コード例 #1
0
ファイル: coronaOSLNode.cpp プロジェクト: MassW/OpenMaya
//
// DESCRIPTION:
MStatus OSLNode::initialize()
{
	MFnNumericAttribute nAttr;
	MFnTypedAttribute tAttr;
	MFnGenericAttribute gAttr;
	MFnEnumAttribute eAttr;
	MFnMessageAttribute mAttr;

	MStatus status;

	color = nAttr.createColor("color", "color");
	MAKE_INPUT(nAttr);
	CHECK_MSTATUS(addAttribute( color ));

	script = tAttr.create("script", "script", MFnNumericData::kString);
	MAKE_INPUT(tAttr);
	CHECK_MSTATUS(addAttribute( script ));

	outColor = nAttr.createColor("outColor", "outColor");
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( outColor ));

//---------------------------- automatically created attributes start ------------------------------------
//---------------------------- automatically created attributes end ------------------------------------

	attributeAffects(color, outColor);
	attributeAffects(script, outColor);

    return MS::kSuccess;
}
コード例 #2
0
ファイル: gammaShader.cpp プロジェクト: BigRoy/Maya-devkit
//
// DESCRIPTION:
///////////////////////////////////////////////////////
MStatus Gamma::initialize()
{
    MFnNumericAttribute		nAttr;

    // Input attributes

    aColor = nAttr.createColor( "color", "c" );
    MAKE_INPUT(nAttr);

	aGamma = nAttr.createPoint( "gamma", "g" );
    MAKE_INPUT(nAttr);
	CHECK_MSTATUS ( nAttr.setDefault(1.f, 1.f, 1.f) );

	// Output attributes

    aOutColor= nAttr.createColor( "outColor", "oc" );
    MAKE_OUTPUT(nAttr);

	//  Add attributes to the node database.
    CHECK_MSTATUS ( addAttribute(aColor) );
    CHECK_MSTATUS ( addAttribute(aGamma) );
    CHECK_MSTATUS ( addAttribute(aOutColor) );

    // All input affect the output color
    CHECK_MSTATUS ( attributeAffects( aColor, aOutColor ));
    CHECK_MSTATUS ( attributeAffects( aGamma, aOutColor ));

    return MS::kSuccess;
}
コード例 #3
0
// initializes attribute information
MStatus myComp::initialize()
{
    MFnNumericAttribute nAttr; 

    // Create input attributes

    aForegroundColor = nAttr.createColor("foreground", "fg");
    MAKE_INPUT(nAttr);

    aBackgroundColor = nAttr.createColor("background", "bg");
    MAKE_INPUT(nAttr);
    CHECK_MSTATUS( nAttr.setDefault(1., 1., 1.));

    aBackColor = nAttr.createColor("backColor", "bk");
    MAKE_INPUT(nAttr);
    CHECK_MSTATUS( nAttr.setDefault(1., 1., 1.));

    aMask = nAttr.create( "mask", "ms", MFnNumericData::kFloat);
    CHECK_MSTATUS( nAttr.setMin(0.f));
    CHECK_MSTATUS( nAttr.setMax(1.f));
    MAKE_INPUT(nAttr);

	// Create output attributes here
    aOutColor = nAttr.createColor("outColor", "oc");
	MAKE_OUTPUT(nAttr);

    aOutAlpha = nAttr.create( "outAlpha", "oa", MFnNumericData::kFloat);
	MAKE_OUTPUT(nAttr);

    // Add the attributes here
    CHECK_MSTATUS( addAttribute(aForegroundColor) );
    CHECK_MSTATUS( addAttribute(aBackgroundColor) );
    CHECK_MSTATUS( addAttribute(aBackColor) );
    CHECK_MSTATUS( addAttribute(aMask) );

    CHECK_MSTATUS( addAttribute(aOutColor) );
    CHECK_MSTATUS( addAttribute(aOutAlpha) );

    // all input affect the output color and alpha
    CHECK_MSTATUS( attributeAffects(aForegroundColor, aOutColor) );
    CHECK_MSTATUS( attributeAffects(aForegroundColor, aOutAlpha) );

    CHECK_MSTATUS( attributeAffects(aBackgroundColor, aOutColor) );
    CHECK_MSTATUS( attributeAffects(aBackgroundColor, aOutAlpha) );

    CHECK_MSTATUS( attributeAffects(aBackColor, aOutColor) );
    CHECK_MSTATUS( attributeAffects(aBackColor, aOutAlpha) );

    CHECK_MSTATUS( attributeAffects(aMask, aOutColor) );
    CHECK_MSTATUS( attributeAffects(aMask, aOutAlpha) );

    return MS::kSuccess;
}
コード例 #4
0
MStatus texLayerNode::initialize()
{
	MStatus stat;
	MFnNumericAttribute numAttr;
	MFnEnumAttribute enumAttr;

	layerInput1=numAttr.createColor("LayerInput1","li1");
	numAttr.setDefault(1.0,1.0,1.0);
	MAKE_INPUT(numAttr);

	layerInput2=numAttr.createColor("LayerInput2","li2");
	MAKE_INPUT(numAttr);
	numAttr.setDefault(1.0,1.0,1.0);

	layerInput3=numAttr.createColor("LayerInput3","li3");
	MAKE_INPUT(numAttr);
	numAttr.setDefault(1.0,1.0,1.0);

	layerInput4=numAttr.createColor("LayerInput4","li4");
	MAKE_INPUT(numAttr);
	numAttr.setDefault(1.0,1.0,1.0);

	MObject u=numAttr.create("uCoord","u",MFnNumericData::kFloat);
	MObject v=numAttr.create("vCoord","v",MFnNumericData::kFloat);
	layerUV=numAttr.create("uvCoord","uv",u,v);
	MAKE_INPUT(numAttr);

	MObject filterX=numAttr.create("uvFilterSizeX", "fsx", MFnNumericData::kFloat);
	MObject filterY=numAttr.create( "uvFilterSizeY", "fsy", MFnNumericData::kFloat);
	layerUVFilterSize=numAttr.create("uvFilterSize", "fs", filterX, filterY);
	MAKE_INPUT(numAttr);

	layerOutput=numAttr.createColor("outColor","oc");
	MAKE_OUTPUT(numAttr);
	numAttr.setHidden(true);

	addAttribute(layerInput1);
	addAttribute(layerInput2);
	addAttribute(layerInput3);
	addAttribute(layerInput4);
	addAttribute(layerUV);
	addAttribute(layerUVFilterSize);
	addAttribute(layerOutput);

	attributeAffects(layerInput1,layerOutput);
	attributeAffects(layerInput2,layerOutput);
	attributeAffects(layerInput3,layerOutput);
	attributeAffects(layerInput4,layerOutput);
	attributeAffects(layerUV,layerOutput);
	attributeAffects(layerUVFilterSize,layerOutput);

	return stat;
}
コード例 #5
0
MStatus
OpenSubdivShader::initialize()
{
    MStatus stat;
    MFnTypedAttribute typedAttr;
    MFnNumericAttribute numAttr;
    MFnEnumAttribute enumAttr;

    aLevel = numAttr.create("level", "lv", MFnNumericData::kLong, 1);
    numAttr.setInternal(true);
    numAttr.setMin(1);
    numAttr.setSoftMax(5);

    aScheme = enumAttr.create("scheme", "sc");
    enumAttr.addField("Catmull-Clark", kCatmark);
    enumAttr.addField("Loop", kLoop);
    enumAttr.addField("Bilinear", kBilinear);
    enumAttr.setInternal(true);

    aKernel = enumAttr.create("kernel", "kn");
    enumAttr.addField("CPU", OpenSubdiv::OsdKernelDispatcher::kCPU);
    if (OpenSubdiv::OsdKernelDispatcher::HasKernelType(OpenSubdiv::OsdKernelDispatcher::kOPENMP))
        enumAttr.addField("OpenMP", OpenSubdiv::OsdKernelDispatcher::kOPENMP);
    if (OpenSubdiv::OsdKernelDispatcher::HasKernelType(OpenSubdiv::OsdKernelDispatcher::kCL))
        enumAttr.addField("CL", OpenSubdiv::OsdKernelDispatcher::kCL);
    if (OpenSubdiv::OsdKernelDispatcher::HasKernelType(OpenSubdiv::OsdKernelDispatcher::kCUDA))
        enumAttr.addField("CUDA", OpenSubdiv::OsdKernelDispatcher::kCUDA);
    enumAttr.setInternal(true);

    aDiffuse = numAttr.createColor("diffuse", "d");
    numAttr.setDefault(1.0f, 1.0f, 1.0f);
    aSpecular = numAttr.createColor("specular", "s");
    numAttr.setDefault(1.0f, 1.0f, 1.0f);
    aAmbient = numAttr.createColor("ambient", "a");
    numAttr.setDefault(1.0f, 1.0f, 1.0f);
    aShininess = numAttr.create("shininess", "shin", MFnNumericData::kFloat, 16.0f);
    numAttr.setMin(0);
    numAttr.setMax(128.0f);

    aWireframe = numAttr.create("wireframe", "wf", MFnNumericData::kBoolean);

    addAttribute(aLevel);
    addAttribute(aScheme);
    addAttribute(aKernel);
    addAttribute(aDiffuse);
    addAttribute(aSpecular);
    addAttribute(aAmbient);
    addAttribute(aShininess);
    addAttribute(aWireframe);

    return MS::kSuccess;
}
コード例 #6
0
//
// DESCRIPTION:
///////////////////////////////////////////////////////
MStatus DispNode::initialize()
{
	MFnNumericAttribute nAttr; 

	// Inputs
	aColor = nAttr.createColor( "color", "c" );
	CHECK_MSTATUS(nAttr.setKeyable(true));
	CHECK_MSTATUS(nAttr.setStorable(true));
	CHECK_MSTATUS(nAttr.setDefault(1.0f, 1.0f, 1.0f));

	aInputValue = nAttr.create( "factor", "f", MFnNumericData::kFloat);
	CHECK_MSTATUS(nAttr.setKeyable(true));
	CHECK_MSTATUS(nAttr.setStorable(true));
    CHECK_MSTATUS(nAttr.setDefault(1.0f));

	// Outputs

    aOutColor  = nAttr.createColor( "outColor", "oc" );
    CHECK_MSTATUS(nAttr.setStorable(false));
    CHECK_MSTATUS(nAttr.setHidden(false));
    CHECK_MSTATUS(nAttr.setReadable(true));
    CHECK_MSTATUS(nAttr.setWritable(false));

    aOutTransparency  = nAttr.createColor( "outTransparency", "ot" );
    CHECK_MSTATUS(nAttr.setStorable(false));
    CHECK_MSTATUS(nAttr.setHidden(false));
    CHECK_MSTATUS(nAttr.setReadable(true));
    CHECK_MSTATUS(nAttr.setWritable(false));

    aOutDisplacement = nAttr.create( "displacement", "od", 
									 MFnNumericData::kFloat);
    CHECK_MSTATUS(nAttr.setStorable(false));
    CHECK_MSTATUS(nAttr.setHidden(false));
    CHECK_MSTATUS(nAttr.setReadable(true));
    CHECK_MSTATUS(nAttr.setWritable(false));


    CHECK_MSTATUS(addAttribute(aColor));
    CHECK_MSTATUS(addAttribute(aInputValue));
    CHECK_MSTATUS(addAttribute(aOutColor));
    CHECK_MSTATUS(addAttribute(aOutTransparency));
    CHECK_MSTATUS(addAttribute(aOutDisplacement));

    CHECK_MSTATUS(attributeAffects (aColor, aOutColor));
    CHECK_MSTATUS(attributeAffects (aColor, aOutDisplacement));

    return MS::kSuccess;
}
コード例 #7
0
ファイル: depthShader.cpp プロジェクト: BigRoy/Maya-devkit
//
// DESCRIPTION:
///////////////////////////////////////////////////////
MStatus depthShader::initialize()
{
    MFnNumericAttribute nAttr;

