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June 13, 2018 11:09
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List avaialble texture effects (internal names and user-friendly names) in Modo.
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def ListTextureEffects(category=lx.symbol.sSHADE_SURFACE): | |
internal = [] | |
user = [] | |
host_svc = lx.service.Host() | |
msg_svc = lx.service.Message () | |
msg = lx.object.Message (msg_svc.Allocate ()) | |
for i in xrange(host_svc.NumServers(lx.symbol.a_TEXTUREEFFECT)): | |
srv = host_svc.ServerByIndex(lx.symbol.a_TEXTUREEFFECT, i) | |
tag = srv.InfoTag(lx.symbol.sTFX_CATEGORY) | |
if tag == category: | |
internalName = srv.UserName() | |
try: | |
msg.SetMessage ('frame.material', internalName, 0) | |
except: | |
pass | |
else: | |
userName = msg_svc.MessageText (msg) | |
internal.append(internalName) | |
user.append(userName) | |
return internal, user | |
# Texture Effects | |
internalName, userName = ListTextureEffects(lx.symbol.sSHADE_SURFACE) | |
for ni, nu in zip(internalName, userName): | |
print '%s (%s)' % (nu, ni) | |
# Render Outputs | |
internalName, userName = ListTextureEffects(lx.symbol.sSHADE_OUTPUT) | |
for ni, nu in zip(internalName, userName): | |
print '%s (%s)' % (nu, ni) | |
# Light Effects | |
internalName, userName = ListTextureEffects(lx.symbol.sSHADE_LIGHT) | |
for ni, nu in zip(internalName, userName): | |
print '%s (%s)' % (nu, ni) | |
# Environment Effects | |
internalName, userName = ListTextureEffects(lx.symbol.sSHADE_ENVIRONMENT) | |
for ni, nu in zip(internalName, userName): | |
print '%s (%s)' % (nu, ni) |
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