attr > attribute

This commit is contained in:
Toke Stuart Jepsen 2023-03-17 07:49:48 +00:00
parent cff2aa9ebb
commit 54af7a82d5

View file

@ -109,13 +109,13 @@ def get_standin_path(node):
return path
def shading_engine_assignments(shading_engine, attr, nodes, assignments):
def shading_engine_assignments(shading_engine, attribute, nodes, assignments):
shader_inputs = cmds.listConnections(
shading_engine + "." + attr, source=True)
shading_engine + "." + attribute, source=True)
if not shader_inputs:
log.info(
"Shading engine \"{}\" missing input \"{}\"".format(
shading_engine, attr
shading_engine, attribute
)
)
@ -128,7 +128,7 @@ def shading_engine_assignments(shading_engine, attr, nodes, assignments):
"{}").format(node))
nodes[i] = node.split(".")[0]
shader_type = "shader" if attr == "surfaceShader" else "disp_map"
shader_type = "shader" if attribute == "surfaceShader" else "disp_map"
assignment = "{}='{}'".format(shader_type, shader_inputs[0])
for node in nodes:
assignments[node].append(assignment)
@ -190,13 +190,13 @@ def assign_look(standin, subset):
shading_engine_assignments(
shading_engine=edit["shader"],
attr="surfaceShader",
attribute="surfaceShader",
nodes=edit["nodes"],
assignments=node_assignments
)
shading_engine_assignments(
shading_engine=edit["shader"],
attr="displacementShader",
attribute="displacementShader",
nodes=edit["nodes"],
assignments=node_assignments
)