representing the illumination provided by the spotLight. It is a picture of a plane being illuminated by a light. The optional argument is the name of the 3dPort.
surfaceSampler Maps surface detail from a source surface to a new texture map on a target surface.
surfaceShaderList Add/Remove a relationship between an object and the current shading group. In query mode, return type is based on queried flag.
textureWindow This command is used to create a UV Texture Editor and to query or edit the texture editor settings. The UV Texture Editor displays texture mapped polygon objects in 2D texture space. Only active objects are visible in this window. The UV Texture Editor has the ability to display two types of images. The Texture Image is a visualisation of the current texture and associated placement parameters. The Editor Image is a user specified image loaded from disk. A UV Texture Editor can be invoked by selecting the Window -UV Texture Editor...menu item from the main maya menu listing that appears at the top of the maya window. It can also be invoked by selecting the Panel -UV Texture Editoritem under the Panelsmenu item that appears at the top right hand corner of the view. As a UV Texture Editor typically exists at start-up time, and as only one of these can exist at any given time, this command is normally used to query and edit the editor settings.
track The track command translates a camera horizontally or vertically in the world space.
tumble The tumble command revolves the camera(s) by varying the azimuth and elevation angles in the perspective window.
uvLink This command is used to make, break and query UV linking relationships between UV sets on objects and textures that use those UV sets. If no make, break or query flag is specified and both uvSet and texture flags are present, the make flag is assumed to be specified. If no make, break or query flag is specified and only one of the uvSet and texture flags is present, the query flag is assumed to be specified. The term texturein the context of UV linking is a bit of an oversimplification. In fact, UV sets can be linked to any node which takes UV coordinates as input. However in most cases it will be a texture to which you wish to link a UV set.
viewCamera The viewCamera command is used to position a camera to look directly at the side or top of another camera. This is primarily useful for the user when he or she is setting depth-of-field and clipping planes, if they are being used. The default behaviour: If no other flags are specified, the camera in the active panel is moved and the -t is presumed. If there is a camera selected, it is used as the target camera.
viewClipPlane The viewClipPlane command can be used to query or set a camera’s clip planes. If a camera is not specified, the camera in the active view will be used. The near and far clip plane flags may be used in conjunction with the auto clip plane flag. In query mode, return type is based on queried flag.
viewFit The viewFit command positions the specified camera so its point-of-view contains all selected objects other than itself. If no objects are selected, everything is fit to the view (excepting cameras, lights, and sketching plannes). The fit-factor, if specified, determines how much of the view should be filled. If a camera is not specified, the camera in the active view will be used. After the camera is moved, its center of interest is set to the center of the bounding box of the objects.
viewHeadOn The viewHeadOn command positions the specified camera so it is looking downthe normal of the live object, and fitted to the live object. If the live object is a surface, an arbitrary normal is chosen.
viewLookAt The viewLookAt command positions the specified camera so it is looking at the centroid of all selected objects. If no objects are specified the camera will look at the ground plane.
viewPlace This command positions the camera as specified.
viewSet This command positions the camera to one of the pre-defined positions.

Table Of Contents

Commands

Modules

This Page