    // Create input attributes

	aColorNear = nAttr.createColor("color", "c");
	MAKE_INPUT(nAttr);
    CHECK_MSTATUS(nAttr.setDefault(0., 1., 0.));			// Green

	aColorFar = nAttr.createColor("colorFar", "cf");
	MAKE_INPUT(nAttr);
    CHECK_MSTATUS(nAttr.setDefault(0., 0., 1.));			// Blue

    aNear = nAttr.create("near", "n", MFnNumericData::kFloat);
	MAKE_INPUT(nAttr);
    CHECK_MSTATUS(nAttr.setMin(0.0f));
	CHECK_MSTATUS(nAttr.setSoftMax(1000.0f));

    aFar = nAttr.create("far", "f", MFnNumericData::kFloat);
	MAKE_INPUT(nAttr);
    CHECK_MSTATUS(nAttr.setMin(0.0f));
	CHECK_MSTATUS(nAttr.setSoftMax(1000.0f));
    CHECK_MSTATUS(nAttr.setDefault(2.0f));

    aPointCamera = nAttr.createPoint("pointCamera", "p");
	MAKE_INPUT(nAttr);
	CHECK_MSTATUS(nAttr.setHidden(true));

	// Create output attributes
    aOutColor = nAttr.createColor("outColor", "oc");
	MAKE_OUTPUT(nAttr);

    CHECK_MSTATUS(addAttribute(aColorNear));
    CHECK_MSTATUS(addAttribute(aColorFar));
    CHECK_MSTATUS(addAttribute(aNear) );
    CHECK_MSTATUS(addAttribute(aFar));
    CHECK_MSTATUS(addAttribute(aPointCamera));
    CHECK_MSTATUS(addAttribute(aOutColor));

    CHECK_MSTATUS(attributeAffects(aColorNear, aOutColor));
    CHECK_MSTATUS(attributeAffects(aColorFar, aOutColor));
    CHECK_MSTATUS(attributeAffects(aNear, aOutColor));
    CHECK_MSTATUS(attributeAffects(aFar, aOutColor));
    CHECK_MSTATUS(attributeAffects(aPointCamera, aOutColor));

    return MS::kSuccess;
}
コード例 #8
0
ファイル: mapBlendShapeNode.cpp プロジェクト: spohle/mayaDev
MStatus mapBlendShape::initialize()
{
	MStatus status;

	MFnNumericAttribute nAttr;
	MFnTypedAttribute tAttr;

	aBlendMesh = tAttr.create("blendMesh", "blendMesh", MFnData::kMesh);
	addAttribute(aBlendMesh);
	
	aBlendMap = nAttr.createColor("blendMap", "blendMap");
	addAttribute(aBlendMap);

	aUseBlendMap = nAttr.create("useBlendMap", "useBlendMap", MFnNumericData::kBoolean);
	nAttr.setDefault(true);
	addAttribute(aUseBlendMap);

	aBlendMapMultiplier = nAttr.create("blendMapMultiplier", "blendMapMultiplier", MFnNumericData::kFloat);
	nAttr.setDefault(1.0);
	nAttr.setMin(0.0);
	addAttribute(aBlendMapMultiplier);
	
	attributeAffects(aBlendMesh, outputGeom);
	attributeAffects(aBlendMap, outputGeom);
	attributeAffects(aUseBlendMap, outputGeom);
	attributeAffects(aBlendMapMultiplier, outputGeom);

	MGlobal::executeCommand( "makePaintable -attrType multiFloat -sm deformer blendNode weights;" );

	return MS::kSuccess;
}
コード例 #9
0
ファイル: PRTAttrs.cpp プロジェクト: Esri/esri-cityengine-sdk
MStatus PRTAttrs::addColorParameter(MFnDependencyNode & node, MObject & attr, const MString & name, MString & value ) {
	MStatus             stat;
	MFnNumericAttribute nAttr;

	const wchar_t* s = value.asWChar();

	attr = nAttr.createColor(longName(name), briefName(name), &stat );
	MCHECK(stat);

	double r = 0.0;
	double g = 0.0;
	double b = 0.0;

	if (s[0] == '#' && wcslen(s) >= 7) {
		r = (double)((prtu::fromHex(s[1]) << 4) + prtu::fromHex(s[2])) / 255.0;
		g = (double)((prtu::fromHex(s[3]) << 4) + prtu::fromHex(s[4])) / 255.0;
		b = (double)((prtu::fromHex(s[5]) << 4) + prtu::fromHex(s[6])) / 255.0;

		nAttr.setDefault(r, g, b);
	}

	MCHECK(addParameter(node, attr, nAttr));

	MFnNumericData fnData;
	MObject        rgb = fnData.create(MFnNumericData::k3Double, &stat);
	MCHECK(stat);

	fnData.setData(r, g, b);
	MPlug plug(node.object(), attr);
	MCHECK(plug.setValue(rgb));

	return MS::kSuccess;
}
コード例 #10
0
MStatus areaLightNode::initialize()
{
	MStatus stat;
	MFnNumericAttribute numAttr;

	areaLightColor=numAttr.createColor("LightColor","lico");
	numAttr.setKeyable(true);
	numAttr.setStorable(true);
	numAttr.setDefault(0.5,0.5,0.5);

	areaPower=numAttr.create("Power","ap",MFnNumericData::kFloat,1.0);
	numAttr.setKeyable(true);
	numAttr.setStorable(true);
	numAttr.setMin(0.0);
	numAttr.setMax(10000.0); 

	areaSamples=numAttr.create("Samples","as",MFnNumericData::kInt,1);
	numAttr.setKeyable(true);
	numAttr.setStorable(true);
	numAttr.setMin(0);
	numAttr.setMax(512); 

	areaMakeGeo=numAttr.create("MakeGeometry","mg",MFnNumericData::kBoolean,0);
	numAttr.setKeyable(true);
	numAttr.setStorable(true);

	addAttribute(areaLightColor);
	addAttribute(areaPower);
	addAttribute(areaSamples);
	addAttribute(areaMakeGeo);

	return stat;
}
コード例 #11
0
ファイル: basicLocator.cpp プロジェクト: jonntd/mayaPlugins
MStatus BasicLocator::initialize()
{
	//standard attribute creation for the locator node 
	MStatus status;

	MFnNumericAttribute nAttr;
	MFnEnumAttribute eAttr;
	//output attribute
	aIsDrawing = nAttr.create("draw", "d", MFnNumericData::kBoolean, 1);
	nAttr.setWritable(true);
	nAttr.setStorable(true);
	addAttribute(aIsDrawing);
	
	aIsTransparent = nAttr.create("transparent", "tpart", MFnNumericData::kFloat, 0.5);
	nAttr.setMin(0.0);
	nAttr.setMax(1.0);
	nAttr.setWritable(true);
	nAttr.setStorable(true);
	addAttribute(aIsTransparent);

	aShapeColor = nAttr.createColor("color", "col");
	nAttr.setDefault(0.1, 0.1, 0.8);
	nAttr.setStorable(true);
	nAttr.setWritable(true);
	addAttribute(aShapeColor);

	aShapeType = eAttr.create("shapeType", "styp", 0);
	eAttr.setStorable(true);
	eAttr.setKeyable(true);
	eAttr.addField("arrow", 0);
	eAttr.addField("disc", 1);
	addAttribute(aShapeType);

	return MS::kSuccess;
}
コード例 #12
0
MStatus liqCoordSysNode::initialize()
{
  MFnEnumAttribute      eAttr;
  MFnNumericAttribute   numAttr;
  MStatus               status;

  aCoordType = eAttr.create( "type", "t", 0, &status );
  eAttr.addField( "Card",           0 );
  eAttr.addField( "Sphere",         1 );
  eAttr.addField( "Cylinder",       2 );
  eAttr.addField( "Cube",           3 );
  eAttr.addField( "Deep Card",      4 );
  eAttr.addField( "Clipping Plane", 5 );
  MAKE_INPUT(eAttr);
  CHECK_MSTATUS(eAttr.setConnectable(false));
  CHECK_MSTATUS( addAttribute( aCoordType ) );

  aCoordColor = numAttr.createColor( "coordColor", "cc", &status );
  MAKE_INPUT(numAttr);
  CHECK_MSTATUS( numAttr.setMin( 0.0, 0.0, 0.0 ) );
  CHECK_MSTATUS( numAttr.setMax( 1.0, 1.0, 1.0 ) );
  CHECK_MSTATUS( numAttr.setDefault( 0.0, 0.0, 0.5) );
  CHECK_MSTATUS( addAttribute( aCoordColor ) );

  aCoordOpacity = numAttr.create( "coordOpacity", "co", MFnNumericData::kFloat, 0.0, &status );
  MAKE_INPUT(numAttr);
  CHECK_MSTATUS( numAttr.setMin( 0.0 ) );
  CHECK_MSTATUS( numAttr.setMax( 1.0 ) );
  CHECK_MSTATUS( addAttribute( aCoordOpacity ) );

  return MS::kSuccess;
}
コード例 #13
0
ファイル: mixtureShader.cpp プロジェクト: BigRoy/Maya-devkit
//
// DESCRIPTION:
///////////////////////////////////////////////////////
MStatus MixtureNode::initialize()
{
    MFnNumericAttribute nAttr;

    // Input attributes

    aColor1 = nAttr.createColor( "color1", "c1" );
    MAKE_INPUT(nAttr);
	 CHECK_MSTATUS ( nAttr.setDefault(0.0f, 1.0f, 0.0f) );		// Green

    aColor2 = nAttr.createColor( "color2", "c2" );
    MAKE_INPUT(nAttr);
     CHECK_MSTATUS ( nAttr.setDefault(0.0f, 0.0f, 1.0f) );		// Blue

    aAlphaInput1= nAttr.createColor( "mask1", "m1" );
    MAKE_INPUT(nAttr);
     CHECK_MSTATUS ( nAttr.setDefault(.5f, .5f, .5f) );

    aAlphaInput2= nAttr.createColor( "mask2", "m2" );
    MAKE_INPUT(nAttr);
     CHECK_MSTATUS ( nAttr.setDefault(.5f, .5f, .5f) );

	// Output attributes

    aOutColor  = nAttr.createColor( "outColor", "oc" );
    MAKE_OUTPUT(nAttr);

	//  Add attributes to the node database.
     CHECK_MSTATUS ( addAttribute(aColor1) );
     CHECK_MSTATUS ( addAttribute(aColor2) );
     CHECK_MSTATUS ( addAttribute(aAlphaInput1) );
     CHECK_MSTATUS ( addAttribute(aAlphaInput2) );
     CHECK_MSTATUS ( addAttribute(aOutColor) );

    // All input affect the output color
     CHECK_MSTATUS ( attributeAffects(aColor1, aOutColor) );
     CHECK_MSTATUS ( attributeAffects(aColor2, aOutColor) );
     CHECK_MSTATUS ( attributeAffects(aAlphaInput1, aOutColor) );
     CHECK_MSTATUS ( attributeAffects(aAlphaInput2, aOutColor) );

    return MS::kSuccess;
}
コード例 #14
0
ファイル: constantTexture.cpp プロジェクト: UIKit0/OpenMaya
//
// DESCRIPTION:
MStatus constant::initialize()
{
	MFnNumericAttribute nAttr;
	MFnTypedAttribute tAttr;
	MFnGenericAttribute gAttr;
	MFnEnumAttribute eAttr;
	MFnMessageAttribute mAttr;

	MStatus status;

	outColor = nAttr.createColor("outColor", "outColor");
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( outColor ));

//---------------------------- automatically created attributes start ------------------------------------
	color = nAttr.createColor("color", "color");
	MAKE_INPUT(nAttr);
	nAttr.setDefault(1.0,1.0,1.0);
	CHECK_MSTATUS(addAttribute( color ));

	luxOutFloat = nAttr.create("luxOutFloat", "luxOutFloat",  MFnNumericData::kFloat);
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( luxOutFloat ));

	luxOutColor = nAttr.createColor("luxOutColor", "luxOutColor");
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( luxOutColor ));

	luxOutFresnel = nAttr.create("luxOutFresnel", "luxOutFresnel",  MFnNumericData::kFloat);
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( luxOutFresnel ));

