我正在尝试在与多边形顶点有关的u坐标处获取纹理的颜色。我遇到的问题是,即使没有以这种方式绘制,我得到的每个坐标也会产生相同的颜色。
我一直在尝试放置纹理并稍后对其进行绘画,然后在一个简单的平面中获得每个顶点的颜色。我所看到的大概是已经有了uv坐标的polyListComponentConversion
和colorAtPoint
所拥有的东西。
我得到的点是[0.0, 0.0], [1.0, 0.0], [0.0, 1.0], [1.0, 1.0]
,并且颜色始终是相同的,并且在两个角之一中绘制。
如果改为使用这些,而我尝试对另一个值(例如[.5, .5]
)进行硬编码,那么我会得到另一种看起来准确的颜色。
我要做的是:
#Create and place the texture files into the poly
def createShadingEngine(vName):
vNewShadingGroup = mc.sets(name = '{0}_SG'.format(vName), empty = True, renderable = True, noSurfaceShader = True)
vNewMaterial = mc.shadingNode('lambert', name = '{0}_mat'.format(vName), asShader = True)
mc.connectAttr('{0}.outColor'.format(vNewMaterial), '{0}.surfaceShader'.format(vNewShadingGroup))
vNewTexture = mc.shadingNode('file', name = '{0}_file'.format(vName), asTexture = True)
vNewUtility = mc.shadingNode('place2dTexture', name = '{0}_tex'.format(vName), asUtility = True)
mc.connectAttr('{0}.outColor'.format(vNewTexture), '{0}.color'.format(vNewMaterial))
vConnectAttr = ['coverage', 'translateFrame', 'rotateFrame', 'mirrorU', 'mirrorV', 'stagger', 'wrapU', 'wrapV',
'repeatUV', 'offset', 'rotateUV', 'noiseUV', 'vertexUvOne', 'vertexUvTwo', 'vertexUvThree', 'vertexCameraOne']
for vAttr in vConnectAttr:
mc.connectAttr('{0}.{1}'.format(vNewUtility, vAttr), '{0}.{1}'.format(vNewTexture, vAttr))
mc.connectAttr('{0}.outUV'.format(vNewUtility), '{0}.uv'.format(vNewTexture))
mc.connectAttr('{0}.outUvFilterSize'.format(vNewUtility), '{0}.uvFilterSize'.format(vNewTexture))
return vNewShadingGroup
#Get the map points for the poly
def getPolyMap(vPoly):
vPoints = []
if mc.objExists(vPoly):
vShape = mc.listRelatives('pPlane1', children = True, fullPath = True, shapes = True)[0]
vEngine = mc.listConnections(vShape, type = 'shadingEngine')
vMaterials = mc.ls(mc.listConnections(vEngine), materials = True)
vTextureFiles = mc.listConnections(vMaterials, type = 'file')
if vTextureFiles :
vMapPoints = mc.polyListComponentConversion('{0}.vtx[*]'.format(vPoly), fv = True, tuv = True)
vMapPoints = mc.ls(vMapPoints, flatten = True)
for vPoint in vMapPoints:
vCoord = mc.polyEditUV(vPoint, q = True)
print vPoint, vCoord
vPoints.append(vCoord)
return vPoints
#Get the color at those points
def getColorAtPointUV(vPoly, vUVPoint = [0, 0]):
vColor = ''
vShape = mc.listRelatives('pPlane1', children = True, fullPath = True, shapes = True)[0]
vEngine = mc.listConnections(vShape, type = 'shadingEngine')
vMaterials = mc.ls(mc.listConnections(vEngine), materials = True)
vTextureFiles = mc.listConnections(vMaterials, type = 'file')
if vTextureFiles and len(vUVPoint) == 2:
vColor = mc.colorAtPoint('{0}.outColor'.format(vTextureFiles ), o = 'RGB', u = vUVPoint[0], v = vUVPoint[1])
return vColor
#With those functions I execute:
vShape = mc.listRelatives('pPlane1', children = True, fullPath = True, shapes = True)[0]
vEngine = mc.listConnections(vShape, type = 'shadingEngine')
vMaterials = mc.ls(mc.listConnections(vEngine), materials = True)
vTextureFiles = mc.listConnections(vMaterials, type = 'file')
cv = getPolyMap('pPlane1')
for cc in cv:
print cc, mc.colorAtPoint(vTextureFiles, o = 'RGB', u = cc[0], v = cc[1])
我从中得到的结果是:
[0.0, 0.0] [0.00784313678741455, 0.9921568036079407, 0.00784313678741455]
[1.0, 0.0] [0.00784313678741455, 0.9921568036079407, 0.00784313678741455]
[0.0, 1.0] [0.00784313678741455, 0.9921568036079407, 0.00784313678741455]
[1.0, 1.0] [0.00784313678741455, 0.9921568036079407, 0.00784313678741455]
uv的每个角都打印为绿色,即使它的一个角只有该颜色。
另一方面,如果我强制使用u = .5
,v = .5
,则结果是正确的(默认灰色[0.5019607543945312, 0.5019607543945312, 0.5019607543945312]
)
无法发布图片,但是一个灰色正方形,右上角是绿色点)。