Bases: MayaInstancePlugin
, OptionalPyblishPluginMixin
Validate all shading engines are named after the surface material.
Shading engines should be named "{surface_shader}SG"
Source code in client/ayon_maya/plugins/publish/validate_look_shading_group.py
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106 | class ValidateShadingEngine(plugin.MayaInstancePlugin,
OptionalPyblishPluginMixin):
"""Validate all shading engines are named after the surface material.
Shading engines should be named "{surface_shader}SG"
"""
order = ValidateContentsOrder
families = ["look"]
label = "Look Shading Engine Naming"
actions = [
ayon_maya.api.action.SelectInvalidAction, RepairAction
]
optional = True
# The default connections to check
def process(self, instance):
if not self.is_active(instance.data):
return
invalid = self.get_invalid(instance)
if invalid:
node_list = "\n".join(f"- {node}" for node in invalid)
raise PublishValidationError(
"Found assigned shaders with incorrect names:"
"\n{}".format(node_list),
description=self.get_description()
)
@classmethod
def get_invalid(cls, instance):
shapes = cmds.ls(instance, type=["nurbsSurface", "mesh"], long=True)
if not shapes:
return []
ignored_default_nodes = set(cmds.ls(defaultNodes=True))
shading_engines = set(cmds.listConnections(
shapes, destination=True, type="shadingEngine"
) or [])
invalid = []
for shading_engine in sorted(shading_engines):
materials = cmds.listConnections(
shading_engine + ".surfaceShader",
source=True, destination=False
)
if not materials:
cls.log.warning(
"Shading engine '{}' has no material connected to its "
".surfaceShader attribute.".format(shading_engine))
continue
material = materials[0] # there should only ever be one input
name = material + "SG"
if shading_engine != name:
# Ignore referenced or read-only shading engines
if cmds.referenceQuery(shading_engine,
isNodeReferenced=True):
cls.log.warning(
"Ignoring referenced shading engine "
f"with invalid name: {shading_engine}")
if shading_engine in ignored_default_nodes:
cls.log.warning(
"Ignoring default shading engine "
f"with invalid name: {shading_engine}")
continue
invalid.append(shading_engine)
return list(set(invalid))
@classmethod
def repair(cls, instance):
shading_engines = cls.get_invalid(instance)
for shading_engine in shading_engines:
name = (
cmds.listConnections(shading_engine + ".surfaceShader")[0]
+ "SG"
)
cmds.rename(shading_engine, name)
@staticmethod
def get_description():
return inspect.cleandoc("""
### Shaders found with incorrect names
The shading engine of a shader should be named after the connected
material to its `.surfaceShader` attribute. The name should be
`"{material}SG"`.
Use the repair action to rename the shading engine to the correct
names automatically.
""")
|