	CHECK_MSTATUS ( attributeAffects( color, luxOutFloat));
	CHECK_MSTATUS ( attributeAffects( color, luxOutColor));
	CHECK_MSTATUS ( attributeAffects( color, luxOutFresnel));
	CHECK_MSTATUS ( attributeAffects( color, outColor));
//---------------------------- automatically created attributes end ------------------------------------

    return MS::kSuccess;
}
コード例 #15
0
ファイル: dynamic_enum.cpp プロジェクト: yaoyansi/mymagicbox
MStatus DynamicEnum::initialize()
{
	MFnNumericAttribute nAttr;
	MFnTypedAttribute tAttr;
	MFnStringData sData;
	MStatus status; // Status will be used to hold the MStatus value

	// returned by each api function call. It is important
	// to check the status returned by a call to aid in
	// debugging. Failed API calls can result in subtle
	// errors that can be difficult to track down, you may
	// wish to use the CHECK_MSTATUS macro for any API
	// call where you do not need to provide your own
	// error handling.
	//

	// Attribute Initialization:
	aFilePath = tAttr.create( "filepath", "file", MFnData::kString, &status );
	CHECK_MSTATUS( status );
	CHECK_MSTATUS( tAttr.setKeyable( true ) );
	CHECK_MSTATUS( tAttr.setStorable( true ) );
	CHECK_MSTATUS( tAttr.setDefault( sData.create("") ) );

	aGridName = tAttr.create( "grid", "grd", MFnData::kString, &status );
	CHECK_MSTATUS( status );
	CHECK_MSTATUS( tAttr.setKeyable( true ) );
	CHECK_MSTATUS( tAttr.setStorable( true ) );
	CHECK_MSTATUS( tAttr.setDefault( sData.create("") ) );

	aOutColor = nAttr.createColor( "outColor", "oc", &status );
	CHECK_MSTATUS( status );
	CHECK_MSTATUS( nAttr.setHidden( false ) );
	CHECK_MSTATUS( nAttr.setReadable( true ) );
	CHECK_MSTATUS( nAttr.setWritable( false ) );

	// Next we will add the attributes we have defined to the node
	//
	CHECK_MSTATUS( addAttribute( aFilePath ) );
	CHECK_MSTATUS( addAttribute( aGridName ) );
	CHECK_MSTATUS( addAttribute( aOutColor ) );

	// The attributeAffects() method is used to indicate when the input
	// attribute affects the output attribute. This knowledge allows Maya
	// to optimize dependencies in the graph in more complex nodes where
	// there may be several inputs and outputs, but not all the inputs
	// affect all the outputs.
	//
	CHECK_MSTATUS( attributeAffects( aFilePath, aOutColor ) );
	CHECK_MSTATUS( attributeAffects( aGridName, aOutColor ) );

	return( MS::kSuccess );
}
コード例 #16
0
ファイル: gradient.cpp プロジェクト: MassW/OpenMaya
//
// DESCRIPTION:
MStatus Gradient::initialize()
{
	MFnNumericAttribute nAttr;
	MFnTypedAttribute tAttr;
	MFnGenericAttribute gAttr;
	MFnEnumAttribute eAttr;
	MFnMessageAttribute mAttr;

	MStatus status;

	outColor = nAttr.createColor("outColor", "outColor");
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( outColor ));

//---------------------------- automatically created attributes start ------------------------------------
	high = nAttr.createColor("high", "high");
	nAttr.setDefault(0,0,0);
	CHECK_MSTATUS(addAttribute( high ));


	low = nAttr.createColor("low", "low");
	nAttr.setDefault(1,1,1);
	CHECK_MSTATUS(addAttribute( low ));


	MObject directionX = nAttr.create("directionX", "directionx", MFnNumericData::kDouble, 0.0);
	MObject directionY = nAttr.create("directionY", "directiony", MFnNumericData::kDouble, 0.0);
	MObject directionZ = nAttr.create("directionZ", "directionz", MFnNumericData::kDouble, 0.0);
	direction = nAttr.create("direction", "direction", directionX, directionY, directionZ);
	MAKE_INPUT(nAttr);
	nAttr.setDefault(1,0,0);
	CHECK_MSTATUS(addAttribute( direction ));


//---------------------------- automatically created attributes end ------------------------------------

    return MS::kSuccess;
}
コード例 #17
0
ファイル: uvTexture.cpp プロジェクト: MassW/OpenMaya
//
// DESCRIPTION:
MStatus uv::initialize()
{
	MFnNumericAttribute nAttr;
	MFnTypedAttribute tAttr;
	MFnGenericAttribute gAttr;
	MFnEnumAttribute eAttr;
	MFnMessageAttribute mAttr;

	MStatus status;

	outColor = nAttr.createColor("outColor", "outColor");
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( outColor ));

//---------------------------- automatically created attributes start ------------------------------------
	luxOutColor = nAttr.createColor("luxOutColor", "luxOutColor");
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( luxOutColor ));

//---------------------------- automatically created attributes end ------------------------------------

    return MS::kSuccess;
}
コード例 #18
0
MStatus curvedArrows::initialize()
{ 
	MFnNumericAttribute nAttr; 

	aTheColor = nAttr.createColor( "theColor", "tc" ); 
	nAttr.setDefault( 0.1, 0.1, 0.8 ); 
	nAttr.setKeyable( true ); 
	nAttr.setReadable( true ); 
	nAttr.setWritable( true ); 
	nAttr.setStorable( true ); 
	
	aTransparency = nAttr.create( "transparency", "t", MFnNumericData::kFloat );
	nAttr.setDefault( 0.5 ); 
	nAttr.setKeyable( true ); 
	nAttr.setReadable( true ); 
	nAttr.setWritable( true ); 
	nAttr.setStorable( true ); 

	aEnableTransparencySort = 
		nAttr.create( "transparencySort", "ts", MFnNumericData::kBoolean ); 
	nAttr.setDefault( true ); 
	nAttr.setKeyable( true ); 
	nAttr.setReadable( true ); 
	nAttr.setWritable( true ); 
	nAttr.setStorable( true ); 

    aEnableDrawLast =
        nAttr.create( "drawLast", "dL", MFnNumericData::kBoolean );
    nAttr.setDefault( false );
    nAttr.setKeyable( true );
    nAttr.setReadable( true );
    nAttr.setWritable( true );
    nAttr.setStorable( true );
                                                                                                                                                    
    MStatus stat1, stat2, stat3, stat4;
    stat1 = addAttribute( aTheColor );
    stat2 = addAttribute( aEnableTransparencySort );
    stat3 = addAttribute( aEnableDrawLast );
    stat4 = addAttribute( aTransparency );

    if ( !stat1 || !stat2 || !stat3  || !stat4) {
        stat1.perror("addAttribute");
        stat2.perror("addAttribute");
        stat3.perror("addAttribute");
        stat4.perror("addAttribute");
        return MS::kFailure;
    }

	return MS::kSuccess;
}
コード例 #19
0
MStatus sphereLightNode::initialize()
{
	MStatus stat;

	MFnNumericAttribute numAttr;

	sphereColor=numAttr.createColor("LightColor","lico");
	numAttr.setKeyable(true);
	numAttr.setStorable(true);
	numAttr.setDefault(1.0,1.0,1.0);

	spherePower=numAttr.create("Power","pw",MFnNumericData::kFloat,1.0);
	numAttr.setKeyable(true);
	numAttr.setStorable(true);
	numAttr.setMin(0.0);
	numAttr.setMax(10000.0); 

	sphereRadius=numAttr.create("Radius","ra",MFnNumericData::kFloat,1.0);
	numAttr.setKeyable(true);
	numAttr.setStorable(true);
	numAttr.setMin(0.0);
	numAttr.setMax(100.0); 

	sphereSamples=numAttr.create("Samples","sam",MFnNumericData::kInt,16);
	numAttr.setKeyable(true);
	numAttr.setStorable(true);
	numAttr.setMin(0);
	numAttr.setMax(512); 

	sphereMakeGeometry=numAttr.create("MakeGeometry","mg",MFnNumericData::kBoolean,0);
	numAttr.setKeyable(true);
	numAttr.setStorable(true);

	addAttribute(sphereColor);
	addAttribute(spherePower);
	addAttribute(sphereRadius);
	addAttribute(sphereSamples);
	addAttribute(sphereMakeGeometry);

	return stat;
}
コード例 #20
0
MStatus pointLightNode::initialize()
{
	MStatus stat;

	MFnNumericAttribute numAttr;

	pointLightColor=numAttr.createColor("LightColor","plico");
	numAttr.setKeyable(true);
	numAttr.setStorable(true);
	numAttr.setDefault(1.0,1.0,1.0);

	pointPower=numAttr.create("Power","pp",MFnNumericData::kFloat,1.0);
	numAttr.setKeyable(true);
	numAttr.setStorable(true);
	numAttr.setMin(0.0);
	numAttr.setMax(10000.0); 

	addAttribute(pointLightColor);
    addAttribute(pointPower);

	return stat=MStatus::kSuccess;

}
コード例 #21
0
ファイル: fresnelTexture.cpp プロジェクト: UIKit0/OpenMaya
//
// DESCRIPTION:
MStatus fresnel::initialize()
{
	MFnNumericAttribute nAttr;
	MFnTypedAttribute tAttr;
	MFnGenericAttribute gAttr;
	MFnEnumAttribute eAttr;
	MFnMessageAttribute mAttr;

	MStatus status;

	outColor = nAttr.createColor("outColor", "outColor");
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( outColor ));

//---------------------------- automatically created attributes start ------------------------------------
	filename = tAttr.create("filename", "filename",  MFnNumericData::kString);
	CHECK_MSTATUS(addAttribute( filename ));

	name = eAttr.create("name", "name", 0, &status);
	status = eAttr.addField( "aluminium", 0 );
	status = eAttr.addField( "amorphous carbon", 1 );
	status = eAttr.addField( "silver", 2 );
	status = eAttr.addField( "gold", 3 );
	status = eAttr.addField( "copper", 4 );
	MAKE_INPUT(eAttr);
	CHECK_MSTATUS(addAttribute( name ));

	luxOutFresnel = nAttr.create("luxOutFresnel", "luxOutFresnel",  MFnNumericData::kFloat);
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( luxOutFresnel ));

	CHECK_MSTATUS ( attributeAffects( filename, luxOutFresnel));
	CHECK_MSTATUS ( attributeAffects( filename, outColor));
//---------------------------- automatically created attributes end ------------------------------------

    return MS::kSuccess;
}
コード例 #22
0
MStatus
OpenSubdivPtexShader::initialize()
{
    MFnTypedAttribute typedAttr;
    MFnNumericAttribute numAttr;
    MFnEnumAttribute enumAttr;

    // level
    aLevel = numAttr.create("level", "lv", MFnNumericData::kLong, 3);
    numAttr.setInternal(true);
    numAttr.setMin(1);
    numAttr.setSoftMax(5);
    numAttr.setMax(10);

    // tessFactor
    aTessFactor = numAttr.create("tessFactor", "tessf", MFnNumericData::kLong, 2);
    numAttr.setInternal(true);
    numAttr.setMin(1);
    numAttr.setMax(10);

    // scheme
    aScheme = enumAttr.create("scheme", "sc", OsdPtexMeshData::kCatmark);
    enumAttr.addField("Catmull-Clark",  OsdPtexMeshData::kCatmark);
    enumAttr.addField("Loop",           OsdPtexMeshData::kLoop);
    enumAttr.addField("Bilinear",       OsdPtexMeshData::kBilinear);
    enumAttr.setInternal(true);

