ayon-core/pype/plugins/maya/publish/collect_render.py

396 lines
15 KiB
Python

# -*- coding: utf-8 -*-
"""Collect render data.
This collector will go through render layers in maya and prepare all data
needed to create instances and their representations for submition and
publishing on farm.
Requires:
instance -> families
instance -> setMembers
context -> currentFile
context -> workspaceDir
context -> user
session -> AVALON_ASSET
Optional:
Provides:
instance -> label
instance -> subset
instance -> attachTo
instance -> setMembers
instance -> publish
instance -> frameStart
instance -> frameEnd
instance -> byFrameStep
instance -> renderer
instance -> family
instance -> families
instance -> asset
instance -> time
instance -> author
instance -> source
instance -> expectedFiles
instance -> resolutionWidth
instance -> resolutionHeight
instance -> pixelAspect
"""
import json
import os
import re
import maya.app.renderSetup.model.renderSetup as renderSetup
import pyblish.api
from avalon import maya, api
from maya import cmds
from pype.hosts.maya import lib
from pype.hosts.maya.expected_files import ExpectedFiles
class CollectMayaRender(pyblish.api.ContextPlugin):
"""Gather all publishable render layers from renderSetup."""
order = pyblish.api.CollectorOrder + 0.01
hosts = ["maya"]
label = "Collect Render Layers"
sync_workfile_version = False
def process(self, context):
"""Entry point to collector."""
render_instance = None
for instance in context:
if "rendering" in instance.data["families"]:
render_instance = instance
render_instance.data["remove"] = True
# make sure workfile instance publishing is enabled
if "workfile" in instance.data["families"]:
instance.data["publish"] = True
if not render_instance:
self.log.info(
"No render instance found, skipping render "
"layer collection."
)
return
render_globals = render_instance
collected_render_layers = render_instance.data["setMembers"]
filepath = context.data["currentFile"].replace("\\", "/")
asset = api.Session["AVALON_ASSET"]
workspace = context.data["workspaceDir"]
self._rs = renderSetup.instance()
current_layer = self._rs.getVisibleRenderLayer()
maya_render_layers = {
layer.name(): layer for layer in self._rs.getRenderLayers()
}
self.maya_layers = maya_render_layers
for layer in collected_render_layers:
# every layer in set should start with `LAYER_` prefix
try:
expected_layer_name = re.search(r"^LAYER_(.*)", layer).group(1)
except IndexError:
msg = "Invalid layer name in set [ {} ]".format(layer)
self.log.warnig(msg)
continue
self.log.info("processing %s" % layer)
# check if layer is part of renderSetup
if expected_layer_name not in maya_render_layers:
msg = "Render layer [ {} ] is not in " "Render Setup".format(
expected_layer_name
)
self.log.warning(msg)
continue
# check if layer is renderable
if not maya_render_layers[expected_layer_name].isRenderable():
msg = "Render layer [ {} ] is not " "renderable".format(
expected_layer_name
)
self.log.warning(msg)
continue
# test if there are sets (subsets) to attach render to
sets = cmds.sets(layer, query=True) or []
attach_to = []
if sets:
for s in sets:
if "family" not in cmds.listAttr(s):
continue
attach_to.append(
{
"version": None, # we need integrator for that
"subset": s,
"family": cmds.getAttr("{}.family".format(s)),
}
)
self.log.info(" -> attach render to: {}".format(s))
layer_name = "rs_{}".format(expected_layer_name)
# collect all frames we are expecting to be rendered
renderer = cmds.getAttr(
"defaultRenderGlobals.currentRenderer"
).lower()
# handle various renderman names
if renderer.startswith("renderman"):
renderer = "renderman"
# return all expected files for all cameras and aovs in given
# frame range
ef = ExpectedFiles()
exp_files = ef.get(renderer, layer_name)
self.log.info("multipart: {}".format(ef.multipart))
assert exp_files, "no file names were generated, this is bug"
# if we want to attach render to subset, check if we have AOV's
# in expectedFiles. If so, raise error as we cannot attach AOV
# (considered to be subset on its own) to another subset
if attach_to:
assert isinstance(exp_files, list), (
"attaching multiple AOVs or renderable cameras to "
"subset is not supported"
)
# append full path
full_exp_files = []
