import uuid import logging from contextlib import contextmanager import six from avalon import api, io from openpype.api import get_asset import hou log = logging.getLogger(__name__) def get_asset_fps(): """Return current asset fps.""" return get_asset()["data"].get("fps") def set_id(node, unique_id, overwrite=False): exists = node.parm("id") if not exists: imprint(node, {"id": unique_id}) if not exists and overwrite: node.setParm("id", unique_id) def get_id(node): """ Get the `cbId` attribute of the given node Args: node (hou.Node): the name of the node to retrieve the attribute from Returns: str """ if node is None: return id = node.parm("id") if node is None: return return id def generate_ids(nodes, asset_id=None): """Returns new unique ids for the given nodes. Note: This does not assign the new ids, it only generates the values. To assign new ids using this method: >>> nodes = ["a", "b", "c"] >>> for node, id in generate_ids(nodes): >>> set_id(node, id) To also override any existing values (and assign regenerated ids): >>> nodes = ["a", "b", "c"] >>> for node, id in generate_ids(nodes): >>> set_id(node, id, overwrite=True) Args: nodes (list): List of nodes. asset_id (str or bson.ObjectId): The database id for the *asset* to generate for. When None provided the current asset in the active session is used. Returns: list: A list of (node, id) tuples. """ if asset_id is None: # Get the asset ID from the database for the asset of current context asset_data = io.find_one({"type": "asset", "name": api.Session["AVALON_ASSET"]}, projection={"_id": True}) assert asset_data, "No current asset found in Session" asset_id = asset_data['_id'] node_ids = [] for node in nodes: _, uid = str(uuid.uuid4()).rsplit("-", 1) unique_id = "{}:{}".format(asset_id, uid) node_ids.append((node, unique_id)) return node_ids def get_id_required_nodes(): valid_types = ["geometry"] nodes = {n for n in hou.node("/out").children() if n.type().name() in valid_types} return list(nodes) def get_output_parameter(node): """Return the render output parameter name of the given node Example: root = hou.node("/obj") my_alembic_node = root.createNode("alembic") get_output_parameter(my_alembic_node) # Result: "output" Args: node(hou.Node): node instance Returns: hou.Parm """ node_type = node.type().name() if node_type == "geometry": return node.parm("sopoutput") elif node_type == "alembic": return node.parm("filename") elif node_type == "comp": return node.parm("copoutput") elif node_type == "arnold": if node.evalParm("ar_ass_export_enable"): return node.parm("ar_ass_file") raise TypeError("Node type '%s' not supported" % node_type) def set_scene_fps(fps): hou.setFps(fps) # Valid FPS def validate_fps(): """Validate current scene FPS and show pop-up when it is incorrect Returns: bool """ fps = get_asset_fps() current_fps = hou.fps() # returns float if current_fps != fps: from openpype.widgets import popup # Find main window parent = hou.ui.mainQtWindow() if parent is None: pass else: dialog = popup.PopupUpdateKeys(parent=parent) dialog.setModal(True) dialog.setWindowTitle("Houdini scene does not match project FPS") dialog.setMessage("Scene %i FPS does not match project %i FPS" % (current_fps, fps)) dialog.setButtonText("Fix") # on_show is the Fix button clicked callback dialog.on_clicked_state.connect(lambda: set_scene_fps(fps)) dialog.show() return False return True def create_remote_publish_node(force=True): """Function to create a remote publish node in /out This is a hacked "Shell" node that does *nothing* except for triggering `colorbleed.lib.publish_remote()` as pre-render script. All default attributes of the Shell node are hidden to the Artist to avoid confusion. Additionally some custom attributes are added that can be collected by a Collector to set specific settings for the publish, e.g. whether to separate the jobs per instance or process in one single job. """ cmd = "import colorbleed.lib; colorbleed.lib.publish_remote()" existing = hou.node("/out/REMOTE_PUBLISH") if existing: if force: log.warning("Removing existing '/out/REMOTE_PUBLISH' node..") existing.destroy() else: raise RuntimeError("Node already exists /out/REMOTE_PUBLISH. " "Please remove manually or set `force` to " "True.") # Create the shell node out = hou.node("/out") node = out.createNode("shell", node_name="REMOTE_PUBLISH") node.moveToGoodPosition() # Set color make it stand out (avalon/pyblish color) node.setColor(hou.Color(0.439, 0.709, 0.933)) # Set the pre-render script node.setParms({ "prerender": cmd, "lprerender": "python" # command language }) # Lock the attributes to ensure artists won't easily mess things up. node.parm("prerender").lock(True) node.parm("lprerender").lock(True) # Lock up the actual shell command command_parm = node.parm("command") command_parm.set("") command_parm.lock(True) shellexec_parm = node.parm("shellexec") shellexec_parm.set(False) shellexec_parm.lock(True) # Get the node's parm template group so we can customize it template = node.parmTemplateGroup() # Hide default tabs template.hideFolder("Shell", True) template.hideFolder("Scripts", True) # Hide default settings template.hide("execute", True) template.hide("renderdialog", True) template.hide("trange", True) template.hide("f", True) template.hide("take", True) # Add custom settings