    // kernel
    aKernel = enumAttr.create("kernel", "kn", OsdPtexMeshData::kCPU);
    enumAttr.addField("CPU",    OsdPtexMeshData::kCPU);
#ifdef OPENSUBDIV_HAS_OPENMP
    enumAttr.addField("OpenMP", OsdPtexMeshData::kOPENMP);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
    enumAttr.addField("CL",     OsdPtexMeshData::kCL);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
    enumAttr.addField("CUDA",   OsdPtexMeshData::kCUDA);
#endif
    enumAttr.setInternal(true);

    // interpolateBoundary
    aInterpolateBoundary = enumAttr.create("interpolateBoundary", "ib",
                                           OsdPtexMeshData::kInterpolateBoundaryNone);
    enumAttr.addField("None",            OsdPtexMeshData::kInterpolateBoundaryNone);
    enumAttr.addField("Edge Only",       OsdPtexMeshData::kInterpolateBoundaryEdgeOnly);
    enumAttr.addField("Edge and Corner", OsdPtexMeshData::kInterpolateBoundaryEdgeAndCorner);
    enumAttr.addField("Always Sharp",    OsdPtexMeshData::kInterpolateBoundaryAlwaysSharp);
    enumAttr.setInternal(true);

    // adaptive
    aAdaptive = numAttr.create("adaptive", "adp", MFnNumericData::kBoolean, true);
    numAttr.setInternal(true);

    // wireframe
    aWireframe = numAttr.create("wireframe", "wf", MFnNumericData::kBoolean, false);

    // material attributes
    aDiffuse = numAttr.createColor("diffuse",   "d");
    numAttr.setDefault(0.6f, 0.6f, 0.7f);
    aAmbient = numAttr.createColor("ambient",   "a");
    numAttr.setDefault(0.1f, 0.1f, 0.1f);
    aSpecular = numAttr.createColor("specular", "s");
    numAttr.setDefault(0.3f, 0.3f, 0.3f);

    // Ptex Texture Attributes
    //
    // diffuseEnvironmentMapFile;
    aDiffuseEnvironmentMapFile = typedAttr.create("diffuseEnvironmentMap", "difenv", MFnData::kString);
    typedAttr.setInternal(true);
    // don't let maya hold on to string when fileNode is disconnected
    typedAttr.setDisconnectBehavior(MFnAttribute::kReset);

    // specularEnvironmentMapFile;
    aSpecularEnvironmentMapFile = typedAttr.create("specularEnvironmentMap", "specenv", MFnData::kString);
    typedAttr.setInternal(true);
    // don't let maya hold on to string when fileNode is disconnected
    typedAttr.setDisconnectBehavior(MFnAttribute::kReset);

    // colorFile;
    aColorFile = typedAttr.create("colorFile", "cf", MFnData::kString);
    typedAttr.setInternal(true);

    // displacementFile;
    aDisplacementFile = typedAttr.create("displacementFile", "df", MFnData::kString);
    typedAttr.setInternal(true);

    // occlusionFile;
    aOcclusionFile = typedAttr.create("occlusionFile", "of", MFnData::kString);
    typedAttr.setInternal(true);

    // enableDisplacement;
    aEnableDisplacement = numAttr.create("enableDisplacement", "end", MFnNumericData::kBoolean, 1);
    numAttr.setInternal(true);

    // enableColor;
    aEnableColor = numAttr.create("enableColor", "enc", MFnNumericData::kBoolean, 1);
    numAttr.setInternal(true);

    // enableOcclusion;
    aEnableOcclusion = numAttr.create("enableOcclusion", "eno", MFnNumericData::kBoolean, 1);
    numAttr.setInternal(true);

    // enableNormal;
    aEnableNormal = numAttr.create("enableNormal", "enn", MFnNumericData::kBoolean, 1);
    numAttr.setInternal(true);

    // fresnelBias;
    aFresnelBias = numAttr.create("fresnelBias", "fb", MFnNumericData::kFloat, 0.2f);
    numAttr.setMin(0);
    numAttr.setMax(1);

    // fresnelScale;
    aFresnelScale = numAttr.create("fresnelScale", "fs", MFnNumericData::kFloat, 1.0f);
    numAttr.setMin(0);
    numAttr.setSoftMax(1);

    // fresnelPower;
    aFresnelPower = numAttr.create("fresnelPower", "fp", MFnNumericData::kFloat, 5.0f);
    numAttr.setMin(0);
    numAttr.setSoftMax(10);

    // shaderSource;
    aShaderSource = typedAttr.create("shaderSource", "ssrc", MFnData::kString);
    typedAttr.setInternal(true);


    // add attributes
    addAttribute(aLevel);
    addAttribute(aTessFactor);
    addAttribute(aScheme);
    addAttribute(aKernel);
    addAttribute(aInterpolateBoundary);
    addAttribute(aAdaptive);
    addAttribute(aWireframe);

    addAttribute(aDiffuse);
    addAttribute(aAmbient);
    addAttribute(aSpecular);

    addAttribute(aShaderSource);

    addAttribute(aDiffuseEnvironmentMapFile);
    addAttribute(aSpecularEnvironmentMapFile);
    addAttribute(aColorFile);
    addAttribute(aDisplacementFile);
    addAttribute(aOcclusionFile);

    addAttribute(aEnableDisplacement);
    addAttribute(aEnableColor);
    addAttribute(aEnableOcclusion);
    addAttribute(aEnableNormal);

    addAttribute(aFresnelBias);
    addAttribute(aFresnelScale);
    addAttribute(aFresnelPower);

    return MS::kSuccess;
}
コード例 #23
0
ファイル: cellShader.cpp プロジェクト: DimondTheCat/xray
//
// DESCRIPTION:
///////////////////////////////////////////////////////
MStatus Cell3D::initialize()
{
    MFnMatrixAttribute mAttr;
    MFnNumericAttribute nAttr; 

	// Input attributes

    aColorGain = nAttr.createColor("colorGain", "cg");
    MAKE_INPUT(nAttr);
    CHECK_MSTATUS( nAttr.setDefault(1.0f,1.0f,1.0f) );

    aColorOffset = nAttr.createColor("colorOffset", "co");
    MAKE_INPUT(nAttr);
    
    aPlaceMat = mAttr.create("placementMatrix", "pm", 
							 MFnMatrixAttribute::kFloat);
    MAKE_INPUT(mAttr);

	// Implicit shading network attributes

    aPointWorld = nAttr.createPoint("pointWorld", "pw");
	MAKE_INPUT(nAttr);
    CHECK_MSTATUS( nAttr.setHidden(true) );

	// Create output attributes

    aOutF0 = nAttr.create( "F0", "f0", MFnNumericData::kFloat);
    MAKE_OUTPUT(nAttr);

    aOutF1 = nAttr.create( "F1", "f1", MFnNumericData::kFloat);
    MAKE_OUTPUT(nAttr);

    aOutN0 = nAttr.create( "N0", "n0", MFnNumericData::kFloat);
    MAKE_OUTPUT(nAttr);

    aOutBorderDist = nAttr.create("borderDistance", "bd", 
								  MFnNumericData::kFloat);
    MAKE_OUTPUT(nAttr);
    
    aOutColor = nAttr.createColor("outColor", "oc");
	MAKE_OUTPUT(nAttr);

    aOutAlpha = nAttr.create( "outAlpha", "oa", MFnNumericData::kFloat);
	MAKE_OUTPUT(nAttr);

	// Add attributes to the node database.

    CHECK_MSTATUS( addAttribute(aColorGain) );
    CHECK_MSTATUS( addAttribute(aColorOffset) );
    CHECK_MSTATUS( addAttribute(aPointWorld) );
    CHECK_MSTATUS( addAttribute(aPlaceMat) );

    CHECK_MSTATUS( addAttribute(aOutAlpha) );
    CHECK_MSTATUS( addAttribute(aOutColor) );
    CHECK_MSTATUS( addAttribute(aOutF0) );
    CHECK_MSTATUS( addAttribute(aOutF1) );
    CHECK_MSTATUS( addAttribute(aOutN0) );
    CHECK_MSTATUS( addAttribute(aOutBorderDist) );

    // All input affect the output color and alpha

    CHECK_MSTATUS( attributeAffects (aColorGain, aOutColor) );
    CHECK_MSTATUS( attributeAffects (aColorOffset, aOutColor) );
    CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutColor) );
    CHECK_MSTATUS( attributeAffects (aPointWorld, aOutColor) );

    CHECK_MSTATUS( attributeAffects (aColorGain, aOutAlpha) );
    CHECK_MSTATUS( attributeAffects (aColorOffset, aOutAlpha) );
    CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutAlpha) );
    CHECK_MSTATUS( attributeAffects (aPointWorld, aOutAlpha) );

    // Geometry attribute affect all other outputs.

    CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutF0) );
    CHECK_MSTATUS( attributeAffects (aPointWorld, aOutF0) );

    CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutF1) );
    CHECK_MSTATUS( attributeAffects (aPointWorld, aOutF1) );

    CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutN0) );
    CHECK_MSTATUS( attributeAffects (aPointWorld, aOutN0) );

    CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutBorderDist) );
    CHECK_MSTATUS( attributeAffects (aPointWorld, aOutBorderDist) );

    return MS::kSuccess;
}
コード例 #24
0
ファイル: retargetLocator.cpp プロジェクト: jonntd/mayadev-1
MStatus retargetLocator::initialize()
{
    MFnNumericAttribute nAttr;
	MFnMatrixAttribute mAttr;
	MFnEnumAttribute eAttr;
	MFnUnitAttribute uAttr;
	MFnCompoundAttribute cAttr;
	MFnTypedAttribute tAttr;
	
	aOutput = nAttr.create( "output", "output", MFnNumericData::kDouble );
	nAttr.setStorable( false );
	CHECK_MSTATUS( addAttribute( aOutput ) );

	aDiscMatrix = mAttr.create( "discMatrix", "discMatrix" );
	mAttr.setStorable( true );
	CHECK_MSTATUS( addAttribute( aDiscMatrix ) );
	CHECK_MSTATUS( attributeAffects( aDiscMatrix, aOutput ) );

	aDiscAxis = eAttr.create( "discAxis", "discAxis", 0 );
	eAttr.addField( "X", 0 );
	eAttr.addField( "Y", 1 );
	eAttr.addField( "Z", 2 );
	eAttr.setStorable( true );
	eAttr.setChannelBox( true );
	eAttr.setReadable( true );
	CHECK_MSTATUS( addAttribute( aDiscAxis ) );
	CHECK_MSTATUS( attributeAffects( aDiscAxis, aOutput ) );


	aDiscDivision = nAttr.create( "discDivision", "discDivision", MFnNumericData::kInt, 32 );
	nAttr.setMin( 1 );
	nAttr.setMax( 32 );
	nAttr.setStorable( true );
	nAttr.setChannelBox( true );
	CHECK_MSTATUS( addAttribute( aDiscDivision ) );
	CHECK_MSTATUS( attributeAffects( aDiscDivision, aOutput ) );


	aDiscAngle = uAttr.create( "discAngle", "discAngle", MFnUnitAttribute::kAngle, 0.0 );
	uAttr.setStorable( true );
	uAttr.setChannelBox( true );
	CHECK_MSTATUS( addAttribute( aDiscAngle ) );
	CHECK_MSTATUS( attributeAffects( aDiscAngle, aOutput ) );


	aDiscOffsetX = nAttr.create( "discOffsetX", "discOffsetX", MFnNumericData::kDouble, 0.0 );
	aDiscOffsetY = nAttr.create( "discOffsetY", "discOffsetY", MFnNumericData::kDouble, 0.0 );
	aDiscOffsetZ = nAttr.create( "discOffsetZ", "discOffsetZ", MFnNumericData::kDouble, 0.0 );
	aDiscOffset  = nAttr.create( "discOffset", "discOffset", aDiscOffsetX, aDiscOffsetY, aDiscOffsetZ );
	uAttr.setStorable( true );
	uAttr.setChannelBox( true );
	CHECK_MSTATUS( addAttribute( aDiscOffset ) );
	CHECK_MSTATUS( attributeAffects( aDiscOffset, aOutput ) );

