Source code for helga.nuke.reconstruction.renderReconstructVRay.lib.shuffleFramebufferRE

"""
shuffleFramebufferRE
==========================================

Internal module that reconstructs framebuffer render elements.

.. important::
	
	This module is internal. Access its functionality from :mod:`helga.nuke.reconstruction.renderReconstructVRay.renderReconstruct`

-----------------------
"""



#Imports
#------------------------------------------------------------------
import nuke
import nukescripts


doReload = True

#reconstruct_globals
import reconstruct_globals
if(doReload): reload(reconstruct_globals)



#ShuffleFramebufferRE class
#------------------------------------------------------------------

class ShuffleFramebufferRE():
	
[docs] #Constructor def __init__(self): #Instance Vars #------------------------------------------------------------------ self.verbose = True self.backdropColorFramebuffer = [0.26,0.54,0.74] #Toplevel Methods #------------------------------------------------------------------ #reconstructFramebufferRenderElements def reconstructFramebufferRenderElements(self, node):
[docs] #check if node is read node if not(self.nodetypeMatches(node, 'Read')): print('%s is not of type Read' %(node.name())) return False #Shuffle FramebufferContributions #------------------------------------------------------------------ outputDotList = [] #rbReflection if(self.getLayers(node, '{0}Reflection'.format(reconstruct_globals.PREFIX))): outputDotList.append(self.shuffleRE(node, '{0}Reflection'.format(reconstruct_globals.PREFIX), frameBuffer = True)) #rbRefraction if(self.getLayers(node, '{0}Refraction'.format(reconstruct_globals.PREFIX))): outputDotList.append(self.shuffleRE(node, '{0}Refraction'.format(reconstruct_globals.PREFIX), frameBuffer = True)) #rbSpecular if(self.getLayers(node, '{0}Specular'.format(reconstruct_globals.PREFIX))): outputDotList.append(self.shuffleRE(node, '{0}Specular'.format(reconstruct_globals.PREFIX), frameBuffer = True)) #rbSubsurface if(self.getLayers(node, '{0}Subsurface'.format(reconstruct_globals.PREFIX))): outputDotList.append(self.shuffleRE(node, '{0}Subsurface'.format(reconstruct_globals.PREFIX), frameBuffer = True)) #Add all Shuffle FramebufferContributions #------------------------------------------------------------------ #check if outputDotList contains more than 0 if(len(outputDotList) > 0): #addFramebufferContributions addFramebufferContributions = nuke.nodes.Merge2() addFramebufferContributions.knob('operation').setValue('plus') addFramebufferContributions.knob('Achannels').setValue('rgb') #position add node under last reconstructed element posX = outputDotList[-1].xpos() posY = outputDotList[-1].ypos() offsetY = 60 posY = posY + offsetY addFramebufferContributions.setXYpos(posX, posY) #for length of outputDotList connect to merge for index in range(0,len(outputDotList)): #if index is not 0 or 1 increment index for input pipe if(index == 0 or index == 1):addFramebufferContributions.setInput(index, outputDotList[index]) else:addFramebufferContributions.setInput(index+1, outputDotList[index]) #retun final merge node return addFramebufferContributions #return None if no layers found return None #Methods #------------------------------------------------------------------ #shuffleRE def shuffleRE(self, node, layer, frameBuffer = False):
[docs] nodesList = [] #shuffleRE shuffleRE = nuke.nodes.Shuffle(label = layer +'_rbg', inputs = [node]) shuffleRE['in'].setValue( layer ) shuffleRE['in2'].setValue( 'rgba' ) shuffleRE['alpha'].setValue( 'alpha2' ) shuffleRE['postage_stamp'].setValue( True ) shuffleRE['hide_input'].setValue(True) nodesList.append(shuffleRE) #If layer is framebuffer contribution, append unpremult, grade, colorcorrect and if(frameBuffer): #unpremultShuffleRE unpremultShuffleRE = nuke.nodes.Unpremult() unpremultShuffleRE.setInput(0,shuffleRE) nodesList.append(unpremultShuffleRE) #gradeRE gradeRE = nuke.nodes.Grade() gradeRE.setInput(0,unpremultShuffleRE) nodesList.append(gradeRE) #colorcorrectRE colorcorrectRE = nuke.nodes.ColorCorrect() colorcorrectRE.setInput(0,gradeRE) nodesList.append(colorcorrectRE) #outputDot outputDot = nuke.nodes.Dot(label = layer +'_rgb_OUT') outputDot.setInput(0, colorcorrectRE) nodesList.append(colorcorrectRE) #create backdrop backdrop = self.createBackdrop(nodesList, self.rgbToHexString(self.backdropColorFramebuffer)) backdrop.knob('label').setValue(node.name() +'_' +layer +'RE') backdrop.knob('note_font_size').setValue(20) return outputDot return shuffleRE #Shared Methods #------------------------------------------------------------------ #nodetypeMatches def nodetypeMatches(self, node, nodetype):
[docs] if(node.Class() == nodetype): return True return False #getLayers def getLayers(self, node, prefix = False):
[docs] #Get channelsList channelsList = node.channels() #iterate over channelslist, split name and append layer layerList = [] for channel in channelsList: layer = channel.split('.')[0] layerList.append(layer) #remove duplicates layerList = list(set(layerList)) #If prefix is set, iterate again to return all layers starting with prefix if(prefix): layerListPrefix = [] prefixLength = len(prefix) for layer in layerList: if(layer[0:prefixLength] == prefix): layerListPrefix.append(layer) return layerListPrefix return layerList #createBackdrop def createBackdrop(self, nodesList, hexColor):
[docs] #deselect all self.deselectAll() #Select nodesList in viewport for node in nodesList: node.setSelected(True) #nukescripts autobackdrop backdrop = nukescripts.autoBackdrop() backdrop['tile_color'].setValue(hexColor) return backdrop #deselectAll def deselectAll(self): #Select All to invert the selection XD
[docs] nuke.selectAll() nuke.invertSelection() #rgbToHexString def rgbToHexString(self, colorList = [0,0,0]):
[docs] #getColors r = colorList[0] g = colorList[1] b = colorList[2] #get hexColor hexColor = int('%02x%02x%02x%02x' % (r*255,g*255,b*255,1),16) return hexColor