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AY-7110_Maya Look Publish detect aiSurfaceShader connection #175

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ynbot opened this issue Nov 11, 2024 · 0 comments
Open

AY-7110_Maya Look Publish detect aiSurfaceShader connection #175

ynbot opened this issue Nov 11, 2024 · 0 comments
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sponsored This is directly sponsored by a client or community member type: enhancement Improvement of existing functionality or minor addition

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@ynbot
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ynbot commented Nov 11, 2024

Please describe the enhancement you have in mind and explain what the current shortcomings are?

Here:

shader_type = "shader" if attribute == "surfaceShader" else "disp_map"
) we are getting the shader from the surfaceShader
input of the SG node.

There are situations where the arnold shader is assigned to the aiSurfaceShader input and there is an OpenGL shader for viewport hooked in the default surfaceShader input.

It would be great to support published looks with the aiSurfaceShader to also be detected correctly and be assignable to aiStandin

An example implementation could be:
if attribute == "surfaceShader":
ai_shader_inputs = cmds.listConnections(
shading_engine + ".aiSurfaceShader", source=True
)
if ai_shader_inputs:
log.warning(
f"Found shader {ai_shader_inputs} in the aiSurfaceShader input"
f" connection of Shading engine {shading_engine}. Will use this shader."
)
shader_inputs = ai_shader_inputs

However, it may also make sense to do an additional check here instead: so that it's collected separately?

How would you imagine the implementation of the enhancemenent?

No response

Describe alternatives you've considered:

No response

Additional context:

link to discussion on Discord
(might be a private channel)

This issue was automatically created from Clickup ticket AY-7110

@ynbot ynbot added sponsored This is directly sponsored by a client or community member type: enhancement Improvement of existing functionality or minor addition labels Nov 11, 2024
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Labels
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