	aDiscSizeX = nAttr.create( "discSizeX", "discSizeX", MFnNumericData::kDouble, 1.0 );
	aDiscSizeY = nAttr.create( "discSizeY", "discSizeY", MFnNumericData::kDouble, 1.0 );
	aDiscSizeZ = nAttr.create( "discSizeZ", "discSizeZ", MFnNumericData::kDouble, 1.0 );
	aDiscSize  = nAttr.create( "discSize", "discSize", aDiscSizeX, aDiscSizeY, aDiscSizeZ );
	uAttr.setStorable( true );
	uAttr.setChannelBox( true );
	CHECK_MSTATUS( addAttribute( aDiscSize ) );
	CHECK_MSTATUS( attributeAffects( aDiscSize, aOutput ) );


	aDiscActiveColor = nAttr.createColor( "discActiveColor", "discActiveColor" );
	nAttr.setStorable( true );
	nAttr.setUsedAsColor(true);
	nAttr.setDefault(1.0f, 1.0f, 1.0f);
	CHECK_MSTATUS( addAttribute( aDiscActiveColor ) );
	CHECK_MSTATUS( attributeAffects( aDiscActiveColor, aOutput ) );


	aDiscLeadColor = nAttr.createColor( "discLeadColor", "discLeadColor" );
	nAttr.setStorable( true );
	nAttr.setUsedAsColor(true);
	nAttr.setDefault(.263f, 1.0f, .639f);
	CHECK_MSTATUS( addAttribute( aDiscLeadColor ) );
	CHECK_MSTATUS( attributeAffects( aDiscLeadColor, aOutput ) );


	aDiscDefaultColor = nAttr.createColor( "discDefaultColor", "discDefaultColor" );
	nAttr.setStorable( true );
	nAttr.setUsedAsColor(true);
	nAttr.setDefault(.0f, .016f, .376f);
	CHECK_MSTATUS( addAttribute( aDiscDefaultColor ) );
	CHECK_MSTATUS( attributeAffects( aDiscDefaultColor, aOutput ) );

	aDiscFillAlpha = nAttr.create( "discFillAlpha", "discFillAlpha", MFnNumericData::kFloat, 0.1f );
	nAttr.setStorable( true );
	nAttr.setMin( 0.0f );
	nAttr.setMax( 1.0f );
	CHECK_MSTATUS( addAttribute( aDiscFillAlpha ) );
	CHECK_MSTATUS( attributeAffects( aDiscFillAlpha, aOutput ) );

	aDiscLineAlpha = nAttr.create( "discLineAlpha", "discLineAlpha", MFnNumericData::kFloat, 1.0f );
	nAttr.setStorable( true );
	nAttr.setMin( 0.0f );
	nAttr.setMax( 1.0f );
	CHECK_MSTATUS( addAttribute( aDiscLineAlpha ) );
	CHECK_MSTATUS( attributeAffects( aDiscLineAlpha, aOutput ) );

	aArrow = cAttr.create( "arrow", "arrow" );

	aInheritMatrix = nAttr.create( "inheritMatrix", "inheritMatrix", MFnNumericData::kBoolean, false );

	aInputMesh = tAttr.create( "inputMesh", "inputMesh", MFnData::kMesh );

	aAimMatrix = mAttr.create( "aimMatrix", "aimMatrix" );

	aStartSize = nAttr.create( "startSize", "startSize", MFnNumericData::kFloat, 0.5f );

	aSize = nAttr.create( "size", "size", MFnNumericData::kFloat, 1.0f );

	aActiveColor = nAttr.createColor( "activeColor", "activeColor" );
	nAttr.setUsedAsColor(true);
	nAttr.setDefault(1.0f, 1.0f, 1.0f);
	aLeadColor = nAttr.createColor( "leadColor", "leadColor" );
	nAttr.setUsedAsColor(true);
	nAttr.setDefault(.263f, 1.0f, .639f);
	aDefaultColor = nAttr.createColor( "defaultColor", "defaultColor" );
	nAttr.setUsedAsColor(true);
	nAttr.setDefault(.0f, .016f, .376f);

	aFillAlpha = nAttr.create( "fillAlpha", "fillAlpha", MFnNumericData::kFloat, 0.1f );
	aLineAlpha = nAttr.create( "lineAlpha", "lineAlpha", MFnNumericData::kFloat, 1.0f );

	aOffsetX = nAttr.create( "offsetX", "offsetX", MFnNumericData::kDouble, 0.0 );
	aOffsetY = nAttr.create( "offsetY", "offsetY", MFnNumericData::kDouble, 0.0 );
	aOffsetZ = nAttr.create( "offsetZ", "offsetZ", MFnNumericData::kDouble, 0.0 );
	aOffset = nAttr.create( "offset", "offset", aOffsetX, aOffsetY, aOffsetZ );

	cAttr.addChild( aInheritMatrix );
	cAttr.addChild( aAimMatrix );
	cAttr.addChild( aInputMesh );
	cAttr.addChild( aStartSize );
	cAttr.addChild( aSize );
	cAttr.addChild( aActiveColor );
	cAttr.addChild( aLeadColor );
	cAttr.addChild( aDefaultColor );
	cAttr.addChild( aFillAlpha );
	cAttr.addChild( aLineAlpha );
	cAttr.addChild( aOffset );
	cAttr.setArray( true );
	cAttr.setStorable( true );
	CHECK_MSTATUS( addAttribute( aArrow ) );
	CHECK_MSTATUS( attributeAffects( aArrow, aOutput ) );

	return MS::kSuccess;
}
コード例 #25
0
MStatus woodTexNode::initialize()
{
    MStatus stat;
    MFnNumericAttribute numAttr;
    MFnEnumAttribute enumAttr;

    woodTurbulence=numAttr.create("Turbulence","tl",MFnNumericData::kFloat,5.0);
    MAKE_INPUT(numAttr);
    numAttr.setMin(0.0);
    numAttr.setMax(200.0);

    woodSize=numAttr.create("WoodSize","ws",MFnNumericData::kFloat,4.0);
    MAKE_INPUT(numAttr);
    numAttr.setMin(0.0);
    numAttr.setMax(32.0);

    woodHard=numAttr.create("Hard","hr",MFnNumericData::kBoolean,false);
    MAKE_INPUT(numAttr);

    woodType=enumAttr.create("WoodType","wt",0);
    enumAttr.addField("bands",0);
    enumAttr.addField("rings",1);
    MAKE_INPUT(enumAttr);

    woodShape=enumAttr.create("WoodShape","wosh",0);
    enumAttr.addField("sin",0);
    enumAttr.addField("saw",1);
    enumAttr.addField("tri",2);

    NoiseType=enumAttr.create("NoiseType","noty",0);
    enumAttr.addField("newperlin",0);
    enumAttr.addField("stdperlin",1);
    enumAttr.addField("voronoi_f1",2);
    enumAttr.addField("voronoi_f2",3);
    enumAttr.addField("voronoi_f3",4);
    enumAttr.addField("voronoi_f4",5);
    enumAttr.addField("voronoi_f2fl",6);
    enumAttr.addField("voronoi_crackle",7);
    enumAttr.addField("cellnoise",8);
    MAKE_INPUT(enumAttr);

    mappingMethod=enumAttr.create("MappingMethod","mame",0);
    enumAttr.addField("uv",0);
    enumAttr.addField("orco",1);
    enumAttr.addField("global",2);
    enumAttr.addField("window",3);
    MAKE_INPUT(enumAttr);

    texCo=enumAttr.create("TextureCoordinate","texco",0);
    enumAttr.addField("plain",0);
    enumAttr.addField("cube",1);
    enumAttr.addField("tube",2);
    enumAttr.addField("sphere",3);
    MAKE_INPUT(enumAttr);

    //*******************************layer texture attribute*********************************//
    layerMix=enumAttr.create("MixMethod","mm1",0);
    enumAttr.addField("mix",0);
    enumAttr.addField("add",1);
    enumAttr.addField("multiply",2);
    enumAttr.addField("subtract",3);
    enumAttr.addField("screen",4);
    enumAttr.addField("divide",5);
    enumAttr.addField("difference",6);
    enumAttr.addField("darken",7);
    enumAttr.addField("lighten",8);
    MAKE_INPUT(enumAttr);

    textureColor=numAttr.createColor("TextureColor","teco");
    numAttr.setDefault(1.0,0.0,1.0);
    MAKE_INPUT(numAttr);

    texColorFact=numAttr.create("TextureColorWeight","tcw",MFnNumericData::kFloat,1.0);
    numAttr.setMin(0.0);
    numAttr.setMax(1.0);
    MAKE_INPUT(numAttr);

    defVal=numAttr.create("DefValue","dev",MFnNumericData::kFloat,1.0);
    numAttr.setMin(0.0);
    numAttr.setMax(1.0);
    MAKE_INPUT(numAttr);

    valFact=numAttr.create("ValueWeight","vaw",MFnNumericData::kFloat,1.0);
    numAttr.setMin(0.0);
    numAttr.setMax(1.0);
    MAKE_INPUT(numAttr);

    doColor=numAttr.create("DoColor","doco",MFnNumericData::kBoolean,true);
    MAKE_INPUT(numAttr);

    negative=numAttr.create("Negative","nega",MFnNumericData::kBoolean,false);
    MAKE_INPUT(numAttr);

    noRGB=numAttr.create("NoRGB","nr",MFnNumericData::kBoolean,false);
    MAKE_INPUT(numAttr);

    stencil=numAttr.create("Stencil","sten",MFnNumericData::kBoolean,false);
    MAKE_INPUT(numAttr);
    //*******************************layer texture attribute end*********************************//

    MObject u=numAttr.create("uCoord","u",MFnNumericData::kFloat);
    MObject v=numAttr.create("vCoord","v",MFnNumericData::kFloat);
    UV=numAttr.create("uvCoord","uv",u,v);
    MAKE_INPUT(numAttr);

    MObject filterX=numAttr.create("uvFilterSizeX", "fsx", MFnNumericData::kFloat);
    MObject filterY=numAttr.create( "uvFilterSizeY", "fsy", MFnNumericData::kFloat);
    UVFilterSize=numAttr.create("uvFilterSize", "fs", filterX, filterY);
    MAKE_INPUT(numAttr);

    Output=numAttr.createColor("outColor","oc");
    numAttr.setHidden(true);
    MAKE_OUTPUT(numAttr);


    addAttribute(woodTurbulence);
    addAttribute(woodSize);
    addAttribute(woodHard);
    addAttribute(woodType);
    addAttribute(woodShape);
    addAttribute(NoiseType);
    addAttribute(mappingMethod);
    addAttribute(texCo);

    addAttribute(layerMix);
    addAttribute(textureColor);
    addAttribute(texColorFact);
    addAttribute(defVal);
    addAttribute(valFact);
    addAttribute(doColor);
    addAttribute(negative);
    addAttribute(noRGB);
    addAttribute(stencil);

    addAttribute(UV);
    addAttribute(UVFilterSize);
    addAttribute(Output);


    attributeAffects(woodTurbulence,Output);
    attributeAffects(woodSize,Output);
    attributeAffects(woodHard,Output);
    attributeAffects(woodType,Output);
    attributeAffects(woodShape,Output);
    attributeAffects(NoiseType,Output);
    attributeAffects(mappingMethod,Output);
    attributeAffects(texCo,Output);

    attributeAffects(layerMix,Output);
    attributeAffects(textureColor,Output);
    attributeAffects(texColorFact,Output);
    attributeAffects(defVal,Output);
    attributeAffects(valFact,Output);
    attributeAffects(doColor,Output);
    attributeAffects(negative,Output);
    attributeAffects(noRGB,Output);
    attributeAffects(stencil,Output);

    attributeAffects(UV,Output);
    attributeAffects(UVFilterSize,Output);

    return stat;
}
コード例 #26
0
ファイル: brickTexture.cpp プロジェクト: UIKit0/OpenMaya
//
// DESCRIPTION:
MStatus brick::initialize()
{
	MFnNumericAttribute nAttr;
	MFnTypedAttribute tAttr;
	MFnGenericAttribute gAttr;
	MFnEnumAttribute eAttr;
	MFnMessageAttribute mAttr;