aov_dict = {}
# we either get AOVs or just list of files. List of files can
# mean two things - there are no AOVs enabled or multipass EXR
# is produced. In either case we treat those as `beauty`.
if isinstance(exp_files[0], dict):
for aov, files in exp_files[0].items():
full_paths = []
for e in files:
full_path = os.path.join(workspace, "renders", e)
full_path = full_path.replace("\\", "/")
full_paths.append(full_path)
aov_dict[aov] = full_paths
else:
full_paths = []
for e in exp_files:
full_path = os.path.join(workspace, "renders", e)
full_path = full_path.replace("\\", "/")
full_paths.append(full_path)
aov_dict["beauty"] = full_paths
frame_start_render = int(self.get_render_attribute(
"startFrame", layer=layer_name))
frame_end_render = int(self.get_render_attribute(
"endFrame", layer=layer_name))
if (int(context.data['frameStartHandle']) == frame_start_render
and int(context.data['frameEndHandle']) == frame_end_render): # noqa: W503, E501
handle_start = context.data['handleStart']
handle_end = context.data['handleEnd']
frame_start = context.data['frameStart']
frame_end = context.data['frameEnd']
frame_start_handle = context.data['frameStartHandle']
frame_end_handle = context.data['frameEndHandle']
else:
handle_start = 0
handle_end = 0
frame_start = frame_start_render
frame_end = frame_end_render
frame_start_handle = frame_start_render
frame_end_handle = frame_end_render
full_exp_files.append(aov_dict)
self.log.info(full_exp_files)
self.log.info("collecting layer: {}".format(layer_name))
# Get layer specific settings, might be overrides
data = {
"subset": expected_layer_name,
"attachTo": attach_to,
"setMembers": layer_name,
"multipartExr": ef.multipart,
"review": render_instance.data.get("review") or False,
"publish": True,
"handleStart": handle_start,
"handleEnd": handle_end,
"frameStart": frame_start,
"frameEnd": frame_end,
"frameStartHandle": frame_start_handle,
"frameEndHandle": frame_end_handle,
"byFrameStep": int(
self.get_render_attribute("byFrameStep",
layer=layer_name)),
"renderer": self.get_render_attribute("currentRenderer",
layer=layer_name),
# instance subset
"family": "renderlayer",
"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,
"expectedFiles": full_exp_files,
"resolutionWidth": cmds.getAttr("defaultResolution.width"),
"resolutionHeight": cmds.getAttr("defaultResolution.height"),
"pixelAspect": cmds.getAttr("defaultResolution.pixelAspect"),
"tileRendering": render_instance.data.get("tileRendering") or False, # noqa: E501
"tilesX": render_instance.data.get("tilesX") or 2,
"tilesY": render_instance.data.get("tilesY") or 2,
"priority": render_instance.data.get("priority"),
"convertToScanline": render_instance.data.get("convertToScanline") or False # noqa: E501
}
if self.sync_workfile_version:
data["version"] = context.data["version"]
for instance in context:
if instance.data['family'] == "workfile":
instance.data["version"] = context.data["version"]
# 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
# handle standalone renderers
if render_instance.data.get("vrayScene") is True:
data["families"].append("vrayscene")
if render_instance.data.get("assScene") is True:
data["families"].append("assscene")
# Include (optional) global settings
# Get global overrides and translate to Deadline values
overrides = self.parse_options(str(render_globals))
data.update(**overrides)
# Define nice label
label = "{0} ({1})".format(expected_layer_name, data["asset"])
label += " [{0}-{1}]".format(
int(data["frameStartHandle"]), int(data["frameEndHandle"])
)
instance = context.create_instance(expected_layer_name)
instance.data["label"] = label
instance.data.update(data)
self.log.debug("data: {}".format(json.dumps(data, indent=4)))
# Restore current layer.
self.log.info("Restoring to {}".format(current_layer.name()))
self._rs.switchToLayer(current_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})
# 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 = "MayaPype"
if attributes.get("useMayaBatch", True):
maya_render_plugin = "MayaBatch"
options["mayaRenderPlugin"] = maya_render_plugin
return options
def _discover_pools(self, attributes):
pool_a = None
pool_b = None
# Check for specific pools
pool_b = []
if "primaryPool" in attributes:
pool_a = attributes["primaryPool"]
if "secondaryPool" in attributes:
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
def _get_overrides(self, layer):
rset = self.maya_layers[layer].renderSettingsCollectionInstance()
return rset.getOverrides()
def get_render_attribute(self, attr, layer):
"""Get attribute from render options.
Args:
attr (str): name of attribute to be looked up.
Returns:
Attribute value
"""
return lib.get_attr_in_layer(
"defaultRenderGlobals.{}".format(attr), layer=layer
)