![]() #self.m_height = 100#then we could just calcualte width and height from base w/h and multiple by scale #self.m_width = 100#we could instead use scale and just let them scale instead of drag vertex #self.m_scale = (1, 1, 0) #we shouldn't really work with scale #these will need to be actual data, and update as you move the object in the world Light_edf + ".exitance", attributes, attributes, attributes, type="double3"Ĭmds.connectAttr(light_edf + ".outColor", light_material + ".EDF_front_color", f=True)Ĭmds.connectAttr(light_surface_shader + ".outColor", light_material + ".surface_shader_front_color", f=True) Light_edf = ms_commands.create_shading_node("diffuse_edf", area_light + "_edf") Light_surface_shader = ms_commands.create_shading_node("constant_surface_shader", area_light + "_surface_shader")Ĭmds.setAttr(light_surface_shader + ".alpha_multiplier", 0, 0, 0, type="double3") Light_material = cmds.createNode("ms_appleseed_material", n=area_light + "_material")Ĭmds.setAttr(light_material + ".enable_back_material", 0)Ĭmds.setAttr(light_material + ".duplicate_front_attributes_on_back", 0) ![]() # create and initialise material for object Def convert_area_light(area_light, attributes):
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