	MStatus status;

	outColor = nAttr.createColor("outColor", "outColor");
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( outColor ));

//---------------------------- automatically created attributes start ------------------------------------
	MObject scaleX = nAttr.create("scaleX", "scalex", MFnNumericData::kDouble, 0.0);
	MObject scaleY = nAttr.create("scaleY", "scaley", MFnNumericData::kDouble, 0.0);
	MObject scaleZ = nAttr.create("scaleZ", "scalez", MFnNumericData::kDouble, 0.0);
	scale = nAttr.create("scale", "scale", scaleX, scaleY, scaleZ);
	MAKE_INPUT(nAttr);
	nAttr.setDefault(1,1,1);
	CHECK_MSTATUS(addAttribute( scale ));

	brickbevel = nAttr.create("brickbevel", "brickbevel",  MFnNumericData::kFloat, 0.0);
	MAKE_INPUT(nAttr);
	CHECK_MSTATUS(addAttribute( brickbevel ));

	brickbond = eAttr.create("brickbond", "brickbond", 0, &status);
	status = eAttr.addField( "stacked", 0 );
	status = eAttr.addField( "flemish", 1 );
	status = eAttr.addField( "english", 2 );
	status = eAttr.addField( "herringbone", 3 );
	status = eAttr.addField( "basket", 4 );
	status = eAttr.addField( "chain link", 5 );
	MAKE_INPUT(eAttr);
	CHECK_MSTATUS(addAttribute( brickbond ));

	mortarsize = nAttr.create("mortarsize", "mortarsize",  MFnNumericData::kFloat, 0.01);
	MAKE_INPUT(nAttr);
	CHECK_MSTATUS(addAttribute( mortarsize ));

	brickwidth = nAttr.create("brickwidth", "brickwidth",  MFnNumericData::kFloat, 0.3);
	MAKE_INPUT(nAttr);
	CHECK_MSTATUS(addAttribute( brickwidth ));

	bricktex = nAttr.createColor("bricktex", "bricktex");
	MAKE_INPUT(nAttr);
	nAttr.setDefault(1.0,1.0,1.0);
	CHECK_MSTATUS(addAttribute( bricktex ));

	brickdepth = nAttr.create("brickdepth", "brickdepth",  MFnNumericData::kFloat, 0.15);
	MAKE_INPUT(nAttr);
	CHECK_MSTATUS(addAttribute( brickdepth ));

	coordinates = eAttr.create("coordinates", "coordinates", 0, &status);
	status = eAttr.addField( "global", 0 );
	status = eAttr.addField( "local", 1 );
	status = eAttr.addField( "global normal", 2 );
	status = eAttr.addField( "localnormal", 3 );
	status = eAttr.addField( "uv", 4 );
	MAKE_INPUT(eAttr);
	CHECK_MSTATUS(addAttribute( coordinates ));

	brickmodtex = nAttr.create("brickmodtex", "brickmodtex",  MFnNumericData::kFloat, 1.0);
	MAKE_INPUT(nAttr);
	CHECK_MSTATUS(addAttribute( brickmodtex ));

	MObject rotateX = nAttr.create("rotateX", "rotatex", MFnNumericData::kDouble, 0.0);
	MObject rotateY = nAttr.create("rotateY", "rotatey", MFnNumericData::kDouble, 0.0);
	MObject rotateZ = nAttr.create("rotateZ", "rotatez", MFnNumericData::kDouble, 0.0);
	rotate = nAttr.create("rotate", "rotate", rotateX, rotateY, rotateZ);
	MAKE_INPUT(nAttr);
	nAttr.setDefault(0,0,0);
	CHECK_MSTATUS(addAttribute( rotate ));

	motartex = nAttr.createColor("motartex", "motartex");
	MAKE_INPUT(nAttr);
	nAttr.setDefault(0.2,0.2,0.2);
	CHECK_MSTATUS(addAttribute( motartex ));

	brickrun = nAttr.create("brickrun", "brickrun",  MFnNumericData::kFloat, 0.75);
	MAKE_INPUT(nAttr);
	CHECK_MSTATUS(addAttribute( brickrun ));

	MObject translateX = nAttr.create("translateX", "translatex", MFnNumericData::kDouble, 0.0);
	MObject translateY = nAttr.create("translateY", "translatey", MFnNumericData::kDouble, 0.0);
	MObject translateZ = nAttr.create("translateZ", "translatez", MFnNumericData::kDouble, 0.0);
	translate = nAttr.create("translate", "translate", translateX, translateY, translateZ);
	MAKE_INPUT(nAttr);
	nAttr.setDefault(0,0,0);
	CHECK_MSTATUS(addAttribute( translate ));

	brickheight = nAttr.create("brickheight", "brickheight",  MFnNumericData::kFloat, 0.1);
	MAKE_INPUT(nAttr);
	CHECK_MSTATUS(addAttribute( brickheight ));

	luxOutFloat = nAttr.create("luxOutFloat", "luxOutFloat",  MFnNumericData::kFloat);
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( luxOutFloat ));

	luxOutColor = nAttr.createColor("luxOutColor", "luxOutColor");
	MAKE_OUTPUT(nAttr);
	CHECK_MSTATUS(addAttribute( luxOutColor ));

	CHECK_MSTATUS ( attributeAffects( scale, luxOutFloat));
	CHECK_MSTATUS ( attributeAffects( scale, luxOutColor));
	CHECK_MSTATUS ( attributeAffects( scale, outColor));
//---------------------------- automatically created attributes end ------------------------------------

    return MS::kSuccess;
}
コード例 #27
0
//initialize
//-----------------------------------------------
MStatus Ocio_test::initialize()
{
	
	//MFnSets
	MFnEnumAttribute eAttr;
	MFnNumericAttribute nAttr;
	MFnCompoundAttribute cAttr;
	MFnTypedAttribute tAttr;

	
	//a_verbose
	a_verbose = eAttr.create("verbose", "verbose", 0);
	eAttr.addField("no verbose", 0);
	eAttr.addField("verbose", 1);
	addAttribute(a_verbose);

	//a_change_list
	a_change_list = eAttr.create("change_list", "change_list", 0);
	eAttr.addField("type 1", 0);
	eAttr.addField("type 2", 1);
	addAttribute(a_change_list);

	//a_last_change_index
	a_last_change_index = nAttr.create("last_change_index", "last_change_index", MFnNumericData::kInt, 9999);
	nAttr.setStorable(false);
	addAttribute(a_last_change_index);

	//a_input_color
	a_input_color = nAttr.createColor("input_color", "input_color");
	nAttr.setUsedAsColor(true);
	nAttr.setStorable(false);
	addAttribute(a_input_color);

	//a_width
	a_width = nAttr.create("width", "width", MFnNumericData::kInt);
	nAttr.setStorable(false);
	addAttribute(a_width);

	//a_height
	a_height = nAttr.create("height", "height", MFnNumericData::kInt);
	nAttr.setStorable(false);
	addAttribute(a_height);

	//a_config_path
	a_config_path = tAttr.create("config_path", "config_path", MFnData::kString);
	tAttr.setUsedAsFilename(true);
	tAttr.setStorable(true);
	addAttribute(a_config_path);
	
	//a_output_color
	a_output_color = nAttr.createColor("output_color", "output_color");
	nAttr.setStorable(false);
	addAttribute(a_output_color);
	


	//Attribute affects
	attributeAffects(a_change_list, a_output_color);
	attributeAffects(a_input_color, a_output_color);
	attributeAffects(a_width, a_output_color);
	attributeAffects(a_height, a_output_color);

	return MStatus::kSuccess;
}
コード例 #28
0
// The initialize routine is called after the node has been created.
// It sets up the input and output attributes and adds them to the node.
// Finally the dependencies are arranged so that when the inputs
// change Maya knowns to call compute to recalculate the output values.
//
MStatus hwColorPerVertexShader::initialize()
{
    MFnNumericAttribute nAttr; 
    MFnTypedAttribute tAttr; 
	MStatus status;

    // Create input attributes.
	// All attributes are cached internal
	//
    aColorGain = nAttr.createColor( "colorGain", "cg", &status);
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable(true));
    CHECK_MSTATUS( nAttr.setKeyable(true));
    CHECK_MSTATUS( nAttr.setDefault(1.f, 1.f, 1.f));
	nAttr.setCached( true );
	nAttr.setInternal( true );

    aTranspGain = nAttr.create("transparencyGain", "tg",
						  MFnNumericData::kFloat, 1.f, &status);
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable(true));
    CHECK_MSTATUS( nAttr.setKeyable(true));
    CHECK_MSTATUS( nAttr.setDefault(1.f));
    CHECK_MSTATUS( nAttr.setSoftMin(0.f));
    CHECK_MSTATUS( nAttr.setSoftMax(2.f));
	nAttr.setCached( true );
	nAttr.setInternal( true );

    aColorBias = nAttr.createColor( "colorBias", "cb", &status);
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable(true));
    CHECK_MSTATUS( nAttr.setKeyable(true));
    CHECK_MSTATUS( nAttr.setDefault(0.f, 0.f, 0.f));
	nAttr.setCached( true );
	nAttr.setInternal( true );

    aTranspBias = nAttr.create( "transparencyBias", "tb",
						   MFnNumericData::kFloat, 0.f, &status);
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable(true));
    CHECK_MSTATUS( nAttr.setKeyable(true));
    CHECK_MSTATUS( nAttr.setDefault(0.f));
    CHECK_MSTATUS( nAttr.setSoftMin(-1.f));
    CHECK_MSTATUS( nAttr.setSoftMax(1.f));
	nAttr.setCached( true );
	nAttr.setInternal( true );

	aNormalsPerVertex = nAttr.create("normalsPerVertex", "nv",
		MFnNumericData::kInt, 0, &status);
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable(true));
    CHECK_MSTATUS( nAttr.setKeyable(false));
    CHECK_MSTATUS( nAttr.setDefault(0));
    CHECK_MSTATUS( nAttr.setSoftMin(0));
    CHECK_MSTATUS( nAttr.setSoftMax(3));
	nAttr.setCached( true );
	nAttr.setInternal( true );

	aColorsPerVertex = nAttr.create("colorsPerVertex", "cv",
		MFnNumericData::kInt, 0, &status);
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable(true));
    CHECK_MSTATUS( nAttr.setKeyable(false));
    CHECK_MSTATUS( nAttr.setDefault(0));
    CHECK_MSTATUS( nAttr.setSoftMin(0));
    CHECK_MSTATUS( nAttr.setSoftMax(5));
	nAttr.setCached( true );
	nAttr.setInternal( true );

	aColorSetName = tAttr.create("colorSetName", "cs",
		MFnData::kString, MObject::kNullObj, &status);
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( tAttr.setStorable(true));
    CHECK_MSTATUS( tAttr.setKeyable(false));
	tAttr.setCached( true );
	tAttr.setInternal( true );

    aTexRotateX = nAttr.create( "texRotateX", "tx",
						   MFnNumericData::kFloat, 0.f, &status);
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable(true));
    CHECK_MSTATUS( nAttr.setKeyable(true));
    CHECK_MSTATUS( nAttr.setDefault(0.f));
	nAttr.setCached( true );
	nAttr.setInternal( true );
	
    aTexRotateY = nAttr.create( "texRotateY", "ty",
						   MFnNumericData::kFloat, 0.f, &status);
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable(true));
    CHECK_MSTATUS( nAttr.setKeyable(true));
    CHECK_MSTATUS( nAttr.setDefault(0.f));
	nAttr.setCached( true );
	nAttr.setInternal( true );

    aTexRotateZ = nAttr.create( "texRotateZ", "tz",
						   MFnNumericData::kFloat, 0.f, &status);
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable(true));
    CHECK_MSTATUS( nAttr.setKeyable(true));
    CHECK_MSTATUS( nAttr.setDefault(0.f));
	nAttr.setCached( true );
	nAttr.setInternal( true );