to this node. parm_folder = hou.FolderParmTemplate("folder", "Submission Settings") # Separate Jobs per Instance parm = hou.ToggleParmTemplate(name="separateJobPerInstance", label="Separate Job per Instance", default_value=False) parm_folder.addParmTemplate(parm) # Add our custom Submission Settings folder template.append(parm_folder) # Apply template back to the node node.setParmTemplateGroup(template) def render_rop(ropnode): """Render ROP node utility for Publishing. This renders a ROP node with the settings we want during Publishing. """ # Print verbose when in batch mode without UI verbose = not hou.isUIAvailable() # Render try: ropnode.render(verbose=verbose, # Allow Deadline to capture completion percentage output_progress=verbose) except hou.Error as exc: # The hou.Error is not inherited from a Python Exception class, # so we explicitly capture the houdini error, otherwise pyblish # will remain hanging. import traceback traceback.print_exc() raise RuntimeError("Render failed: {0}".format(exc)) def imprint(node, data): """Store attributes with value on a node Depending on the type of attribute it creates the correct parameter template. Houdini uses a template per type, see the docs for more information. http://www.sidefx.com/docs/houdini/hom/hou/ParmTemplate.html Args: node(hou.Node): node object from Houdini data(dict): collection of attributes and their value Returns: None """ parm_group = node.parmTemplateGroup() parm_folder = hou.FolderParmTemplate("folder", "Extra") for key, value in data.items(): if value is None: continue if isinstance(value, float): parm = hou.FloatParmTemplate(name=key, label=key, num_components=1, default_value=(value,)) elif isinstance(value, bool): parm = hou.ToggleParmTemplate(name=key, label=key, default_value=value) elif isinstance(value, int): parm = hou.IntParmTemplate(name=key, label=key, num_components=1, default_value=(value,)) elif isinstance(value, six.string_types): parm = hou.StringParmTemplate(name=key, label=key, num_components=1, default_value=(value,)) else: raise TypeError("Unsupported type: %r" % type(value)) parm_folder.addParmTemplate(parm) parm_group.append(parm_folder) node.setParmTemplateGroup(parm_group) def lsattr(attr, value=None, root="/"): """Return nodes that have `attr` When `value` is not None it will only return nodes matching that value for the given attribute. Args: attr (str): Name of the attribute (hou.Parm) value (object, Optional): The value to compare the attribute too. When the default None is provided the value check is skipped. root (str): The root path in Houdini to search in. Returns: list: Matching nodes that have attribute with value. """ if value is None: # Use allSubChildren() as allNodes() errors on nodes without # permission to enter without a means to continue of querying # the rest nodes = hou.node(root).allSubChildren() return [n for n in nodes if n.parm(attr)] return lsattrs({attr: value}) def lsattrs(attrs, root="/"): """Return nodes matching `key` and `value` Arguments: attrs (dict): collection of attribute: value root (str): The root path in Houdini to search in. Example: >> lsattrs({"id": "myId"}) ["myNode"] >> lsattr("id") ["myNode", "myOtherNode"] Returns: list: Matching nodes that have attribute with value. """ matches = set() # Use allSubChildren() as allNodes() errors on nodes without # permission to enter without a means to continue of querying # the rest nodes = hou.node(root).allSubChildren() for node in nodes: for attr in attrs: if not node.parm(attr): continue elif node.evalParm(attr) != attrs[attr]: continue else: matches.add(node) return list(matches) def read(node): """Read the container data in to a dict Args: node(hou.Node): Houdini node Returns: dict """ # `spareParms` returns a tuple of hou.Parm objects return {parameter.name(): parameter.eval() for parameter in node.spareParms()} @contextmanager def maintained_selection(): """Maintain selection during context Example: >>> with maintained_selection(): ... # Modify selection ... node.setSelected(on=False, clear_all_selected=True) >>> # Selection restored """ previous_selection = hou.selectedNodes() try: yield finally: # Clear the selection # todo: does hou.clearAllSelected() do the same? for node in hou.selectedNodes(): node.setSelected(on=False) if previous_selection: for node in previous_selection: node.setSelected(on=True) def reset_framerange(): """Set frame range to current asset""" asset_name = api.Session["AVALON_ASSET"] asset = io.find_one({"name": asset_name, "type": "asset"}) frame_start = asset["data"].get("frameStart") frame_end = asset["data"].get("frameEnd") # Backwards compatibility if frame_start is None or frame_end is None: frame_start = asset["data"].get("edit_in") frame_end = asset["data"].get("edit_out") if frame_start is None or frame_end is None: log.warning("No edit information found for %s" % asset_name) return handles = asset["data"].get("handles") or 0 handle_start = asset["data"].get("handleStart") if handle_start is None: handle_start = handles handle_end = asset["data"].get("handleEnd") if handle_end is None: handle_end = handles frame_start -= int(handle_start) frame_end += int(handle_end) hou.playbar.setFrameRange(frame_start, frame_end) hou.playbar.setPlaybackRange(frame_start, frame_end) hou.setFrame(frame_start)