ayon-core/pype/plugins/maya/publish/collect_renderlayers.py
2019-01-28 21:27:58 +01:00

196 lines
7 KiB
Python

from maya import cmds
import pyblish.api
from avalon import maya, api
import pype.maya.lib as lib
class CollectMayaRenderlayers(pyblish.api.ContextPlugin):
"""Gather instances by active render layers"""
order = pyblish.api.CollectorOrder
hosts = ["maya"]
label = "Render Layers"
def process(self, context):
asset = api.Session["AVALON_ASSET"]
filepath = context.data["currentFile"].replace("\\", "/")
# Get render globals node
try:
render_globals = cmds.ls("renderglobalsDefault")[0]
except IndexError:
self.log.info("Skipping renderlayer collection, no "
"renderGlobalsDefault found..")
return
# Get all valid renderlayers
# This is how Maya populates the renderlayer display
rlm_attribute = "renderLayerManager.renderLayerId"
connected_layers = cmds.listConnections(rlm_attribute) or []
valid_layers = set(connected_layers)
# Get all renderlayers and check their state
renderlayers = [i for i in cmds.ls(type="renderLayer") if
cmds.getAttr("{}.renderable".format(i)) and not
cmds.referenceQuery(i, isNodeReferenced=True)]
# Sort by displayOrder
def sort_by_display_order(layer):
return cmds.getAttr("%s.displayOrder" % layer)
renderlayers = sorted(renderlayers, key=sort_by_display_order)
for layer in renderlayers:
# Check if layer is in valid (linked) layers
if layer not in valid_layers:
self.log.warning("%s is invalid, skipping" % layer)
continue
if layer.endswith("defaultRenderLayer"):
layername = "masterLayer"
else:
# Remove Maya render setup prefix `rs_`
layername = layer.split("rs_", 1)[-1]
# Get layer specific settings, might be overrides
data = {
"subset": layername,
"setMembers": layer,
"publish": True,
"startFrame": self.get_render_attribute("startFrame",
layer=layer),
"endFrame": self.get_render_attribute("endFrame",
layer=layer),
"byFrameStep": self.get_render_attribute("byFrameStep",
layer=layer),
"renderer": self.get_render_attribute("currentRenderer",
layer=layer),
# instance subset
"family": "Render Layers",
"families": ["renderlayer"],
"asset": asset,
"time": api.time(),
"author": context.data["user"],
# Add source to allow tracing back to the scene from
# which was submitted originally
"source": filepath
}
# Apply each user defined attribute as data
for attr in cmds.listAttr(layer, userDefined=True) or list():
try:
value = cmds.getAttr("{}.{}".format(layer, attr))
except Exception:
# Some attributes cannot be read directly,
# such as mesh and color attributes. These
# are considered non-essential to this
# particular publishing pipeline.
value = None
data[attr] = value
# Include (optional) global settings
# TODO(marcus): Take into account layer overrides
# Get global overrides and translate to Deadline values
overrides = self.parse_options(render_globals)
data.update(**overrides)
# Define nice label
label = "{0} ({1})".format(layername, data["asset"])
label += " [{0}-{1}]".format(int(data["startFrame"]),
int(data["endFrame"]))
instance = context.create_instance(layername)
instance.data["label"] = label
instance.data.update(data)
def get_render_attribute(self, attr, layer):
return lib.get_attr_in_layer("defaultRenderGlobals.{}".format(attr),
layer=layer)
def parse_options(self, render_globals):
"""Get all overrides with a value, skip those without
Here's the kicker. These globals override defaults in the submission
integrator, but an empty value means no overriding is made.
Otherwise, Frames would override the default frames set under globals.
Args:
render_globals (str): collection of render globals
Returns:
dict: only overrides with values
"""
attributes = maya.read(render_globals)
options = {"renderGlobals": {}}
options["renderGlobals"]["Priority"] = attributes["priority"]
# Check for specific pools
pool_a, pool_b = self._discover_pools(attributes)
options["renderGlobals"].update({"Pool": pool_a})
if pool_b:
options["renderGlobals"].update({"SecondaryPool": pool_b})
legacy = attributes["useLegacyRenderLayers"]
options["renderGlobals"]["UseLegacyRenderLayers"] = legacy
# Machine list
machine_list = attributes["machineList"]
if machine_list:
key = "Whitelist" if attributes["whitelist"] else "Blacklist"
options['renderGlobals'][key] = machine_list
# Suspend publish job
state = "Suspended" if attributes["suspendPublishJob"] else "Active"
options["publishJobState"] = state
chunksize = attributes.get("framesPerTask", 1)
options["renderGlobals"]["ChunkSize"] = chunksize
# Override frames should be False if extendFrames is False. This is
# to ensure it doesn't go off doing crazy unpredictable things
override_frames = False
extend_frames = attributes.get("extendFrames", False)
if extend_frames:
override_frames = attributes.get("overrideExistingFrame", False)
options["extendFrames"] = extend_frames
options["overrideExistingFrame"] = override_frames
maya_render_plugin = "MayaBatch"
if not attributes.get("useMayaBatch", True):
maya_render_plugin = "MayaCmd"
options["mayaRenderPlugin"] = maya_render_plugin
return options
def _discover_pools(self, attributes):
pool_a = None
pool_b = None
# Check for specific pools
if "primaryPool" in attributes:
pool_a = attributes["primaryPool"]
pool_b = attributes["secondaryPool"]
else:
# Backwards compatibility
pool_str = attributes.get("pools", None)
if pool_str:
pool_a, pool_b = pool_str.split(";")
# Ensure empty entry token is caught
if pool_b == "-":
pool_b = None
return pool_a, pool_b