	// create output attributes here
	// outColor is the only output attribute and it is inherited
	// so we do not need to create or add it.
	//

	// Add the attributes here

    CHECK_MSTATUS( addAttribute(aColorGain));
    CHECK_MSTATUS( addAttribute(aTranspGain));
    CHECK_MSTATUS( addAttribute(aColorBias));
    CHECK_MSTATUS( addAttribute(aTranspBias));
	CHECK_MSTATUS( addAttribute(aNormalsPerVertex));
	CHECK_MSTATUS( addAttribute(aColorsPerVertex));
	CHECK_MSTATUS( addAttribute(aColorSetName));
	CHECK_MSTATUS( addAttribute(aTexRotateX));
	CHECK_MSTATUS( addAttribute(aTexRotateY));
	CHECK_MSTATUS( addAttribute(aTexRotateZ));

    CHECK_MSTATUS( attributeAffects (aColorGain,  outColor));
    CHECK_MSTATUS( attributeAffects (aTranspGain, outColor));
    CHECK_MSTATUS( attributeAffects (aColorBias,  outColor));
    CHECK_MSTATUS( attributeAffects (aTranspBias, outColor));
    CHECK_MSTATUS( attributeAffects (aNormalsPerVertex, outColor));
    CHECK_MSTATUS( attributeAffects (aColorsPerVertex, outColor));
    CHECK_MSTATUS( attributeAffects (aColorSetName, outColor));
    CHECK_MSTATUS( attributeAffects (aTexRotateX, outColor));
    CHECK_MSTATUS( attributeAffects (aTexRotateY, outColor));
    CHECK_MSTATUS( attributeAffects (aTexRotateZ, outColor));

    return MS::kSuccess;
}
コード例 #29
0
MStatus asMicrofacet_brdf::initialize()
{
	MFnNumericAttribute nAttr;
	MFnLightDataAttribute lAttr;
	MFnTypedAttribute tAttr;
	MFnGenericAttribute gAttr;
	MFnEnumAttribute eAttr;
	MFnMessageAttribute mAttr;

    MStatus status; // Status will be used to hold the MStatus value
                    // returned by each api function call. It is important
                    // to check the status returned by a call to aid in
                    // debugging. Failed API calls can result in subtle
                    // errors that can be difficult to track down, you may
                    // wish to use the CHECK_MSTATUS macro for any API
                    // call where you do not need to provide your own
                    // error handling.
                    //

//---------------------------- automatically created attributes start ------------------------------------
	reflectance = nAttr.createColor("reflectance", "reflectance");
	nAttr.setDefault(0.5,0.5,0.5);
	CHECK_MSTATUS(addAttribute( reflectance ));

	mdf = eAttr.create("mdf", "mdf", 1, &status);
	status = eAttr.addField( "beckmann", 0 );
	status = eAttr.addField( "blinn", 1 );
	status = eAttr.addField( "ggx", 2 );
	status = eAttr.addField( "ward", 3 );
	CHECK_MSTATUS(addAttribute( mdf ));

	glossiness_multiplier = nAttr.create("glossiness_multiplier", "glossiness_multiplier",  MFnNumericData::kFloat, 1.0);
	CHECK_MSTATUS(addAttribute( glossiness_multiplier ));

	glossiness = nAttr.create("glossiness", "glossiness",  MFnNumericData::kFloat, 0.5);
	CHECK_MSTATUS(addAttribute( glossiness ));

	fresnel_multiplier = nAttr.create("fresnel_multiplier", "fresnel_multiplier",  MFnNumericData::kFloat, 1.0);
	CHECK_MSTATUS(addAttribute( fresnel_multiplier ));

	reflectance_multiplier = nAttr.create("reflectance_multiplier", "reflectance_multiplier",  MFnNumericData::kFloat, 1.0);
	CHECK_MSTATUS(addAttribute( reflectance_multiplier ));

//---------------------------- automatically created attributes end ------------------------------------

    // Input Attributes
    //
    aTranslucenceCoeff = nAttr.create( "translucenceCoeff", "tc",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setKeyable( true ) );
    CHECK_MSTATUS( nAttr.setStorable( true ) );
    CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );

    aDiffuseReflectivity = nAttr.create( "diffuseReflectivity", "drfl",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setKeyable( true ) );
    CHECK_MSTATUS( nAttr.setStorable( true ) );
    CHECK_MSTATUS( nAttr.setDefault( 0.8f ) );

    aColor = nAttr.createColor( "color", "c", &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setKeyable( true ) );
    CHECK_MSTATUS( nAttr.setStorable( true ) );
    CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.58824f, 0.644f ) );

    aIncandescence = nAttr.createColor( "incandescence", "ic", &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setKeyable( true ) );
    CHECK_MSTATUS( nAttr.setStorable( true ) );
    CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.0f, 0.0f ) );

    aInTransparency = nAttr.createColor( "transparency", "it", &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setKeyable( true ) );
    CHECK_MSTATUS( nAttr.setStorable( true ) );
    CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.0f, 0.0f ) );

    // Color Output
    //
    aOutColor = nAttr.createColor( "outColor", "oc", &status );
    CHECK_MSTATUS( status );

    CHECK_MSTATUS( nAttr.setHidden( false ) );
    CHECK_MSTATUS( nAttr.setReadable( true ) );
    CHECK_MSTATUS( nAttr.setWritable( false ) );

    aOutTransparency = nAttr.createColor( "outTransparency", "ot", &status );
    CHECK_MSTATUS( status );

    CHECK_MSTATUS( nAttr.setHidden( false ) );
    CHECK_MSTATUS( nAttr.setReadable( true ) );
    CHECK_MSTATUS( nAttr.setWritable( false ) );

    // Camera Normals
    //
    aNormalCameraX = nAttr.create( "normalCameraX", "nx",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable( false ) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aNormalCameraY = nAttr.create( "normalCameraY", "ny",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable( false ) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aNormalCameraZ = nAttr.create( "normalCameraZ", "nz",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable( false ) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aNormalCamera = nAttr.create( "normalCamera","n", aNormalCameraX,
            aNormalCameraY, aNormalCameraZ, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( nAttr.setStorable( false ) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f, 1.0f, 1.0f ) );
    CHECK_MSTATUS( nAttr.setHidden( true ) );


    // Light Direction
    //
    aLightDirectionX = nAttr.create( "lightDirectionX", "ldx",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aLightDirectionY = nAttr.create( "lightDirectionY", "ldy",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aLightDirectionZ = nAttr.create( "lightDirectionZ", "ldz",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aLightDirection = nAttr.create( "lightDirection", "ld",
            aLightDirectionX, aLightDirectionY, aLightDirectionZ,
            &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f, 1.0f, 1.0f ) );


    // Light Intensity
    //
    aLightIntensityR = nAttr.create( "lightIntensityR", "lir",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aLightIntensityG = nAttr.create( "lightIntensityG", "lig",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aLightIntensityB = nAttr.create( "lightIntensityB", "lib",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aLightIntensity = nAttr.create( "lightIntensity", "li",
            aLightIntensityR, aLightIntensityG, aLightIntensityB,
            &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f, 1.0f, 1.0f ) );


    // Light
    //
    aLightAmbient = nAttr.create( "lightAmbient", "la",
            MFnNumericData::kBoolean, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( true ) );

    aLightDiffuse = nAttr.create( "lightDiffuse", "ldf",
            MFnNumericData::kBoolean, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( true ) );

    aLightSpecular = nAttr.create( "lightSpecular", "ls",
            MFnNumericData::kBoolean, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( false ) );

    aLightShadowFraction = nAttr.create( "lightShadowFraction", "lsf",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aPreShadowIntensity = nAttr.create( "preShadowIntensity", "psi",
            MFnNumericData::kFloat, 0, &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
    CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

    aLightBlindData = nAttr.createAddr( "lightBlindData", "lbld",
            &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );

    aLightData = lAttr.create( "lightDataArray", "ltd", aLightDirection,
            aLightIntensity, aLightAmbient, aLightDiffuse, aLightSpecular,
            aLightShadowFraction, aPreShadowIntensity, aLightBlindData,
            &status );
    CHECK_MSTATUS( status );
    CHECK_MSTATUS( lAttr.setArray( true ) );
    CHECK_MSTATUS( lAttr.setStorable( false ) );
    CHECK_MSTATUS( lAttr.setHidden( true ) );
    CHECK_MSTATUS( lAttr.setDefault( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
            true, true, false, 1.0f, 1.0f, NULL ) );


    // Next we will add the attributes we have defined to the node
    //
    CHECK_MSTATUS( addAttribute( aTranslucenceCoeff ) );
    CHECK_MSTATUS( addAttribute( aDiffuseReflectivity ) );
    CHECK_MSTATUS( addAttribute( aColor ) );
    CHECK_MSTATUS( addAttribute( aIncandescence ) );
    CHECK_MSTATUS( addAttribute( aInTransparency ) );
    CHECK_MSTATUS( addAttribute( aOutColor ) );
    CHECK_MSTATUS( addAttribute( aOutTransparency ) );
    CHECK_MSTATUS( addAttribute( aNormalCamera ) );

    // Only add the parent of the compound
    CHECK_MSTATUS( addAttribute( aLightData ) );

    // The attributeAffects() method is used to indicate when the input
    // attribute affects the output attribute. This knowledge allows Maya
    // to optimize dependencies in the graph in more complex nodes where
    // there may be several inputs and outputs, but not all the inputs
    // affect all the outputs.
    //
    CHECK_MSTATUS( attributeAffects( aTranslucenceCoeff, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aDiffuseReflectivity, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aColor, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aInTransparency, aOutTransparency ) );
    CHECK_MSTATUS( attributeAffects( aInTransparency, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aIncandescence, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightIntensityR, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightIntensityB, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightIntensityG, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightIntensity, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aNormalCameraX, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aNormalCameraY, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aNormalCameraZ, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aNormalCamera, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightDirectionX, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightDirectionY, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightDirectionZ, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightDirection, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightAmbient, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightSpecular, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightDiffuse, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightShadowFraction, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aPreShadowIntensity, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightBlindData, aOutColor ) );
    CHECK_MSTATUS( attributeAffects( aLightData, aOutColor ) );

    return( MS::kSuccess );
}
コード例 #30
0
MStatus	MayaToIndigoGlobals::initialize()
{
	MayaRenderGlobalsNode::initialize();

	MFnNumericAttribute nAttr;
	MFnTypedAttribute tAttr;
	MFnGenericAttribute gAttr;
	MFnEnumAttribute eAttr;
	MFnMessageAttribute mAttr;

	MStatus stat = MStatus::kSuccess;

//	------------- automatically created attributes start ----------- // 

	white_point = eAttr.create("white_point", "white_point", 4, &stat);
	stat = eAttr.addField( "User", 0 );
	stat = eAttr.addField( "A", 1 );
	stat = eAttr.addField( "B", 2 );
	stat = eAttr.addField( "C", 3 );
	stat = eAttr.addField( "D50", 4 );
	stat = eAttr.addField( "D55", 5 );
	stat = eAttr.addField( "D65", 6 );
	stat = eAttr.addField( "D75", 7 );
	stat = eAttr.addField( "E", 8 );
	stat = eAttr.addField( "F1", 9 );
	stat = eAttr.addField( "F2", 10 );
	stat = eAttr.addField( "F3", 11 );
	stat = eAttr.addField( "F4", 12 );
	stat = eAttr.addField( "F5", 13 );
	stat = eAttr.addField( "F6", 14 );
	stat = eAttr.addField( "F7", 15 );
	stat = eAttr.addField( "F8", 16 );
	stat = eAttr.addField( "F9", 17 );
	stat = eAttr.addField( "F10", 18 );
	stat = eAttr.addField( "F11", 19 );
	stat = eAttr.addField( "F12", 20 );
	CHECK_MSTATUS(addAttribute( white_point ));

	white_pointX = nAttr.create("white_pointX", "white_pointX",  MFnNumericData::kFloat, 0.0);
	CHECK_MSTATUS(addAttribute( white_pointX ));

	white_pointY = nAttr.create("white_pointY", "white_pointY",  MFnNumericData::kFloat, 0.0);
	CHECK_MSTATUS(addAttribute( white_pointY ));

	bih_tri_threshold = nAttr.create("bih_tri_threshold", "bih_tri_threshold",  MFnNumericData::kInt, 1100000);
	CHECK_MSTATUS(addAttribute( bih_tri_threshold ));

	metropolis = nAttr.create("metropolis", "metropolis",  MFnNumericData::kBoolean, true);
	CHECK_MSTATUS(addAttribute( metropolis ));

	large_mutation_prob = nAttr.create("large_mutation_prob", "large_mutation_prob",  MFnNumericData::kFloat, 0.1);
	CHECK_MSTATUS(addAttribute( large_mutation_prob ));

	max_change = nAttr.create("max_change", "max_change",  MFnNumericData::kFloat, .01);
	CHECK_MSTATUS(addAttribute( max_change ));

	max_num_consec_rejections = nAttr.create("max_num_consec_rejections", "max_num_consec_rejections",  MFnNumericData::kInt, 1000);
	CHECK_MSTATUS(addAttribute( max_num_consec_rejections ));

	logging = nAttr.create("logging", "logging",  MFnNumericData::kBoolean, true);
	CHECK_MSTATUS(addAttribute( logging ));

	path_tracing = eAttr.create("path_tracing", "path_tracing", 0, &stat);
	stat = eAttr.addField( "bidirectional", 0 );
	stat = eAttr.addField( "backwards", 1 );
	CHECK_MSTATUS(addAttribute( path_tracing ));

	tone_mapper = eAttr.create("tone_mapper", "tone_mapper", 1, &stat);
	stat = eAttr.addField( "linear", 0 );
	stat = eAttr.addField( "reinhard", 1 );
	stat = eAttr.addField( "camera", 2 );
	CHECK_MSTATUS(addAttribute( tone_mapper ));

	tone_linearScale = nAttr.create("tone_linearScale", "tone_linearScale",  MFnNumericData::kFloat, 1.0);
	nAttr.setMin(0.0001);
	nAttr.setMax(100);
	CHECK_MSTATUS(addAttribute( tone_linearScale ));

	tone_reinhardPreScale = nAttr.create("tone_reinhardPreScale", "tone_reinhardPreScale",  MFnNumericData::kFloat, 1.0);
	CHECK_MSTATUS(addAttribute( tone_reinhardPreScale ));

	tone_reinhardPostScale = nAttr.create("tone_reinhardPostScale", "tone_reinhardPostScale",  MFnNumericData::kFloat, 1.0);
	CHECK_MSTATUS(addAttribute( tone_reinhardPostScale ));

	tone_reinhardBurn = nAttr.create("tone_reinhardBurn", "tone_reinhardBurn",  MFnNumericData::kFloat, 10.0);
	CHECK_MSTATUS(addAttribute( tone_reinhardBurn ));

	tone_cameraResponse_function_path = tAttr.create("tone_cameraResponse_function_path", "tone_cameraResponse_function_path",  MFnNumericData::kString);
	CHECK_MSTATUS(addAttribute( tone_cameraResponse_function_path ));

	tone_cameraEv_adjust = nAttr.create("tone_cameraEv_adjust", "tone_cameraEv_adjust",  MFnNumericData::kFloat, 0.0);
	CHECK_MSTATUS(addAttribute( tone_cameraEv_adjust ));

	tone_cameraFilm_iso = nAttr.create("tone_cameraFilm_iso", "tone_cameraFilm_iso",  MFnNumericData::kFloat, 200.0);
	CHECK_MSTATUS(addAttribute( tone_cameraFilm_iso ));

	save_untonemapped_exr = nAttr.create("save_untonemapped_exr", "save_untonemapped_exr",  MFnNumericData::kBoolean, false);
	CHECK_MSTATUS(addAttribute( save_untonemapped_exr ));

	save_tonemapped_exr = nAttr.create("save_tonemapped_exr", "save_tonemapped_exr",  MFnNumericData::kBoolean, true);
	CHECK_MSTATUS(addAttribute( save_tonemapped_exr ));

	save_igi = nAttr.create("save_igi", "save_igi",  MFnNumericData::kBoolean, false);
	CHECK_MSTATUS(addAttribute( save_igi ));

	image_save_period = nAttr.create("image_save_period", "image_save_period",  MFnNumericData::kFloat, 60);
	CHECK_MSTATUS(addAttribute( image_save_period ));

	halt_time = nAttr.create("halt_time", "halt_time",  MFnNumericData::kFloat, -1);
	CHECK_MSTATUS(addAttribute( halt_time ));

	halt_samples_per_pixel = nAttr.create("halt_samples_per_pixel", "halt_samples_per_pixel",  MFnNumericData::kInt, -1);
	CHECK_MSTATUS(addAttribute( halt_samples_per_pixel ));

	hybrid = nAttr.create("hybrid", "hybrid",  MFnNumericData::kBoolean, false);
	CHECK_MSTATUS(addAttribute( hybrid ));

	auto_choose_num_threads = nAttr.create("auto_choose_num_threads", "auto_choose_num_threads",  MFnNumericData::kBoolean, true);
	CHECK_MSTATUS(addAttribute( auto_choose_num_threads ));

	num_threads = nAttr.create("num_threads", "num_threads",  MFnNumericData::kBoolean, 1);
	CHECK_MSTATUS(addAttribute( num_threads ));

	super_sample_factor = nAttr.create("super_sample_factor", "super_sample_factor",  MFnNumericData::kInt, 2);
	CHECK_MSTATUS(addAttribute( super_sample_factor ));

	watermark = nAttr.create("watermark", "watermark",  MFnNumericData::kBoolean, false);
	CHECK_MSTATUS(addAttribute( watermark ));

	info_overlay = nAttr.create("info_overlay", "info_overlay",  MFnNumericData::kBoolean, false);
	CHECK_MSTATUS(addAttribute( info_overlay ));

	cache_trees = nAttr.create("cache_trees", "cache_trees",  MFnNumericData::kBoolean, true);
	CHECK_MSTATUS(addAttribute( cache_trees ));

	aperture_diffraction = nAttr.create("aperture_diffraction", "aperture_diffraction",  MFnNumericData::kBoolean, true);
	CHECK_MSTATUS(addAttribute( aperture_diffraction ));

	post_process_diffraction = nAttr.create("post_process_diffraction", "post_process_diffraction",  MFnNumericData::kBoolean, true);
	CHECK_MSTATUS(addAttribute( post_process_diffraction ));

	render_foreground_alpha = nAttr.create("render_foreground_alpha", "render_foreground_alpha",  MFnNumericData::kBoolean, false);
	CHECK_MSTATUS(addAttribute( render_foreground_alpha ));

	splat_filter = eAttr.create("splat_filter", "splat_filter", 0, &stat);
	stat = eAttr.addField( "fastbox", 0 );
	stat = eAttr.addField( "radial", 1 );
	stat = eAttr.addField( "mn_cubic", 2 );
	CHECK_MSTATUS(addAttribute( splat_filter ));

	splat_filter_cubic_b = nAttr.create("splat_filter_cubic_b", "splat_filter_cubic_b",  MFnNumericData::kFloat, 0.6);
	CHECK_MSTATUS(addAttribute( splat_filter_cubic_b ));

	splat_filter_cubic_ring = nAttr.create("splat_filter_cubic_ring", "splat_filter_cubic_ring",  MFnNumericData::kFloat, 0.2);
	CHECK_MSTATUS(addAttribute( splat_filter_cubic_ring ));

	downsize_filter = eAttr.create("downsize_filter", "downsize_filter", 0, &stat);
	stat = eAttr.addField( "mn_cubic", 0 );
	stat = eAttr.addField( "gauss", 1 );
	stat = eAttr.addField( "sharp", 2 );
	CHECK_MSTATUS(addAttribute( downsize_filter ));

	downsize_filter_cubic_radius = nAttr.create("downsize_filter_cubic_radius", "downsize_filter_cubic_radius",  MFnNumericData::kFloat, 2);
	CHECK_MSTATUS(addAttribute( downsize_filter_cubic_radius ));

	vignetting = nAttr.create("vignetting", "vignetting",  MFnNumericData::kBoolean, true);
	CHECK_MSTATUS(addAttribute( vignetting ));

	gpu = nAttr.create("gpu", "gpu",  MFnNumericData::kBoolean, false);
	CHECK_MSTATUS(addAttribute( gpu ));

	selected_gpu_device = eAttr.create("selected_gpu_device", "selected_gpu_device", 0, &stat);
	stat = eAttr.addField( "CUDA", 0 );
	stat = eAttr.addField( "OPEN_CL", 1 );
	CHECK_MSTATUS(addAttribute( selected_gpu_device ));

	glass_acceleration = nAttr.create("glass_acceleration", "glass_acceleration",  MFnNumericData::kBoolean, false);
	CHECK_MSTATUS(addAttribute( glass_acceleration ));

	environmentType = eAttr.create("environmentType", "environmentType", 1, &stat);
	stat = eAttr.addField( "Off", 0 );
	stat = eAttr.addField( "Color/Map", 1 );
	stat = eAttr.addField( "Sun", 2 );
	CHECK_MSTATUS(addAttribute( environmentType ));

	environmentColor = nAttr.createColor("environmentColor", "environmentColor");
	nAttr.setDefault(0.4,0.4,1.0);
	CHECK_MSTATUS(addAttribute( environmentColor ));

	environmentSun = mAttr.create("environmentSun", "environmentSun");
	CHECK_MSTATUS(addAttribute( environmentSun ));

	turbidity = nAttr.create("turbidity", "turbidity",  MFnNumericData::kFloat, 2.0);
	CHECK_MSTATUS(addAttribute( turbidity ));

	extra_atmospheric = nAttr.create("extra_atmospheric", "extra_atmospheric",  MFnNumericData::kBoolean, false);
	CHECK_MSTATUS(addAttribute( extra_atmospheric ));

	sun_layer = nAttr.create("sun_layer", "sun_layer",  MFnNumericData::kInt, 0);
	CHECK_MSTATUS(addAttribute( sun_layer ));

	sky_layer = nAttr.create("sky_layer", "sky_layer",  MFnNumericData::kInt, 0);
	CHECK_MSTATUS(addAttribute( sky_layer ));

	sky_model = eAttr.create("sky_model", "sky_model", 0, &stat);
	stat = eAttr.addField( "original", 0 );
	stat = eAttr.addField( "captured-simulation", 1 );
	CHECK_MSTATUS(addAttribute( sky_model ));

	environmentMapType = eAttr.create("environmentMapType", "environmentMapType", 0, &stat);
	stat = eAttr.addField( "Spherical", 0 );
	stat = eAttr.addField( "Lat-Long", 1 );
	CHECK_MSTATUS(addAttribute( environmentMapType ));

	environmentMapMultiplier = nAttr.create("environmentMapMultiplier", "environmentMapMultiplier",  MFnNumericData::kFloat, 1.0);
	CHECK_MSTATUS(addAttribute( environmentMapMultiplier ));

	MFnStringData	fnStringData;
	MObject	defaultString;

	defaultString = fnStringData.create( "notepad.exe" );
	preferredTextEditor = tAttr.create("preferredTextEditor", "preferredTextEditor",  MFnNumericData::kString, defaultString);
	CHECK_MSTATUS(addAttribute( preferredTextEditor ));

//	------------- automatically created attributes end ----------- // 

	return stat;

}